HTML5 Canvas在绘图上闪烁 [英] HTML5 Canvas blinking on drawing

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本文介绍了HTML5 Canvas在绘图上闪烁的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我开始使用等距游戏,当绘制地面的所有部分时,我的画布闪烁(不在IE中)。当我将fps设置为20或更低时,闪烁停止。我怎么解决这个问题?有什么想法吗?

I'm beginning with an isometric game, and my canvas is blinking(Not in IE) when draws all the parts of the ground. When I set fps to 20 or less, the blinking stops. How can I solve that? Any ideas?

var camerax = 300, cameray = 100;
var fps = 60;

function draw() {
    clearCanvas();
    drawGround();
}

function drawGround() {
    var img = new Image();
    img.onload = function() {
    var width = img.width;
    var height = img.height;
    for (var x = 0; x < 3; x++) {
        for (var y = 3; y >= 0; y--) {
                mx = (x-y)*height + camerax;
                my = (x+y)*height/2 + cameray; 
                ctx.drawImage(img, mx, my);
             }
        }
    }
    img.src = "ground.png";
}

var loop = setInterval(function() {
    update();
    draw();
}, 1000/fps);


推荐答案

现在你每帧重新加载图像除非 onload 回调在帧的16ms内触发,否则你将看到一个空白画布。

Right now you're reloading the image every frame and unless the onload callback fires within the 16ms of the frame you're going to see a blank canvas.

你应该只需要调用新图像 img.onload 序列,以预加载图像。然后 onload 回调将启动你的第一帧,并且绘制调用可以自由使用内存中的图像。

You should only need to call the new Image, img.onload sequence once, to preload your images. The onload callback would then kick off your first frame, and the draw calls are free to use the image in memory.

类似于:

var camerax = 300, cameray = 100;
var fps = 60;
var img;
var loop;

function init() {
    img = new Image();
    img.onload = function() {
        loop = setInterval(function() {
            update();
            draw();
        }, 1000/fps);
    };
    img.src = "ground.png";
}

function draw() {
    clearCanvas();
    drawGround();
}

function drawGround() {
    var width = img.width;
    var height = img.height;
    for (var x = 0; x < 3; x++) {
        for (var y = 3; y >= 0; y--) {
                mx = (x-y)*height + camerax;
                my = (x+y)*height/2 + cameray; 
                ctx.drawImage(img, mx, my);
             }
        }
    }
}

当然,一旦你等待多个图像预加载就会变得更复杂,因为只有在完成所有这些图像后才需要启动循环。

Of course, it gets more complex once you're waiting for multiple images to preload since you need to start the loop only once all of them are done.

这篇关于HTML5 Canvas在绘图上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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