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Javascript Canvas 游戏重置错误,绘制失败

转载 作者:行者123 更新时间:2023-12-03 06:53:27 30 4
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我正在使用 js 和 canvas 制作游戏,我遇到了问题,一切都很顺利,直到玩家输了并且我重新启动了关卡。 clearRect 正在工作,但 map 没有再次绘制,因此屏幕保持黑色,当我移动妖精时,它会按照预期的方式绘制。我做错了什么?

控制台错误

未捕获的类型错误:无法在“CanvasRenderingContext2D”上执行“drawImage”:提供的值不是“(HTMLImageElement或HTMLVideoElement或HTMLCanvasElement或ImageBitmap)”类型

我的js文件

var world1 = [      
["S",".","B","P"],
["W","G","P","B"],
["S",".","B","."],
["I","B","P","B"]]


var visited1 = [
["f","f","f","f"],
["f","f","f","f"],
["f","f","f","f"],
["d","f","f","f"]]


var row=3;
var col=0;

var gold=false;
var win=false;
var state="estas a salvo";

var level = 0;
var ActualWorld=world1;
var ActualVisited=visited1;

var canvas = document.getElementById('board');
context = canvas.getContext('2d');
var width = window.innerWidth;
var height = window.innerHeight;
context.canvas.width = window.innerWidth;
context.canvas.height = window.innerHeight;

unvisited = new Image();
unvisited.src = 'img/unvisited1.png';
visited = new Image();
visited.src = 'img/visited1.png';
duende = new Image();
duende.src= 'img/duendeb.png';
wind = new Image();
wind.src = 'img/wind.png';
smell = new Image();
smell.src = 'img/smell.jpg';

s1 = new Image();
s1.src = 'img/1.png';
s2 = new Image();
s2.src = 'img/2.png';
s3 = new Image();
s3.src = 'img/3.png';
s4 = new Image();
s4.src = 'img/4.png';
s5 = new Image();
s5.src = 'img/5.png';
s6 = new Image();
s6.src = 'img/6.png';
s7 = new Image();
s7.src = 'img/7.png';


var side = height/4;
drawBoard(ActualWorld, ActualVisited);
control();

function drawBoard(world, visited)
{


unvisited.onload = function(){

updateScreen(ActualWorld, ActualVisited);
}


}
function updateScreen(world, visited){
var tmp;
for (var i = 0; i<visited.length; i++) {
for (var j =0; j< visited.length; j++) {
tmp=visited[i][j];
if (tmp=="f") {
context.drawImage(unvisited,side*j,side*i,side,side);
}
else if (tmp=="t") {
context.drawImage(visited, side*j,side*i,side,side);//here is the console error
}
else {
context.drawImage(duende, side*j, side*i, side, side);

}
}
}

}

function handleKeyDown(e){
var k = e.keyCode;
if (k==40 && row<ActualVisited.length-1) {
ActualVisited[row][col]="t";
context.drawImage(visited,side*col, side*row,side,side);
row++;
ActualVisited[row][col]="d";
context.drawImage(duende, side*col, side*row, side, side);
console.log("down");
check();
}
else if (k==38 && row>0) {
ActualVisited[row][col]="t";
context.drawImage(visited,side*col, side*row,side,side);
row--;
ActualVisited[row][col]="d";
context.drawImage(duende, side*col, side*row, side, side);
console.log("up");
check();
}
else if (k==37 && col>0) {
ActualVisited[row][col]="t";
context.drawImage(visited,side*col, side*row,side,side);
col--;
ActualVisited[row][col]="d";
context.drawImage(duende, side*col, side*row, side, side);
console.log("left");
check();
}
else if (k==39 && col<ActualVisited.length-1) {
ActualVisited[row][col]="t";
context.drawImage(visited,side*col, side*row,side,side);
col++;
ActualVisited[row][col]="d";
context.drawImage(duende, side*col, side*row, side, side);
console.log("right");
check();
}


}

function control(){
window.addEventListener('keydown',this.handleKeyDown,false);
}

function check(){
if (ActualWorld[row][col]==".") {
console.log("estas a salvo");
context.drawImage(s1, ActualWorld.length*side+side, 0);
}
else if (ActualWorld[row][col]=="B") {
console.log("sientes un viento fuerte");
context.drawImage(s2, ActualWorld.length*side+side, 0);
}
else if (ActualWorld[row][col]=="S") {
console.log("sientes un terrible olor");
context.drawImage(s3, ActualWorld.length*side+side, 0);
}
else if (ActualWorld[row][col]=="W") {
console.log("has perdido, el wumpus te ha atrapado");
context.drawImage(s4, ActualWorld.length*side+side, 0);
}
else if (ActualWorld[row][col]=="P") {
console.log("has perdido, has caido en un abismo");
context.drawImage(s5, ActualWorld.length*side+side, 0);
restart();
}
else if (ActualWorld[row][col]=="G") {
console.log("has robado el oro, escapa!");
context.drawImage(s6, ActualWorld.length*side+side, 0);
gold=true;
}
else if (ActualWorld[row][col]=="I" && gold==true) {
console.log("has ganado!");
context.drawImage(s7, ActualWorld.length*side+side, 0);
win=true;
// nextLevel();
}

}

/*function nextLevel(){

}*/

function restart(){
//setTimeout(myFunction, 3000);
//window.location.reload(true);
level=0;
gold=false;
ActualWorld=world1;
ActualVisited=visited1;
win=false;
row=3;
col=0;
//context.fillRect(0,0,width,height);
context.clearRect(0, 0, width, height);
updateScreen(ActualWorld, ActualVisited);
}

我的html文件

<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>Game</title><!-- titulo -->


<link rel="stylesheet" href="css/styles.css"><!-- enlazando archivo css -->
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.12.2/jquery.min.js"></script>

<!-- enlazando archivo js con el juego -->
</head>
<body>

<canvas id="board" style = "border: 1px solid grey"></canvas>
<script src="js/game.js"></script>
</body>
</html>

最佳答案

var visited 是一个图像,在 updateScreen 中,您尝试在当前出现错误的位置绘制图像。这是因为函数 updateScreen 的第二个参数也被命名为 visited,它不是图像。更改这些行,

function updateScreen(world, visited)
{
var tmp;
for (var i = 0; i<visited.length; i++)
{
for (var j =0; j< visited.length; j++)
{
tmp=visited[i][j];

像这样,

function updateScreen(world, v)
{
var tmp;
for (var i = 0; i<v.length; i++)
{
for (var j =0; j< v.length; j++)
{
tmp=v[i][j];

或者,您也可以将访问的图像重命名为其他名称,并更新对其的所有引用。

关于Javascript Canvas 游戏重置错误,绘制失败,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/37399001/

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