我相信在使用画布时,您的位置变量应该是整数值,因为它们代表像素,而浮点值没有意义。如果您打开控制台并输入,sceneManager.currentScene.GameplayLayer.ball.position.x
那么您会得到一个非常长的小数。我认为关于 OP 的评论表明有时球移动 2px 而不是 1px 可能是在某事上。当您更新您的位置时,您最终会得到一个浮点值。
我相信它有时会向上取整到下一个最高像素位置,有时向下取整。我会尝试像这样占用地板或天花板:
this.position.x += Math.floor(this.speed * 100 * deltaTime * Math.cos(directionInRadians));
this.position.y += Math.floor(this.speed * 100 * deltaTime * Math.sin(directionInRadians));
我会做这两个改变,看看它是如何表现的。
编辑:由于您编辑了问题以简化逻辑。我可以建议一些尝试,即使用我创建的这个我一直使用的时钟对象。它给了我流畅的动画,而且相当简单。它基于Three.JS 使用的时钟,因此您可能也想检查一下。即使你想使用自己的代码,你至少可以尝试这个现成的解决方案,看看它是否能给你同样的结果。这对我来说似乎工作得很好。另外,您尝试使用 shim,所以您在游戏功能中的调用应该是requestAnimFrame(game);
?
var Clock = function () {
/** Member startTime will remain fixed at its integer
millisecond value returned by Date.now(). Will always
be equal to the time the clock was started */
this.startTime = Date.now();
/** Member ms is updated by tick() to a integer value reprsenting
the number of milliseconds between the epoch (January 1, 1970)
and the current date and time of the system. */
this.ms = this.startTime;
this.last = this.startTime; /** millis at last call to tick() */
this.time = 0; /** ms in floating point seconds not millis */
/** Member dt is updated by tick() to an integer value representing
the number of milliseconds since the last call to tick(). */
this.dt = 0;
this.delta = 0; /** dt in floating point seconds not millis */
/** Member fps is updated by tick() to a floating point value representing
frames per second, updated and averaged approximately once per second */
this.fps = 0.0;
/** Member frameCount is updated to an integer value representing the
total number of calls to tick() since the clock was created. */
this.frameCount = 0;
/** The frameCounter member is a flag you can turn off if you don't need to
calculate the frameCount or do the average FPS calculation every second */
this.frameCounter = true;
/** Private globals needed to calculcate/average fps over eachs second */
var timeToUpdate = 0;
var framesToUpdate = 0;
/************************************************************************************
The tick() method updates ALL the Clock members, which should only
be read from and never written to manually. It is recommended that
tick() is called from a callback loop using requestAnimationFrame
Learn more: http://paulirish.com/2011/requestanimationframe-for-smart-animating/
*************************************************************************************/
this.tick = function () {
/** This is a new frame with it's very own unique number */
if (this.frameCounter) this.frameCount++;
/** Set the private currentTime variable */
this.ms = Date.now();
/** Update time delta and immediately set last time to
be as accurate as possible in our timings. */
this.dt = this.ms - this.last;
this.last = this.ms;
/** Calculate floating-point delta and increment time member */
this.delta = 0.001 * this.dt;
this.time += this.delta;
/** Calculate private temp variables for fps calculation */
if (this.frameCounter) {
timeToUpdate += this.dt;
framesToUpdate++;
if (timeToUpdate > 1000) {
this.fps = Math.round((framesToUpdate * 1000) / timeToUpdate);
framesToUpdate = 0;
timeToUpdate = 0;
}
}
}
}
如果你使用这个对象,那么你需要做的就是在你的初始化函数中创建一个新的时钟对象,就像这样clock = new Clock();
。然后调用clock.tick()
每个动画调用。然后,您可以访问成员clock.delta
,clock.time
这将为您提供增量和时间,以秒为单位的浮点值。clock.dt
并且clock.ms
将以毫秒为单位为您提供与整数相同的值。您还可以使用 fps 访问clock.fps
或通过设置禁用它clock.frameCounter = false
。