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javascript - 在循环中绘制多个随机 Canvas 图像

转载 作者:行者123 更新时间:2023-11-30 18:28:23 25 4
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我正在尝试绘制一个网格,其中每个方 block 都分配有随机图像。我在绘制顺序和 Javascript 变量的潜在关闭问题上遇到了问题。感谢您的帮助。

var tileSize = 30;
var drawCanvasImage = function(ctx,tile,x,y) {
return function() {
ctx.drawImage(tile,x,y);
console.log("x = " + x + "/ y = " + y);
}
}

function textures(ctx) {
var grass = new Image();
var sea = new Image();
var woods = new Image();
for (var i=0; i<=10; i++) {
for (var j=0; j<=20; j++) {
rand = Math.floor(Math.random()*3 + 1);
x = i * tileSize;
y = j * tileSize;
if (rand == 1) {
grass.onload = drawCanvasImage(ctx,grass,x,y);
} else if (rand == 2) {
sea.onload = drawCanvasImage(ctx,sea,x,y);
} else {
woods.onload = drawCanvasImage(ctx,woods,x,y);
}
}
}
grass.src = "textures/grass.png";
sea.src = "textures/sea.png";
woods.src = "textures/woods.png";
}

//function called by the onload event in the html body tag
function draw() {
var ctx = document.getElementById("grid").getContext('2d');
grid(ctx); //a function to draw the background grid - works fine
textures(ctx);
}

当前结果是三个绘制的瓦片,都在x = 300的位置(相当于10的第i个循环* 30的tileSize)和一个随机的y位置。

在跟随领导并通过创建变量 drawCanvasImage 解决(也许?)关闭问题之后,我至少得到了要绘制的那三个图 block 。

----编辑----工作代码 - 修订版 2:

function randomArray() {
for (var i=0; i<=(xValue/tileSize); i++) {
terrainArray[i] = [];
for (var j=0; j<=(yValue/tileSize); j++) {
rand = Math.floor(Math.random()*4 + 1);
if (rand == 1) {
terrainArray[i][j] = 3;
} else if (rand == 2) {
terrainArray[i][j] = 2;
} else if (rand == 3) {
terrainArray[i][j] = 1;
} else {
terrainArray[i][j] = 0;
}
}
}
}

var drawTerrain = function(ctx,tile,landUseValue) {
return function() {
for (var i=0; i<=(xValue/tileSize); i++) {
for (var j=0; j<=(yValue/tileSize); j++) {
if (terrainArray[i][j] == landUseValue) {
ctx.drawImage(tile,i*tileSize,j*tileSize);
}
}
}
}
}

function textures(ctx) {
var grass = new Image();
var sea = new Image();
var woods = new Image();
var desert = new Image();
grass.onload = drawTerrain(ctx,grass,3);
sea.onload = drawTerrain(ctx,sea,0);
woods.onload = drawTerrain(ctx,woods,2);
desert.onload = drawTerrain(ctx,desert,1);
grass.src = "textures/grass.png";
sea.src = "textures/sea.png";
woods.src = "textures/woods.png";
desert.src = "textures/desert.png";
}

最佳答案

您要在每次迭代中重写三个图像的 onload。因此,它只会执行最后添加的 onload f 或每个图像。

建议:仅在线程加载后运行您的绘图方法(并且它们每次迭代只调用 drawCanvasImage 而无需 .onload=)

更好的是:将随机数存储在一个数组中,让每个图像在加载时独立地遍历数组,并在适用的情况下仅添加自身的副本。

修订版 2 的改进

function randomArray() {
for (var i=0; i<=(xValue/tileSize); i++) {
terrainArray[i] = [];
for (var j=0; j<=(yValue/tileSize); j++) {
rand = Math.floor(Math.random()*4 + 1);
terrainArray[i][j] = 4-rand;
//OR: replace above two lines with terrainArray[i][j]=Math.floor(Math.random()*4 + 1);. There's no need to have them in exactly reverse order.
}
}
}

var drawTerrain = function(ctx,tile,landUseValue) {
return function() {
for (var i=0; i<=(xValue/tileSize); i++) {
for (var j=0; j<=(yValue/tileSize); j++) {
if (terrainArray[i][j] == landUseValue) {
ctx.drawImage(tile,i*tileSize,j*tileSize);
}
}
}
}
}

function textures(ctx) {
var grass = new Image();
var sea = new Image();
var woods = new Image();
var desert = new Image();
grass.onload = drawTerrain(ctx,grass,3);
sea.onload = drawTerrain(ctx,sea,0);
woods.onload = drawTerrain(ctx,woods,2);
desert.onload = drawTerrain(ctx,desert,1);
grass.src = "textures/grass.png";
sea.src = "textures/sea.png";
woods.src = "textures/woods.png";
desert.src = "textures/desert.png";
}

为了使其更加灵活,您可以使用数组来存储图像,然后使用length。这样,如果你想添加另一个图像,你所要做的就是修改数组。

var srcArray=["textures/grass.png","textures/sea.png","textures/woods.png","textures/desert.png"];
var imgArray=[];
var terrainArray=[];
function textures(ctx){
randomArray();
for(var i=0;i<srcArray.length;i++){
imgArray[i]=new Image();
imgArray[i].src=srcArray[i];
imgArray[i].onload=drawTerrain(ctx,i);
}
}
function randomArray() {
for (var i=0; i<=(xValue/tileSize); i++) {
terrainArray[i] = [];
for (var j=0; j<=(yValue/tileSize); j++) {
terrainArray[i][j]=Math.floor(Math.random()*srcArray.length);

}
}
}

var drawTerrain = function(ctx,index) {
return function() {
for (var i=0; i<=(xValue/tileSize); i++) {
for (var j=0; j<=(yValue/tileSize); j++) {
if (terrainArray[i][j] == index) {
ctx.drawImage(imgArray[index],i*tileSize,j*tileSize);
}
}
}
}
}

所以现在,当您想要加载所有图像时,您所要做的就是调用 terrain(ctx)。而且,无论何时您想要将图像添加到图像列表中,只需将其添加到数组顶部即可。您不必深入挖掘并修改随机值等等。

关于javascript - 在循环中绘制多个随机 Canvas 图像,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/10270428/

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