HTML5 Canvas 相机/视口 - 如何实际操作?

IT技术 javascript html canvas html5-canvas viewport
2021-02-03 04:36:01

我确定这之前已经解决了 1000 次:我得到了一个 960*560 大小的画布和一个 5000*3000 大小的房间,其中始终只应绘制 960*560,这取决于玩家所在的位置。玩家应该总是在中间,但是当靠近边界时 - 那么应该计算最佳视图)。玩家可以使用 WASD 或箭头键完全自由地移动。并且所有物体都应该自己移动 - 而不是我移动除玩家之外的所有其他东西,以创造玩家移动的错觉。

我现在找到了那两个问题:

HTML5 - 为画布创建视口作品,但仅适用于此类游戏,我无法为我的代码重现。

更改 html5 画布的视图“中心”似乎更有前途,也更有效,但我只理解它相对于播放器正确绘制所有其他对象,而不是如何相对于播放器滚动画布视口,这是我想要的当然要先实现。

我的代码(简化 - 游戏逻辑是分开的):

var canvas = document.getElementById("game");
canvas.tabIndex = 0;
canvas.focus();
var cc = canvas.getContext("2d");

// Define viewports for scrolling inside the canvas

/* Viewport x position */   view_xview = 0;
/* Viewport y position */   view_yview = 0;
/* Viewport width */        view_wview = 960;
/* Viewport height */       view_hview = 560;
/* Sector width */          room_width = 5000;
/* Sector height */         room_height = 3000;

canvas.width = view_wview;
canvas.height = view_hview;

function draw()
{
    clear();
    requestAnimFrame(draw);

    // World's end and viewport
    if (player.x < 20) player.x = 20;
    if (player.y < 20) player.y = 20;
    if (player.x > room_width-20) player.x = room_width-20;
    if (player.y > room_height-20) player.y = room_height-20;

    if (player.x > view_wview/2) ... ?
    if (player.y > view_hview/2) ... ?
}

我试图让它工作的方式感觉完全错误,我什至不知道我是如何尝试的......有什么想法吗?您如何看待 context.transform-thing?

我希望你理解我的描述并且有人有想法。亲切的问候

6个回答

现场演示jsfiddle.net

此演示说明了在真实游戏场景中的视口使用。使用箭头键在房间内移动玩家。大房间是使用矩形动态生成的,并将结果保存到图像中。

请注意,玩家总是在中间,除非靠近边界(如您所愿)。


现在我将尝试解释代码的主要部分,至少是仅看代码更难理解的部分。


使用 drawImage 根据视口位置绘制大图

drawImage 方法的一个变体有八个新参数。我们可以使用此方法对源图像的一部分进行切片并将它们绘制到画布上。

drawImage(图像,sx,sy,sWidth,sHeight,dx,dy,dWidth,dHeight)

与其他变体一样,第一个参数 image 要么是对图像对象的引用,要么是对不同画布元素的引用。对于其他八个参数,最好查看下图。前四个参数定义了源图像上切片的位置和大小。最后四个参数定义目标画布上的位置和大小。

画布 drawImage

字体:https : //developer.mozilla.org/en-US/docs/Web/Guide/HTML/Canvas_tutorial/Using_images

它在演示中的工作原理:

我们有一个代表房间的大图像,我们只想在画布上显示视口内的部分。裁剪位置(sx,sy)与相机(xView,yView)的位置相同,裁剪尺寸与视口(画布)相同,所以sWidth=canvas.widthsHeight=canvas.height

我们需要注意裁剪尺寸,因为drawImage如果裁剪位置或基于位置的裁剪尺寸无效,则不会在画布上绘制任何内容。这就是为什么我们需要if下面部分。

var sx, sy, dx, dy;
var sWidth, sHeight, dWidth, dHeight;

// offset point to crop the image
sx = xView;
sy = yView;

// dimensions of cropped image          
sWidth =  context.canvas.width;
sHeight = context.canvas.height;

// if cropped image is smaller than canvas we need to change the source dimensions
if(image.width - sx < sWidth){
    sWidth = image.width - sx;
}
if(image.height - sy < sHeight){
    sHeight = image.height - sy; 
}

// location on canvas to draw the croped image
dx = 0;
dy = 0;
// match destination with source to not scale the image
dWidth = sWidth;
dHeight = sHeight;          

// draw the cropped image
context.drawImage(image, sx, sy, sWidth, sHeight, dx, dy, dWidth, dHeight);

绘制与视口相关的游戏对象

在编写游戏时,最好将游戏中每个对象的逻辑和渲染分开。所以在演示中我们有updatedraw功能。update方法更改对象状态,如“游戏世界”上的位置、应用物理、动画状态等。该draw方法实际渲染对象并考虑视口正确渲染它,对象需要知道渲染上下文和视口属性。

请注意,游戏对象会根据游戏世界的位置进行更新。这意味着对象的 (x,y) 位置是世界中的位置。尽管如此,由于视口正在发生变化,因此需要正确渲染对象,并且渲染位置将与世界位置不同。

转换很简单:

世界(房间)中的物体位置:(x, y)
视口位置:(xView, yView)

渲染位置(x-xView, y-yView)

这适用于所有类型的坐标,甚至是负坐标。


游戏相机

我们的游戏对象有一个单独的更新方法。在 Demo 实现中,相机被视为一个游戏对象,也有一个单独的更新方法。

相机对象持有 viewport 的左上角位置(xView, yView),一个要跟随的对象,一个代表视口的矩形,一个代表游戏世界边界的矩形以及玩家在相机开始移动之前可以到达的每个边界的最小距离(xDeadZone,yDeadZone )。我们还定义了相机的自由度(轴)。对于顶视图风格的游戏,如 RPG,允许相机在 x(水平)和 y(垂直)轴上移动。

为了让玩家保持在视口的中间,我们将每个轴的死区设置为与画布中心会聚。看代码中的follow函数:

camera.follow(播放器,canvas.width/2,canvas.height/2)

注意:请参阅下面的更新部分,因为当地图(房间)的任何尺寸小于画布时,这不会产生预期的行为。


世界的极限

由于包括相机在内的每个对象都有自己的更新功能,因此很容易检查游戏世界的边界。只记得将阻止移动的代码放在更新函数的最后。


示范

查看完整代码并自己尝试。代码的大多数部分都有指导您完成的注释。我假设您了解 Javascript 的基础知识以及如何使用原型(有时我将术语“类”用于原型对象,只是因为它与 Java 等语言中的类具有类似的行为)。

现场演示

完整代码:

<!DOCTYPE HTML>
<html>
<body>
<canvas id="gameCanvas" width=400 height=400 />
<script>
// wrapper for our game "classes", "methods" and "objects"
window.Game = {};

// wrapper for "class" Rectangle
(function() {
  function Rectangle(left, top, width, height) {
    this.left = left || 0;
    this.top = top || 0;
    this.width = width || 0;
    this.height = height || 0;
    this.right = this.left + this.width;
    this.bottom = this.top + this.height;
  }

  Rectangle.prototype.set = function(left, top, /*optional*/ width, /*optional*/ height) {
    this.left = left;
    this.top = top;
    this.width = width || this.width;
    this.height = height || this.height
    this.right = (this.left + this.width);
    this.bottom = (this.top + this.height);
  }

  Rectangle.prototype.within = function(r) {
    return (r.left <= this.left &&
      r.right >= this.right &&
      r.top <= this.top &&
      r.bottom >= this.bottom);
  }

  Rectangle.prototype.overlaps = function(r) {
    return (this.left < r.right &&
      r.left < this.right &&
      this.top < r.bottom &&
      r.top < this.bottom);
  }

  // add "class" Rectangle to our Game object
  Game.Rectangle = Rectangle;
})();

// wrapper for "class" Camera (avoid global objects)
(function() {

  // possibles axis to move the camera
  var AXIS = {
    NONE: 1,
    HORIZONTAL: 2,
    VERTICAL: 3,
    BOTH: 4
  };

  // Camera constructor
  function Camera(xView, yView, viewportWidth, viewportHeight, worldWidth, worldHeight) {
    // position of camera (left-top coordinate)
    this.xView = xView || 0;
    this.yView = yView || 0;

    // distance from followed object to border before camera starts move
    this.xDeadZone = 0; // min distance to horizontal borders
    this.yDeadZone = 0; // min distance to vertical borders

    // viewport dimensions
    this.wView = viewportWidth;
    this.hView = viewportHeight;

    // allow camera to move in vertical and horizontal axis
    this.axis = AXIS.BOTH;

    // object that should be followed
    this.followed = null;

    // rectangle that represents the viewport
    this.viewportRect = new Game.Rectangle(this.xView, this.yView, this.wView, this.hView);

    // rectangle that represents the world's boundary (room's boundary)
    this.worldRect = new Game.Rectangle(0, 0, worldWidth, worldHeight);

  }

  // gameObject needs to have "x" and "y" properties (as world(or room) position)
  Camera.prototype.follow = function(gameObject, xDeadZone, yDeadZone) {
    this.followed = gameObject;
    this.xDeadZone = xDeadZone;
    this.yDeadZone = yDeadZone;
  }

  Camera.prototype.update = function() {
    // keep following the player (or other desired object)
    if (this.followed != null) {
      if (this.axis == AXIS.HORIZONTAL || this.axis == AXIS.BOTH) {
        // moves camera on horizontal axis based on followed object position
        if (this.followed.x - this.xView + this.xDeadZone > this.wView)
          this.xView = this.followed.x - (this.wView - this.xDeadZone);
        else if (this.followed.x - this.xDeadZone < this.xView)
          this.xView = this.followed.x - this.xDeadZone;

      }
      if (this.axis == AXIS.VERTICAL || this.axis == AXIS.BOTH) {
        // moves camera on vertical axis based on followed object position
        if (this.followed.y - this.yView + this.yDeadZone > this.hView)
          this.yView = this.followed.y - (this.hView - this.yDeadZone);
        else if (this.followed.y - this.yDeadZone < this.yView)
          this.yView = this.followed.y - this.yDeadZone;
      }

    }

    // update viewportRect
    this.viewportRect.set(this.xView, this.yView);

    // don't let camera leaves the world's boundary
    if (!this.viewportRect.within(this.worldRect)) {
      if (this.viewportRect.left < this.worldRect.left)
        this.xView = this.worldRect.left;
      if (this.viewportRect.top < this.worldRect.top)
        this.yView = this.worldRect.top;
      if (this.viewportRect.right > this.worldRect.right)
        this.xView = this.worldRect.right - this.wView;
      if (this.viewportRect.bottom > this.worldRect.bottom)
        this.yView = this.worldRect.bottom - this.hView;
    }

  }

  // add "class" Camera to our Game object
  Game.Camera = Camera;

})();

// wrapper for "class" Player
(function() {
  function Player(x, y) {
    // (x, y) = center of object
    // ATTENTION:
    // it represents the player position on the world(room), not the canvas position
    this.x = x;
    this.y = y;

    // move speed in pixels per second
    this.speed = 200;

    // render properties
    this.width = 50;
    this.height = 50;
  }

  Player.prototype.update = function(step, worldWidth, worldHeight) {
    // parameter step is the time between frames ( in seconds )

    // check controls and move the player accordingly
    if (Game.controls.left)
      this.x -= this.speed * step;
    if (Game.controls.up)
      this.y -= this.speed * step;
    if (Game.controls.right)
      this.x += this.speed * step;
    if (Game.controls.down)
      this.y += this.speed * step;

    // don't let player leaves the world's boundary
    if (this.x - this.width / 2 < 0) {
      this.x = this.width / 2;
    }
    if (this.y - this.height / 2 < 0) {
      this.y = this.height / 2;
    }
    if (this.x + this.width / 2 > worldWidth) {
      this.x = worldWidth - this.width / 2;
    }
    if (this.y + this.height / 2 > worldHeight) {
      this.y = worldHeight - this.height / 2;
    }
  }

  Player.prototype.draw = function(context, xView, yView) {
    // draw a simple rectangle shape as our player model
    context.save();
    context.fillStyle = "black";
    // before draw we need to convert player world's position to canvas position            
    context.fillRect((this.x - this.width / 2) - xView, (this.y - this.height / 2) - yView, this.width, this.height);
    context.restore();
  }

  // add "class" Player to our Game object
  Game.Player = Player;

})();

// wrapper for "class" Map
(function() {
  function Map(width, height) {
    // map dimensions
    this.width = width;
    this.height = height;

    // map texture
    this.image = null;
  }

  // creates a prodedural generated map (you can use an image instead)
  Map.prototype.generate = function() {
    var ctx = document.createElement("canvas").getContext("2d");
    ctx.canvas.width = this.width;
    ctx.canvas.height = this.height;

    var rows = ~~(this.width / 44) + 1;
    var columns = ~~(this.height / 44) + 1;

    var color = "red";
    ctx.save();
    ctx.fillStyle = "red";
    for (var x = 0, i = 0; i < rows; x += 44, i++) {
      ctx.beginPath();
      for (var y = 0, j = 0; j < columns; y += 44, j++) {
        ctx.rect(x, y, 40, 40);
      }
      color = (color == "red" ? "blue" : "red");
      ctx.fillStyle = color;
      ctx.fill();
      ctx.closePath();
    }
    ctx.restore();

    // store the generate map as this image texture
    this.image = new Image();
    this.image.src = ctx.canvas.toDataURL("image/png");

    // clear context
    ctx = null;
  }

  // draw the map adjusted to camera
  Map.prototype.draw = function(context, xView, yView) {
    // easiest way: draw the entire map changing only the destination coordinate in canvas
    // canvas will cull the image by itself (no performance gaps -> in hardware accelerated environments, at least)
    /*context.drawImage(this.image, 0, 0, this.image.width, this.image.height, -xView, -yView, this.image.width, this.image.height);*/

    // didactic way ( "s" is for "source" and "d" is for "destination" in the variable names):

    var sx, sy, dx, dy;
    var sWidth, sHeight, dWidth, dHeight;

    // offset point to crop the image
    sx = xView;
    sy = yView;

    // dimensions of cropped image          
    sWidth = context.canvas.width;
    sHeight = context.canvas.height;

    // if cropped image is smaller than canvas we need to change the source dimensions
    if (this.image.width - sx < sWidth) {
      sWidth = this.image.width - sx;
    }
    if (this.image.height - sy < sHeight) {
      sHeight = this.image.height - sy;
    }

    // location on canvas to draw the croped image
    dx = 0;
    dy = 0;
    // match destination with source to not scale the image
    dWidth = sWidth;
    dHeight = sHeight;

    context.drawImage(this.image, sx, sy, sWidth, sHeight, dx, dy, dWidth, dHeight);
  }

  // add "class" Map to our Game object
  Game.Map = Map;

})();

// Game Script
(function() {
  // prepaire our game canvas
  var canvas = document.getElementById("gameCanvas");
  var context = canvas.getContext("2d");

  // game settings: 
  var FPS = 30;
  var INTERVAL = 1000 / FPS; // milliseconds
  var STEP = INTERVAL / 1000 // seconds

  // setup an object that represents the room
  var room = {
    width: 500,
    height: 300,
    map: new Game.Map(500, 300)
  };

  // generate a large image texture for the room
  room.map.generate();

  // setup player
  var player = new Game.Player(50, 50);

  // Old camera setup. It not works with maps smaller than canvas. Keeping the code deactivated here as reference.
  /* var camera = new Game.Camera(0, 0, canvas.width, canvas.height, room.width, room.height);*/
  /* camera.follow(player, canvas.width / 2, canvas.height / 2); */

  // Set the right viewport size for the camera
  var vWidth = Math.min(room.width, canvas.width);
  var vHeight = Math.min(room.height, canvas.height);

  // Setup the camera
  var camera = new Game.Camera(0, 0, vWidth, vHeight, room.width, room.height);
  camera.follow(player, vWidth / 2, vHeight / 2);

  // Game update function
  var update = function() {
    player.update(STEP, room.width, room.height);
    camera.update();
  }

  // Game draw function
  var draw = function() {
    // clear the entire canvas
    context.clearRect(0, 0, canvas.width, canvas.height);

    // redraw all objects
    room.map.draw(context, camera.xView, camera.yView);
    player.draw(context, camera.xView, camera.yView);
  }

  // Game Loop
  var gameLoop = function() {
    update();
    draw();
  }

  // <-- configure play/pause capabilities:

  // Using setInterval instead of requestAnimationFrame for better cross browser support,
  // but it's easy to change to a requestAnimationFrame polyfill.

  var runningId = -1;

  Game.play = function() {
    if (runningId == -1) {
      runningId = setInterval(function() {
        gameLoop();
      }, INTERVAL);
      console.log("play");
    }
  }

  Game.togglePause = function() {
    if (runningId == -1) {
      Game.play();
    } else {
      clearInterval(runningId);
      runningId = -1;
      console.log("paused");
    }
  }

  // -->

})();

// <-- configure Game controls:

Game.controls = {
  left: false,
  up: false,
  right: false,
  down: false,
};

window.addEventListener("keydown", function(e) {
  switch (e.keyCode) {
    case 37: // left arrow
      Game.controls.left = true;
      break;
    case 38: // up arrow
      Game.controls.up = true;
      break;
    case 39: // right arrow
      Game.controls.right = true;
      break;
    case 40: // down arrow
      Game.controls.down = true;
      break;
  }
}, false);

window.addEventListener("keyup", function(e) {
  switch (e.keyCode) {
    case 37: // left arrow
      Game.controls.left = false;
      break;
    case 38: // up arrow
      Game.controls.up = false;
      break;
    case 39: // right arrow
      Game.controls.right = false;
      break;
    case 40: // down arrow
      Game.controls.down = false;
      break;
    case 80: // key P pauses the game
      Game.togglePause();
      break;
  }
}, false);

// -->

// start the game when page is loaded
window.onload = function() {
  Game.play();
}

</script>
</body>
</html>


更新

如果地图(房间)的宽度和/或高度小于画布,则之前的代码将无法正常工作。为了解决这个问题,在游戏脚本中设置相机如下:

// Set the right viewport size for the camera
var vWidth = Math.min(room.width, canvas.width);
var vHeight = Math.min(room.height, canvas.height);

var camera = new Game.Camera(0, 0, vWidth, vHeight, room.width, room.height);
camera.follow(player, vWidth / 2, vHeight / 2);

您只需要告诉相机构造函数视口将是地图(房间)或画布之间的最小值。由于我们希望玩家居中并绑定到该视口,因此该camera.follow函数也必须更新。


随时报告任何错误或添加建议。

你是天才!:) 虽然我不懂代码,因为我不知道原型是如何工作的等等......但这不是你的错。你很棒,我将不得不学习如何在我的游戏中实现这一点。谢谢一堆!:D
2021-03-20 04:36:01
@Zahrec 抱歉,我只在 JS 和 HTML5 画布中进行了这项工作。无论如何,尝试在 SO 上提出一个新问题。我相信你可以从社区获得帮助。
2021-03-29 04:36:01
@gustavo-carvalho,您能否展示一下您的代码将如何使用 requestAnimationFrame 工作?谢谢!
2021-03-31 04:36:01
@HoneyBadger :请参阅编辑过的小提琴:jsfiddle.net/gfcarv/tAwQV很抱歉这么大的响应延迟。
2021-04-02 04:36:01
您是否有用 Java 编写的类似相机代码?
2021-04-11 04:36:01

接受的答案中的代码有点多。就这么简单:

function draw() {
    ctx.setTransform(1,0,0,1,0,0);//reset the transform matrix as it is cumulative
    ctx.clearRect(0, 0, canvas.width, canvas.height);//clear the viewport AFTER the matrix is reset

    //Clamp the camera position to the world bounds while centering the camera around the player                                             
    var camX = clamp(-player.x + canvas.width/2, yourWorld.minX, yourWorld.maxX - canvas.width);
    var camY = clamp(-player.y + canvas.height/2, yourWorld.minY, yourWorld.maxY - canvas.height);

    ctx.translate( camX, camY );    

    //Draw everything
}

钳子看起来像:

function clamp(value, min, max){
    if(value < min) return min;
    else if(value > max) return max;
    return value;
}
如果我们能在现实世界中看到这一点,那就太好了 -示例。也许在jsfiddle.netjsbin.com 上?!
2021-03-15 04:36:01
谢谢,用简短的脚本更容易理解!
2021-03-17 04:36:01
@AaronHarding 这实际上是可以理解的。基本上,画布带有一组可以操作实际画布上的图像的函数。IE:旋转、缩放、平移等。他利用这些优势来移动整个世界(而且更加直观)。基本上,使画布操作重置为正常图片。弄清楚相机的坐标在哪里制作,最后通过位置平移整个绘图。
2021-03-19 04:36:01
在这种情况下,我不确定 yourWorld 是什么。我有两张画布,这些只是数字吗?一个可演示的例子将是一个救生员。
2021-03-31 04:36:01
@Colton 可以详细说明一下吗?
2021-04-10 04:36:01

以下是如何使用画布作为另一个大于画布图像的视口

视口实际上只是显示给用户的较大图像的裁剪部分。

在这种情况下,视口将在画布上显示给用户(画布就是视口)。

首先,编写一个移动函数,在更大的图像周围平移视口。

此函数将视口的上/左角向指定方向移动 5px:

function move(direction){
    switch (direction){
        case "left":
            left-=5;
            break;
        case "up":
            top-=5;
            break;
        case "right":
            left+=5;
            break;
        case "down":
            top+=5
            break;
    }
    draw(top,left);
}

move函数调用draw函数。

在 draw() 中,该drawImage函数将裁剪较大图像的指定部分。

drawImage 还将在画布上向用户显示“裁剪背景”。

context.clearRect(0,0,game.width,game.height);
context.drawImage(background,cropLeft,cropTop,cropWidth,cropHeight,
                     0,0,viewWidth,viewHeight);

在这个例子中,

背景是完整的背景图像(通常不显示,而是裁剪的来源)

cropLeft 和cropTop 定义了裁剪将在背景图像上的哪个位置开始。

cropWidth 和cropHeight 定义了从背景图像中裁剪出的矩形的大小。

0,0 表示从背景中裁剪出来的子图像将在视口画布上的 0,0 处绘制。

viewWidth & viewHeight 是视口画布的宽度和高度

所以这是一个使用数字的 drawImage 示例。

假设我们的视口(=我们的显示画布)宽 150 像素,高 100 像素。

context.drawImage(background,75,50,150,100,0,0,150,100);

75 和 50 表示裁剪将从背景图像上的位置 x=75/y=50 开始。

150,100 表示要裁剪的矩形将是 150 宽和 100 高。

0,0,150,100 表示将使用视口画布的全尺寸显示裁剪的矩形图像。

这就是绘制视口的机制……只需添加按键控制!

这是代码和小提琴:http : //jsfiddle.net/m1erickson/vXqyc/

<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>

<style>
    body{ background-color: ivory; }
    canvas{border:1px solid red;}
</style>

<script>
$(function(){

    var canvas=document.getElementById("canvas");
    var ctx=canvas.getContext("2d");
    var game=document.getElementById("game");
    var gameCtx=game.getContext("2d");

    var left=20;
    var top=20;

    var background=new Image();
    background.onload=function(){
        canvas.width=background.width/2;
        canvas.height=background.height/2;
        gameCtx.fillStyle="red";
        gameCtx.strokeStyle="blue";
        gameCtx.lineWidth=3;
        ctx.fillStyle="red";
        ctx.strokeStyle="blue";
        ctx.lineWidth=3;
        move(top,left);
    }
    background.src="https://dl.dropboxusercontent.com/u/139992952/stackoverflow/game.jpg";


    function move(direction){
        switch (direction){
            case "left":
                left-=5;
                break;
            case "up":
                top-=5;
                break;
            case "right":
                left+=5;
                break;
            case "down":
                top+=5
                break;
        }
        draw(top,left);
    }

    function draw(top,left){
        ctx.clearRect(0,0,canvas.width,canvas.height);
        ctx.drawImage(background,0,0,background.width,background.height,0,0,canvas.width,canvas.height);
        gameCtx.clearRect(0,0,game.width,game.height);
        gameCtx.drawImage(background,left,top,250,150,0,0,250,150);
        gameCtx.beginPath();
        gameCtx.arc(125,75,10,0,Math.PI*2,false);
        gameCtx.closePath();
        gameCtx.fill();
        gameCtx.stroke();
        ctx.beginPath();
        ctx.rect(left/2,top/2,125,75);
        ctx.stroke();
        ctx.beginPath();
        ctx.arc(left/2+125/2,top/2+75/2,5,0,Math.PI*2,false);
        ctx.stroke();
        ctx.fill();
    }

    $("#moveLeft").click(function(){move("left");}); 
    $("#moveRight").click(function(){move("right");}); 
    $("#moveUp").click(function(){move("up");}); 
    $("#moveDown").click(function(){move("down");}); 

}); // end $(function(){});
</script>

</head>

<body>
    <canvas id="game" width=250 height=150></canvas><br>
    <canvas id="canvas" width=500 height=300></canvas><br>
    <button id="moveLeft">Left</button>
    <button id="moveRight">Right</button>
    <button id="moveUp">Up</button>
    <button id="moveDown">Down</button>
</body>
</html>
+1 很好的解释。然而,当靠近边界时,视口不应改变,玩家需要远离中间。
2021-03-22 04:36:01
非常正确(我知道这一点)。该代码仅作为起始示例,而不是生产代码。感谢您加入讨论。:)
2021-03-29 04:36:01

这是将视口设置为目标的 x 和 y 坐标的简单问题,正如科尔顿所说,在每一帧上。转换不是必需的,但可以根据需要使用。没有翻译的基本公式是:

function update() {

  // Assign the viewport to follow a target for this frame
  var viewportX = canvas.width / 2 - target.x;
  var viewportY = canvas.height / 2 - target.y;

  // Draw each entity, including the target, relative to the viewport
  ctx.fillRect(
    entity.x + viewportX, 
    entity.y + viewportY,
    entity.size,
    entity.size
  );
}

固定到地图是将视口保持在世界范围内的可选第二步:

function update() {

  // Assign the viewport to follow a target for this frame
  var viewportX = canvas.width / 2 - target.x;
  var viewportY = canvas.height / 2 - target.y;

  // Keep viewport in map bounds
  viewportX = clamp(viewportX, canvas.width - map.width, 0);
  viewportY = clamp(viewportY, canvas.height - map.height, 0);

  // Draw each entity, including the target, relative to the viewport
  ctx.fillRect(
    entity.x + viewportX,
    entity.y + viewportY,
    entity.size,
    entity.size
  );
}

// Restrict n to a range between lo and hi
function clamp(n, lo, hi) {
  return n < lo ? lo : n > hi ? hi : n;
}

下面是一些实际的例子。

没有视口平移,夹紧:

使用视口平移,松开:

如果您想让目标始终面向一个方向并旋转世界,请进行一些调整:

ctx.translate(canvas.width / 2, canvas.height / 2);
ctx.rotate(target.angle); // adjust to match your world
ctx.translate(-target.x, -target.y);

/* draw everything as normal */

这是此变体的示例:

有关具有物理引擎的玩家视角视口示例,请参阅此相关答案

你现在的做法对我来说似乎是正确的。不过,我会将“20”边界更改为变量,因此您可以根据需要轻松更改关卡或整个游戏的边界。

您可以将此逻辑抽象为特定的“视口”方法,该方法将简单地处理确定“相机”需要在地图上的位置所需的计算,然后确保角色的 X 和 Y 坐标与中心匹配你的相机。

您还可以翻转该方法并根据字符位置(例如:)确定相机的位置,(position.x - (desired_camera_size.width / 2))然后从那里开始绘制相机。

当您确定了相机位置后,您就可以开始担心将房间本身绘制为画布的第一层。