嘿伙计们不完全确定我做错了什么。我玩过一些 HTML5 游戏,但它们似乎遇到了不同的问题。绘图滞后于运动,看起来很奇怪。这似乎不是这里的情况。
在我的游戏中,绘图看起来不错,但随着他的移动,它就像每一秒一样滞后。(移动是箭头键)。如果我将他设置为自动移动,它也不需要箭头键,所以我认为这不是关键检测问题。
几乎就像垃圾收集器每秒都在运行一样。我不认为我会喷出那么多物体。
我正在使用 Chrome 21 (MacOSX) 和 Firefox 14。
http://tempdrew.dreamhosters.com/spine/
这是带有相关代码的js小提琴。
这在 chrome canary 上很好。我不知道这是否只是因为金丝雀中的 javascript 比标准 chrome 快得多。这在最新的 Firefox 中很糟糕。我不确定我做错了什么。我正在根据时间更新运动。如果我把它拿出来,虽然它仍然很糟糕。
我只是想知道是否有任何事情会引起任何人的注意。谢谢你的帮助。
sg = Class.extend({
});
sg.entities = [];
sg.buttonStates = [];
sg.createEntity = function (entity) {
this.entities.push(entity);
};
window.requestAnimFrame = (function () {
return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame ||
function (callback, element) {
window.setTimeout(callback, 1000 / 60);
};
})();
(function defineUtil() {
sg.util = {};
sg.util.getRandomInt = function getRandomInt(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
};
sg.util.getRandomNumber = function getRandomNumber(min, max) {
return Math.random() * (max - min) + min;
};
})();
/*************************/
(function createEntity() {
var Entity = Class.extend({
init: function (x, y) {
this.name = 'Entity';
this.health = 100;
this.pos = {
x: x,
y: y
};
this.vel = {
x: 0,
y: 0
};
this.accel = {
x: 0,
y: 0
}
console.log(this.name + ' created ' + x + ' ' + y);
},
update: function (elapsed) {
},
draw: function (ctx) {
}
});
sg.Entity = Entity;
})();
/************************/
// -- player.js
(function createPlayer() {
var Player = sg.Entity.extend({
x: 0,
y: 0,
moveLeft: false,
moveRight: false,
speed : 5,
init: function (x, y) {
this.x = x;
this.y = y;
this.name = 'Player';
},
draw: function (ctx) {
var x = this.x,
y = this.y;
ctx.beginPath();
ctx.rect(x, y, 40, 50);
ctx.fillStyle = 'white';
ctx.fill();
ctx.lineWidth = .5;
ctx.strokeStyle = 'rgba(0,0,0,.3)';
ctx.stroke();
ctx.fillStyle = 'rgba(0,0,0,.5)';
ctx.fillRect(x + 25, y + 15, 5, 5);
},
update: function (elapsed) {
var distance = (60 / 1000) * elapsed;
if (this.moveLeft) {
this.x += this.speed * distance;
} else if (this.moveRight) {
this.x -= this.speed * distance;
}
},
keyDown: function (e) {
if (e.keyCode === 39) {
this.moveLeft = true;
} else if (e.keyCode === 37) {
this.moveRight = true;
} else {
this.moveLeft = false;
this.moveRight = false;
}
},
keyUp: function (e) {
if (e.keyCode === 39) {
this.moveLeft = false;
} else if (e.keyCode === 37) {
this.moveRight = false;
}
}
});
sg.Player = Player;
})();
/**********************************/
(function createGame() {
var Game = Class.extend({
canvas: null,
context: null,
width: null,
height: null,
init: function (width, height) {
this.canvas = document.getElementById('canvas');
this.context = this.canvas.getContext('2d');
this.width = width || 800;
this.height = height || 600;
this.canvas.width = this.width;
this.canvas.height = this.height;
},
clear: function () {
this.context.clearRect(0, 0, this.width, this.height);
},
draw: function () {
this.clear();
for (var i = 0; i < sg.entities.length; i++) {
sg.entities[i].draw(this.context);
}
},
update: function (elapsed) {
for (var i = 0; i < sg.entities.length; i++) {
sg.entities[i].update(elapsed);
}
},
keyDown: function (e) {
for (var i = 0; i < sg.entities.length; i++) {
if (typeof sg.entities[i].keyDown === 'function') {
sg.entities[i].keyDown(e);
}
}
},
keyUp: function (e) {
for (var i = 0; i < sg.entities.length; i++) {
if (typeof sg.entities[i].keyUp === 'function') {
sg.entities[i].keyUp(e);
}
}
}
});
sg.Game = Game;
var game = sg.currentGame = new sg.Game(800, 600);
var player = new sg.Player(200, 459);
sg.createEntity(player);
function update(elapsed) {
game.update(elapsed);
}
var lastUpdate = Date.now();
function draw() {
var now = Date.now();
var elapsed = (now - lastUpdate);
lastUpdate = now;
game.draw();
update(elapsed);
requestAnimFrame(draw);
}
window.addEventListener('keydown', sg.currentGame.keyDown, false);
window.addEventListener('keyup', sg.currentGame.keyUp, false);
draw();
})();