javascript - 样式表在 <canvas> 上未正确裁剪

标签 javascript html html5-canvas sprite-sheet

我正在用 Canvas 做一个游戏,但我的方法 drawImage(...); 有一个小问题,该方法应该裁剪 Sprite 表以获得正确的 Sprite 。当我们运行时,尤其是当我们跳跃时,我们可以看到相邻 Sprite 的一些部分。

(注意:如果您想运行此代码,请确保您运行 Firefox 或 Chrome,因为仅这些浏览器支持为 image-rendering 指定的值)。

var ctx;
var heightCanvas;
var widthCanvas;
var player;
var reqAnim;
var stopped;

left = false;
right = false;
up = false;

window.onload = function() {
	var canvas = document.getElementById('canvas');
	heightCanvas = canvas.height;
	widthCanvas = canvas.width;
	ctx = canvas.getContext('2d');
	ctx.imageSmoothingEnabled = false;
	
	//Detection of arrow keys
	document.onkeydown = function(e) {
		if (e.keyCode == 37) left = true;
		if (e.keyCode == 39) right = true;
		if (e.keyCode == 38) up = true;
	}
	document.onkeyup = function(e) {
		if (e.keyCode == 37) left = false;
		if (e.keyCode == 39) right = false;
		if (e.keyCode == 38) up = false;
	}
	
	//The animation begins when the sprite sheet is loaded
	img = new Image();
	img.onload = function() {
		player = new Player(img,10,50);
		reqAnim = requestAnimationFrame(updateCanvas);
		stopped = false;
	}
	img.src = "https://i.imgur.com/6eKrMOI.png";
}

function updateCanvas() {
	ctx.clearRect(0, 0, widthCanvas, heightCanvas);
	player.updatePos();
	player.updateStateDirection();
	player.updateSprite();
	player.updateDisplay()
	reqAnim = requestAnimationFrame(updateCanvas);
}

function startStop() {
	if (stopped) {
		reqAnim = requestAnimationFrame(updateCanvas);
		stopped = false;
	} else {
		cancelAnimationFrame(reqAnim);
		stopped = true;
	}
}

//----------------------------------//
//----------------------------------//
//----------Code of Player----------//
//----------------------------------//
//----------------------------------//

function Player(spritesheet, x, y) {
	this.spritesheet = spritesheet;
	this.x = x;
	this.y = y;
	
	//The direction of the player. false = left, true = right
	this.direction = true;
	//The state of the player. 0 = stand, 1 = run
	this.state = 0;
	//The dimensions of a sprite in the sprite sheet
	this.width = 41;
	this.height = 40;
	
	//All the attributes beginning with 'ss' are related with the sprite sheet.
	
	//The coordinates of the current sprite in the sprite sheet 
	this.ssX = 0;
	this.ssY = 200;
	//The number of times that we have repeated the current sprite
	this.ssRepeat = 0;
	
	this.speed = 2.5;
	this.gravity = 0.3;
	this.gravitySpeed = 0;
	this.jumping = false;
	
	//state: 0 = stand, 1 = run
	//direction: false = left, true = right
	this.updateStateDirection = function() {
		if (left) { //If left is pressed
			if (this.state != 1 || this.direction) {	//If the player wasn't running
				this.state = 1;							//or if he was running in the opposite direction
				this.ssY = 0;
			}
			this.direction = false;
		} else if (right) { //If right is pressed
			if (this.state != 1 || !this.direction) {	//If the player wasn't running
				this.state = 1;							//or if he was running in the opposite direction
				this.ssY = 80;
			}
			this.direction = true;
		} else if (this.state != 0) { //If neither right nor left are pressed and the state isn't stand
			this.state = 0;
			if (this.direction) this.ssY = 200;
			else this.ssY = 160;
		}
	}
	
	this.updateSprite = function() {
		if (this.state == 0) { //If the state is stand
			if (this.ssRepeat < 15) //We display the same sprite 15 times before passing to the next one
				this.ssRepeat++;
			else {
				this.ssRepeat = 0;
				if (this.ssX < 205) this.ssX += this.width; //If we didn't reach the end of the sprite sheet
				else this.ssX = 0;
			}
		} else if (this.state == 1) { //If the state is run
			if (this.ssRepeat < 5) //We display the same sprite 5 times before passing to the next one
				this.ssRepeat++;
			else {
				this.ssRepeat = 0;
				if (this.ssX < 205) this.ssX += this.width; //If we didn't reach the end of the sprite sheet
				else {
					this.ssX = 0;
					if (this.ssY < 40) this.ssY = 40; //If we reached the end of the first line of the SS
					else if (this.ssY < 80) this.ssY = 0; //the end of the second
					else if (this.ssY < 120) this.ssY = 120; //the third
					else this.ssY = 80; //the fourth
				}
			}
		}
	}
	
	//Display the proper sprite of the spritesheet
	this.updateDisplay = function() {
		ctx.drawImage(this.spritesheet, this.ssX, this.ssY,
			this.width, this.height, this.x, this.y, this.width, this.height);
	}
    
    //Updates the position of the sprite according to the user's inputs
	this.updatePos = function() {
		this.jump();
		this.gravitySpeed += this.gravity;
		this.y += this.gravitySpeed;
		this.hitBottom();
		this.move();
	}
	
	this.hitBottom = function() {
		var rockbottom = heightCanvas - this.height;
		if (this.y > rockbottom) {
			this.y = rockbottom;
			this.gravitySpeed = 0;
			this.jumping = false;
		}
	}
	
	this.move = function() {
		if (left) player.x -= this.speed;
		if (right) player.x += this.speed;
	}
	
	this.jump = function() {
		if (!this.jumping) {
			if (up) {
				this.gravitySpeed = -5.2;
				this.jumping = true;
			}
		}
	}
	
}
<!DOCTYPE html>
<html>
	<head>
		<title>Forto</title>
		<meta charset="UTF-8"> 
		<style>
		canvas {
			border: 1px solid black;
			background-color: #9e9eaf;
			image-rendering: optimizespeed; /*Firefox*/
			image-rendering: pixelated; /*Chrome*/
		}
		</style>
		<script src="forto.js"></script>
	</head>
	<body>
		<canvas id="canvas" width="300" height="100"></canvas>
		<br>
		<button onclick="startStop()">Start/Stop</button>
	</body>
</html>

如果您看不到边缘渗色,这就是问题的一部分,每个浏览器上都没有类似的支持,我想要一个在每个浏览器上都相同的解决方案。这是我所看到的:

edge bleeding

感谢您的帮助。

<小时/>

编辑1:有一个类似的帖子here ,但它并没有真正帮助,因为经过验证的答案使用 2D 上下文的 setTransform(...); 方法,但即使它适用于 Safari 和 IE,id 也不起作用(在至少)对于 Firefox ( see my output of the validated answer )。这个解决方案太“依赖浏览器”,我想要一个得到强烈支持的解决方案。

这篇文章的第二个答案是关于在 Sprite 表中的每个 Sprite 周围添加一个 1 像素的空边框,以避免边缘出血。这需要完全重新设计 Sprite 表,所以只有在没有更简单的解决方案的情况下我才会接受这个答案。

最佳答案

对于像素艺术,始终以整数值绘制,这样可以避免接近的 Sprite 流失。

这意味着,您的上下文也必须将其转换矩阵设置为整数值,并且您必须对传递给 drawImage 方法的所有值进行舍入。

在您的代码中,当您移动时,对象的 xy 值是 float 值,因为您的 重力 >速度值是 float 。

这本身不是问题,你只需要在渲染阶段对其进行舍入即可。

在下面的代码片段中,我添加了一个条件 fillRect,每次这些值不是整数时都会触发它。

var ctx;
var heightCanvas;
var widthCanvas;
var player;
var reqAnim;
var stopped;

left = false;
right = false;
up = false;

window.onload = function() {
  var canvas = document.getElementById('canvas');
  heightCanvas = canvas.height;
  widthCanvas = canvas.width;
  ctx = canvas.getContext('2d');
  ctx.imageSmoothingEnabled = false;

  //Detection of arrow keys
  document.onkeydown = function(e) {
    e.preventDefault();
    if (e.keyCode == 37) left = true;
    if (e.keyCode == 39) right = true;
    if (e.keyCode == 38) up = true;
  }
  document.onkeyup = function(e) {
    if (e.keyCode == 37) left = false;
    if (e.keyCode == 39) right = false;
    if (e.keyCode == 38) up = false;
  }

  //The animation begins when the sprite sheet is loaded
  img = new Image();
  img.onload = function() {
    player = new Player(img, 10, 50);
    reqAnim = requestAnimationFrame(updateCanvas);
    stopped = false;
  }
  img.src = "https://i.imgur.com/6eKrMOI.png";
}

function updateCanvas() {
  ctx.clearRect(0, 0, widthCanvas, heightCanvas);
  player.updatePos();
  player.updateStateDirection();
  player.updateSprite();
  player.updateDisplay()
  reqAnim = requestAnimationFrame(updateCanvas);
}

function startStop() {
  if (stopped) {
    reqAnim = requestAnimationFrame(updateCanvas);
    stopped = false;
  } else {
    cancelAnimationFrame(reqAnim);
    stopped = true;
  }
}

//----------------------------------//
//----------------------------------//
//----------Code of Player----------//
//----------------------------------//
//----------------------------------//

function Player(spritesheet, x, y) {
  this.spritesheet = spritesheet;
  this.x = x;
  this.y = y;

  //The direction of the player. false = left, true = right
  this.direction = true;
  //The state of the player. 0 = stand, 1 = run
  this.state = 0;
  //The dimensions of a sprite in the sprite sheet
  this.width = 41;
  this.height = 40;

  //All the attributes beginning with 'ss' are related with the sprite sheet.

  //The coordinates of the current sprite in the sprite sheet 
  this.ssX = 0;
  this.ssY = 200;
  //The number of times that we have repeated the current sprite
  this.ssRepeat = 0;

  this.speed = 2.5;
  this.gravity = 0.3;
  this.gravitySpeed = 0;
  this.jumping = false;

  //state: 0 = stand, 1 = run
  //direction: false = left, true = right
  this.updateStateDirection = function() {
    if (left) { //If left is pressed
      if (this.state != 1 || this.direction) { //If the player wasn't running
        this.state = 1; //or if he was running in the opposite direction
        this.ssY = 0;
      }
      this.direction = false;
    } else if (right) { //If right is pressed
      if (this.state != 1 || !this.direction) { //If the player wasn't running
        this.state = 1; //or if he was running in the opposite direction
        this.ssY = 80;
      }
      this.direction = true;
    } else if (this.state != 0) { //If neither right nor left are pressed and the state isn't stand
      this.state = 0;
      if (this.direction) this.ssY = 200;
      else this.ssY = 160;
    }
  }

  this.updateSprite = function() {
    if (this.state == 0) { //If the state is stand
      if (this.ssRepeat < 15) //We display the same sprite 15 times before passing to the next one
        this.ssRepeat++;
      else {
        this.ssRepeat = 0;
        if (this.ssX < 205) this.ssX += this.width; //If we didn't reach the end of the sprite sheet
        else this.ssX = 0;
      }
    } else if (this.state == 1) { //If the state is run
      if (this.ssRepeat < 5) //We display the same sprite 5 times before passing to the next one
        this.ssRepeat++;
      else {
        this.ssRepeat = 0;
        if (this.ssX < 205) this.ssX += this.width; //If we didn't reach the end of the sprite sheet
        else {
          this.ssX = 0;
          if (this.ssY < 40) this.ssY = 40; //If we reached the end of the first line of the SS
          else if (this.ssY < 80) this.ssY = 0; //the end of the second
          else if (this.ssY < 120) this.ssY = 120; //the third
          else this.ssY = 80; //the fourth
        }
      }
    }
  }

  //Display the proper sprite of the spritesheet
  this.updateDisplay = function() {

    // since speed and gravity are floats, our coords also are: we need to round them
    var x = Math.round(this.x),
        y = Math.round(this.y);
    // simply to show these are floating values
    if(this.x !== x || this.y !== y) {
      ctx.fillRect(0,0,50,50);
    }
    
    ctx.drawImage(this.spritesheet, this.ssX, this.ssY,
      this.width, this.height, x, y, this.width, this.height);
  }

  //Updates the position of the sprite according to the user's inputs
  this.updatePos = function() {
    this.jump();
    this.gravitySpeed += this.gravity;
    this.y += this.gravitySpeed;
    this.hitBottom();
    this.move();
  }

  this.hitBottom = function() {
    var rockbottom = heightCanvas - this.height;
    if (this.y > rockbottom) {
      this.y = rockbottom;
      this.gravitySpeed = 0;
      this.jumping = false;
    }
  }

  this.move = function() {
    if (left) player.x -= this.speed;
    if (right) player.x += this.speed;
  }

  this.jump = function() {
    if (!this.jumping) {
      if (up) {
        this.gravitySpeed = -5.2;
        this.jumping = true;
      }
    }
  }

}
canvas {
  border: 1px solid black;
  background-color: #9e9eaf;
  image-rendering: optimizespeed;
  /*Firefox*/
  image-rendering: pixelated;
  /*Chrome*/
}
<canvas id="canvas" width="300" height="100"></canvas>
<button onclick="startStop()">Start/Stop</button>

关于javascript - 样式表在 <canvas> 上未正确裁剪,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/49567219/

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