我一直在尝试设置一个 javascript 游戏循环,但遇到了两个问题。我发现在 chrome 中,当我失去浏览器窗口的焦点然后单击返回我正在运行的动画时,它会快速运行它应该在后台渲染的帧。我还注意到,当以我拥有的当前速度移动时,动画是模糊的,但其他人已经能够让他们的画布绘图快速移动并且看起来仍然清晰。我知道他们似乎对此有很多了解,但我无法理解我的问题到底是什么。我认为这是创建游戏循环的推荐方式。
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html>
<head>
<title>Frame Test</title>
<link href="/css/bootstrap.css" media="all" rel="stylesheet" type="text/css" />
<script language="javascript" src="https://ajax.googleapis.com/ajax/libs/jquery/1.4.4/jquery.min.js"
type="text/javascript">
</script>
<script language="javascript" src="js/jquery.hotkeys.js" type="text/javascript"></script>
<script language="javascript" src="js/key_status.js" type="text/javascript"></script>
<script language="javascript" src="js/util.js" type="text/javascript"></script>
<script language="javascript" src="js/sprite.js" type="text/javascript"></script>
</head>
<body>
<button id="button1">
Toggle Loop</button>
<h1 id="frameCount">
Game Loop Test</h1>
<canvas id="gameCanvas" width="800" height="500">
<p>Your browser doesn't support canvas.</p>
</canvas>
<script type='text/javascript'>
// demo code used for playing around with javascript-canvas animations
var frameCount = 0;
var drawingCanvas = document.getElementById('gameCanvas');
// Check the element is in the DOM and the browser supports canvas
if (drawingCanvas.getContext) {
var context = drawingCanvas.getContext('2d');
var x = 100;
var y = 100;
var right = true;
context.strokeStyle = "#000000";
context.fillStyle = "Green";
context.beginPath();
context.arc(x, y, 50, 0, Math.PI * 2, true);
context.closePath();
context.stroke();
context.fill();
}
function Timer(settings) {
this.settings = settings;
this.timer = null;
this.on = false; //Bool that represents if the timer is running or stoped
this.fps = settings.fps || 30; //Target frames per second value
this.interval = Math.floor(1000 / 30);
this.timeInit = null; //Initial time taken when start is called
return this;
}
Timer.prototype =
{
run: function () {
var $this = this;
this.settings.run();
this.timeInit += this.interval;
this.timer = setTimeout(
function () { $this.run() },
this.timeInit - (new Date).getTime()
);
},
start: function () {
if (this.timer == null) {
this.timeInit = (new Date).getTime();
this.run();
this.on = true;
}
},
stop: function () {
clearTimeout(this.timer);
this.timer = null;
this.on = false;
},
toggle: function () {
if (this.on) { this.stop(); }
else { this.start(); }
}
}
var timer = new Timer({
fps: 30,
run: function () {
//---------------------------------------------run game code here------------------------------------------------------
//Currently Chorme is playing a catch up game with the frames to be drawn when the user leaves the browser window and then returns
//A simple canvas animation is drawn here to try and figure out how to solve this issue. (Most likely related to the timer implimentation)
//Once figured out probably the only code in this loop should be something like
//updateGameLogic();
//updateGameCanvas();
frameCount++;
if (drawingCanvas.getContext) {
// Initaliase a 2-dimensional drawing context
//Canvas commands go here
context.clearRect((x - 52), 48, (x + 52), 104);
// Create the yellow face
context.strokeStyle = "#000000";
context.fillStyle = "Green";
context.beginPath();
if (right) {
x = x + 6;
if (x > 500)
right = false;
} else {
x = x - 6;
if (x < 100)
right = true;
}
context.arc(x, 100, 50, 0, Math.PI * 2, true);
context.closePath();
context.stroke();
context.fill();
}
document.getElementById("frameCount").innerHTML = frameCount;
//---------------------------------------------end of game loop--------------------------------------------------------
}
});
document.getElementById("button1").onclick = function () { timer.toggle(); };
frameCount++;
document.getElementById("frameCount").innerHTML = frameCount;
</script>
</body>
</html>
- - - - - - -更新 - - - - - - - - - - -
我使用了 requestanimation 帧,这已经解决了帧速率问题,但是当动画运行时我仍然会得到奇怪的重影/模糊。知道我应该怎么画这个东西吗?