防止画布在重绘时闪烁? [英] Prevent canvas from flickering on redraw?

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问题描述

我目前正在像这样重绘:

I am currently doing redraws like this:

这工作正常,但偶尔会出现字符精灵闪烁的情况.这种情况足以引起很大的烦恼.我应该如何更有效地做到这一点?我还尝试过更改重绘频率.较高的频率加剧了该问题,而较低的频率由于图形原因不够快.

This works fine, except once in a while the character sprite will flash. This happens enough to be a pretty big annoyance. How should I do this more efficiently? I also tried changing the redraw frequency. Higher frequencies exacerbated the problem while lower frequencies are not fast enough for graphical reasons.

init()
{
//stuff
    return setInterval(draw,100);
}

function draw()
{
    drawBackground();
    character.draw(); //draws a sprite
}

//this function is called when character is created
Character.prototype.setImage = function ()
{
    this.avatar= new Image();
    this.avatar.onload=function(){
            this.imageLoaded=true;
    };
    this.avatar.src='/img/sprite.png';
}

Character.prototype.draw=function(ctx)
{  
    var imageW=this.imageW;
    var imageH=this.imageH;

    ctx.drawImage(avatar,20,20,imageW,imageH);

}

推荐答案

为什么每次绘制背景时都尝试下载背景图像?也许下一个代码更好:

Why you try to download background image each time when drawing background? Maybe next code is better:

var bg=null,ctxDrawInterval=-1;
init() {
  //stuff
  bg=new Image();
  bg.onload=function(){
    ctx.drawImage(bg,0,0,GAME_WIDTH,GAME_HEIGHT);
    ctxDrawInterval=setInterval(draw,100);
  }
  //bg.onerror=function(){
  //  what if error downloading?
  //}
  bg.src='img/background.png'; // must be placed after bg.onload
}

function draw() {
  drawBackground();
  character.draw(); //draws a sprite
}

function drawBackground() {
  ctx.drawImage(bg,0,0,GAME_WIDTH,GAME_HEIGHT);
}

这篇关于防止画布在重绘时闪烁?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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