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javascript - HTML5 Canvas - 使用 setTransform 滚动 map (由二维数组制成)

转载 作者:行者123 更新时间:2023-11-28 03:51:14 25 4
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我正在使用 HTML5 Canvas 制作 2D 平台游戏。我有一张使用二维数组制作的 map 。例如:

var map = [
[0,0,0],
[0,0,0],
[0,0,0]
];

当玩家移动时,它会更新相机的位置,并且 map 也会相应地滚动(相机尺寸与 Canvas 相同,800 x 500)。这样,我就可以拥有我想要的大小的 map ,并且可以保持 Canvas 大小相同。

我已经为这个游戏编写了很多代码,因此除了显示问题所需的内容外,我删除了所有内容。我将格式化 jsFiddle 代码以显示所有滚动发生的位置。

现在,解决问题。

问题是本地图滚动时, map 中所有图 block 之间有 1px 间距。

如何消除 map 滚动时图 block 之间的 1px 间距?

我知道代码很多,但是请尝试帮助我!这个问题快把我逼疯了!非常感谢您提供的任何想法或解决方案!

var w = window;
requestAnimationFrame = w.requestAnimationFrame || w.webkitRequestAnimationFrame || w.msRequestAnimationFrame || w.mozRequestAnimationFrame;

var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
canvas.width = 800;
canvas.height = 500;

var framesPerSecond = 30;
var running = true;
var delta = 0;
var now;
var then = Date.now();
var counter = 1000/framesPerSecond;

const COLS = 48;
const ROWS = 10;
const TILE = 50;

var keyDown = {};

var gravity = 0.9;
var friction = 0.9;

var main = function(){
now = Date.now();
delta += (now - then);
then = now;

if(delta > counter){
delta = 0;

//Set transformation back to normal
ctx.setTransform(1, 0, 0, 1, 0, 0);

ctx.clearRect(0, 0, canvas.width, canvas.height);
tick();

//Set transformation to camera location
ctx.setTransform(1, 0, 0, 1, -player.camX, -player.camY);

render();
}

requestAnimationFrame(main);
}

requestAnimationFrame(main);

var tick = function(){
player.tick();
}

var render = function(){
ctx.fillStyle = "red";
ctx.fillRect(0, 0, COLS*TILE, ROWS*TILE);

renderMap();
player.render();
}

var tiles = {
1:{
color:"#1ac200"
},

2:{
color:"#996633"
}
};

var map = [
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2]
];

var renderMap = function(){
for(var i=0; i<ROWS; i++){
for(var j=0; j<COLS; j++){
//Making sure we only draw the portion of the map that's in the camera's view
if(map[i][j] != 0 && j*TILE + TILE > player.camX && j*TILE < player.camX + 2*player.camOffsetX && i*TILE + TILE > player.camY && i*TILE < player.camY + 2*player.camOffsetY){
//Setting the color of the tile, then drawing it
ctx.fillStyle = tiles[map[i][j]].color;
ctx.fillRect(j*TILE, i*TILE, TILE, TILE);
}
}
}
}

var player = {
x:100,
y:100,
w:72,
h:94,
velX:0,
velY:0,
speed:3,
dir:"right",
canJump:false,
crouching:false,

boundingOffsetX:5,
boundingOffsetY:5,

camX:0,
camY:0,
camOffsetX:400,
camOffsetY:250,

tick:function(){
this.velX *= friction;
if(!leftCollision() && !rightCollision()){
this.x += 2*this.velX;
}

if(37 in keyDown){
this.dir = "left";
if(!leftCollision()){
if(this.velX > -this.speed && !this.crouching){
this.velX--;
}
}
}
if(39 in keyDown){
this.dir = "right";
if(!rightCollision()){
if(this.velX < this.speed && !this.crouching){
this.velX++;
}
}
}
if(40 in keyDown){
this.crouch();
}else{
this.crouching = false;
}
if(32 in keyDown && !this.crouching){
this.jump();
}

topCollision();

this.gravityHandling();
this.checkCanvasEdgeCollisions();
this.updateCamera();
},

render:function(){
if(this.dir === "right"){
if(!this.canJump){
ctx.fillStyle = "orange";
ctx.fillRect(this.x, this.y, this.w, this.h);
}else if(this.crouching && this.canJump){
ctx.fillStyle = "#000066";
ctx.fillRect(this.x, this.y, this.w, this.h);
}else{
ctx.fillStyle = "blue";
ctx.fillRect(this.x, this.y, this.w, this.h);
}
}else if(this.dir === "left"){
if(!this.canJump){
ctx.fillStyle = "orange";
ctx.fillRect(this.x, this.y, this.w, this.h);
}else if(this.crouching && this.canJump){
ctx.fillStyle = "#000066";
ctx.fillRect(this.x, this.y, this.w, this.h);
}else{
ctx.fillStyle = "turquoise";
ctx.fillRect(this.x, this.y, this.w, this.h);
}
}
},

jump:function(){
for(var i=0; i<18; i++){
if(this.canJump && !topCollision() && !this.crouching){
this.velY -= 1;
}
}
this.canJump = false;
},

crouch:function(){
if(!this.crouching){
this.crouching = true;
}
},

gravityHandling:function(){
if(!bottomCollision()){
this.canJump = false;
}

switch(this.canJump){
case true:
this.velY = 0;
break;
case false:
this.velY += gravity;
this.y += this.velY;
break;
default:
console.log("ERROR! Gravity is BROKEN!!!");
break;
}
},

checkCanvasEdgeCollisions:function(){
if(this.x < 0){this.x = 0;}
if(this.x + this.w > COLS*TILE){this.x = COLS*TILE - this.w;}
if(this.y + this.h > ROWS*TILE){this.y = ROWS*TILE - this.h; this.canJump = true;}
},

//This is where the camera's position is updated. It's updated according to the center of the player.
updateCamera:function(){
this.camX = this.x + this.w/2 - this.camOffsetX;
this.camY = this.y + this.h/2 - this.camOffsetY;
if(this.camX < 0){this.camX = 0;}
if(this.camX + 2*this.camOffsetX > COLS*TILE){this.camX = COLS*TILE - 2*this.camOffsetX;}
if(this.camY < 0){this.camY = 0;}
if(this.camY + 2*this.camOffsetY > ROWS*TILE){this.camY = ROWS*TILE - 2*this.camOffsetY;}
}
};


//Key detection and collisions from here on out.
document.addEventListener("keydown", function(e){
keyDown[e.keyCode] = true;
});

document.addEventListener("keyup", function(e){
delete keyDown[e.keyCode];
});

var solidBlocks = {1:true, 2:true};

var collision = function(col, row){
if(col < 0)
col = 0;
if(row < 0)
row = 0;

if(map[row][col] in solidBlocks){
return true;
}

return false;
}

var topCollision = function(){
var ty = Math.floor((player.y + player.velY + player.boundingOffsetY - 1) / TILE);

if(!collision(Math.floor((player.x + 3*player.boundingOffsetX) / TILE), ty) && !collision(Math.floor((player.x + player.w/2 + 3*player.boundingOffsetX) / TILE), ty) && !collision(Math.floor((player.x + player.w - 3*player.boundingOffsetX) / TILE), ty)){
return false;
}

player.velY = 0;
player.y = ty * TILE + TILE - player.boundingOffsetY + 1;
return true;
}

var bottomCollision = function(){
var ty = Math.floor((player.y + player.h + player.velY - player.boundingOffsetY + 4) / TILE);

if(!collision(Math.floor((player.x + 4*player.boundingOffsetX) / TILE), ty) && !collision(Math.floor((player.x + player.w/2 + 4*player.boundingOffsetX) / TILE), ty) && !collision(Math.floor((player.x + player.w - 4*player.boundingOffsetX) / TILE), ty)){
return false;
}

player.y = ty * TILE - player.h + player.boundingOffsetY - 4;
player.canJump = true;
return true;
}

var leftCollision = function(){
var tx = Math.floor((player.x + player.velX + player.boundingOffsetX - 1) / TILE);

if(!collision(tx, Math.floor((player.y + player.boundingOffsetY) / TILE)) && !collision(tx, Math.floor((player.y + player.h/2 + player.boundingOffsetY) / TILE)) && !collision(tx, Math.floor((player.y + player.h - player.boundingOffsetY) / TILE))){
return false;
}

player.x = tx * TILE + TILE - player.boundingOffsetX + 1;
return true;
}

var rightCollision = function(){
var tx = Math.floor((player.x + player.w + player.velX - player.boundingOffsetX + 1) / TILE);

if(!collision(tx, Math.floor((player.y + player.boundingOffsetY) / TILE)) && !collision(tx, Math.floor((player.y + player.h/2 + player.boundingOffsetY) / TILE)) && !collision(tx, Math.floor((player.y + player.h - player.boundingOffsetY) / TILE))){
return false;
}

player.x = tx * TILE - player.w + player.boundingOffsetX - 1;
return true;
}
<canvas id="canvas"></canvas>

最佳答案

它与变换的非整数位置有关。如果位置的值不是整数,则必须对其进行抗锯齿处理,并且您看到的线条是由于这种情况与舍入误差相结合造成的;例如线条并不完全重叠。

您可以通过简单地将位置强制为整数来解决此问题(|0 位于末尾,shift-0 将数字转换为整数):

ctx.setTransform(1, 0, 0, 1, -player.camX|0, -player.camY|0);

var w = window;
requestAnimationFrame = w.requestAnimationFrame || w.webkitRequestAnimationFrame || w.msRequestAnimationFrame || w.mozRequestAnimationFrame;

var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
canvas.width = 800;
canvas.height = 500;

var framesPerSecond = 30;
var running = true;
var delta = 0;
var now;
var then = Date.now();
var counter = 1000/framesPerSecond;

const COLS = 48;
const ROWS = 10;
const TILE = 50;

var keyDown = {};

var gravity = 0.9;
var friction = 0.9;

var main = function(){
now = Date.now();
delta += (now - then);
then = now;

if(delta > counter){
delta = 0;

//Set transformation back to normal
ctx.setTransform(1, 0, 0, 1, 0, 0);

ctx.clearRect(0, 0, canvas.width, canvas.height);
tick();

//Set transformation to camera location
ctx.setTransform(1, 0, 0, 1, -player.camX|0, -player.camY|0);

render();
}

requestAnimationFrame(main);
}

requestAnimationFrame(main);

var tick = function(){
player.tick();
}

var render = function(){
ctx.fillStyle = "red";
ctx.fillRect(0, 0, COLS*TILE, ROWS*TILE);

renderMap();
player.render();
}

var tiles = {
1:{
color:"#1ac200"
},

2:{
color:"#996633"
}
};

var map = [
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2]
];

var renderMap = function(){
for(var i=0; i<ROWS; i++){
for(var j=0; j<COLS; j++){
//Making sure we only draw the portion of the map that's in the camera's view
if(map[i][j] != 0 && j*TILE + TILE > player.camX && j*TILE < player.camX + 2*player.camOffsetX && i*TILE + TILE > player.camY && i*TILE < player.camY + 2*player.camOffsetY){
//Setting the color of the tile, then drawing it
ctx.fillStyle = tiles[map[i][j]].color;
ctx.fillRect(j*TILE, i*TILE, TILE, TILE);
}
}
}
}

var player = {
x:100,
y:100,
w:72,
h:94,
velX:0,
velY:0,
speed:3,
dir:"right",
canJump:false,
crouching:false,

boundingOffsetX:5,
boundingOffsetY:5,

camX:0,
camY:0,
camOffsetX:400,
camOffsetY:250,

tick:function(){
this.velX *= friction;
if(!leftCollision() && !rightCollision()){
this.x += 2*this.velX;
}

if(37 in keyDown){
this.dir = "left";
if(!leftCollision()){
if(this.velX > -this.speed && !this.crouching){
this.velX--;
}
}
}
if(39 in keyDown){
this.dir = "right";
if(!rightCollision()){
if(this.velX < this.speed && !this.crouching){
this.velX++;
}
}
}
if(40 in keyDown){
this.crouch();
}else{
this.crouching = false;
}
if(32 in keyDown && !this.crouching){
this.jump();
}

topCollision();

this.gravityHandling();
this.checkCanvasEdgeCollisions();
this.updateCamera();
},

render:function(){
if(this.dir === "right"){
if(!this.canJump){
ctx.fillStyle = "orange";
ctx.fillRect(this.x, this.y, this.w, this.h);
}else if(this.crouching && this.canJump){
ctx.fillStyle = "#000066";
ctx.fillRect(this.x, this.y, this.w, this.h);
}else{
ctx.fillStyle = "blue";
ctx.fillRect(this.x, this.y, this.w, this.h);
}
}else if(this.dir === "left"){
if(!this.canJump){
ctx.fillStyle = "orange";
ctx.fillRect(this.x, this.y, this.w, this.h);
}else if(this.crouching && this.canJump){
ctx.fillStyle = "#000066";
ctx.fillRect(this.x, this.y, this.w, this.h);
}else{
ctx.fillStyle = "turquoise";
ctx.fillRect(this.x, this.y, this.w, this.h);
}
}
},

jump:function(){
for(var i=0; i<18; i++){
if(this.canJump && !topCollision() && !this.crouching){
this.velY -= 1;
}
}
this.canJump = false;
},

crouch:function(){
if(!this.crouching){
this.crouching = true;
}
},

gravityHandling:function(){
if(!bottomCollision()){
this.canJump = false;
}

switch(this.canJump){
case true:
this.velY = 0;
break;
case false:
this.velY += gravity;
this.y += this.velY;
break;
default:
console.log("ERROR! Gravity is BROKEN!!!");
break;
}
},

checkCanvasEdgeCollisions:function(){
if(this.x < 0){this.x = 0;}
if(this.x + this.w > COLS*TILE){this.x = COLS*TILE - this.w;}
if(this.y + this.h > ROWS*TILE){this.y = ROWS*TILE - this.h; this.canJump = true;}
},

//This is where the camera's position is updated. It's updated according to the center of the player.
updateCamera:function(){
this.camX = this.x + this.w/2 - this.camOffsetX;
this.camY = this.y + this.h/2 - this.camOffsetY;
if(this.camX < 0){this.camX = 0;}
if(this.camX + 2*this.camOffsetX > COLS*TILE){this.camX = COLS*TILE - 2*this.camOffsetX;}
if(this.camY < 0){this.camY = 0;}
if(this.camY + 2*this.camOffsetY > ROWS*TILE){this.camY = ROWS*TILE - 2*this.camOffsetY;}
}
};


//Key detection and collisions from here on out.
document.addEventListener("keydown", function(e){
keyDown[e.keyCode] = true;
});

document.addEventListener("keyup", function(e){
delete keyDown[e.keyCode];
});

var solidBlocks = {1:true, 2:true};

var collision = function(col, row){
if(col < 0)
col = 0;
if(row < 0)
row = 0;

if(map[row][col] in solidBlocks){
return true;
}

return false;
}

var topCollision = function(){
var ty = Math.floor((player.y + player.velY + player.boundingOffsetY - 1) / TILE);

if(!collision(Math.floor((player.x + 3*player.boundingOffsetX) / TILE), ty) && !collision(Math.floor((player.x + player.w/2 + 3*player.boundingOffsetX) / TILE), ty) && !collision(Math.floor((player.x + player.w - 3*player.boundingOffsetX) / TILE), ty)){
return false;
}

player.velY = 0;
player.y = ty * TILE + TILE - player.boundingOffsetY + 1;
return true;
}

var bottomCollision = function(){
var ty = Math.floor((player.y + player.h + player.velY - player.boundingOffsetY + 4) / TILE);

if(!collision(Math.floor((player.x + 4*player.boundingOffsetX) / TILE), ty) && !collision(Math.floor((player.x + player.w/2 + 4*player.boundingOffsetX) / TILE), ty) && !collision(Math.floor((player.x + player.w - 4*player.boundingOffsetX) / TILE), ty)){
return false;
}

player.y = ty * TILE - player.h + player.boundingOffsetY - 4;
player.canJump = true;
return true;
}

var leftCollision = function(){
var tx = Math.floor((player.x + player.velX + player.boundingOffsetX - 1) / TILE);

if(!collision(tx, Math.floor((player.y + player.boundingOffsetY) / TILE)) && !collision(tx, Math.floor((player.y + player.h/2 + player.boundingOffsetY) / TILE)) && !collision(tx, Math.floor((player.y + player.h - player.boundingOffsetY) / TILE))){
return false;
}

player.x = tx * TILE + TILE - player.boundingOffsetX + 1;
return true;
}

var rightCollision = function(){
var tx = Math.floor((player.x + player.w + player.velX - player.boundingOffsetX + 1) / TILE);

if(!collision(tx, Math.floor((player.y + player.boundingOffsetY) / TILE)) && !collision(tx, Math.floor((player.y + player.h/2 + player.boundingOffsetY) / TILE)) && !collision(tx, Math.floor((player.y + player.h - player.boundingOffsetY) / TILE))){
return false;
}

player.x = tx * TILE - player.w + player.boundingOffsetX - 1;
return true;
}
<canvas id="canvas"></canvas>

关于javascript - HTML5 Canvas - 使用 setTransform 滚动 map (由二维数组制成),我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/47984606/

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