我目前正在寫一個類似於經典諾基亞Snake的基於HTML5 canvas/JS的蛇克隆。 (這是我第一個HTML5 canvas/JS遊戲以及我的第一個遊戲,我仍然是一個新手程序員))爲什麼我縮放的HTML5畫布上的「像素」奇怪地對齊?
爲了保持簡單,我決定讓蛇的每一段和櫻桃只有1個像素但是,這通常會導致一個非常小的蛇和櫻桃! ;)所以我決定用.scale(8,8)來縮放畫布,所以每個像素都是8 * 8。
var snake = {
length: 4,
direction: "right",
color: "#9A9A92",
location: [{x: 32, y: 32}, {x: 31, y: 32}, {x: 30, y: 32}, {x: 29, y: 32}]
}
var cherry = {
color: "#B1001D",
x: Math.random()*65,
y: Math.random()*65
}
var ToDrawOrNotToDraw; //limits the speed of the snake
function moveSnake(eventinfo){
if(eventinfo.keyCode === 38){
if(snake.direction === "left" || snake.direction === "right"){
snake.direction = "up";
}
}
else if(eventinfo.keyCode === 40){
if(snake.direction === "left" || snake.direction === "right"){
snake.direction = "down";
}
}
else if(eventinfo.keyCode === 37){
if(snake.direction === "up" || snake.direction === "down"){
snake.direction = "left";
}
}
else if(eventinfo.keyCode === 39){
if(snake.direction === "up" || snake.direction === "down"){
snake.direction = "right";
}
}
}
function draw(){
requestAnimationFrame(draw);
if(ToDrawOrNotToDraw === true){
var snakeDrawerCount = 0;
ctx.fillStyle = "#006C00";
ctx.fillRect(0, 0, 64, 64);
ctx.fillStyle = cherry.color;
ctx.fillRect(cherry.x, cherry.y, 1, 1);
ctx.fillStyle = snake.color;
if(snake.direction === "up"){
if(snake.location[0].y > 0){
snake.location.unshift({x: snake.location[0].x, y: snake.location[0].y-1});
snake.location.pop();
}
else {
snake.location.unshift({x: snake.location[0].x, y: 64});
snake.location.pop();
}
}
else if(snake.direction === "down"){
if(snake.location[0].y < 64){
snake.location.unshift({x: snake.location[0].x, y: snake.location[0].y+1});
snake.location.pop();
}
else {
snake.location.unshift({x: snake.location[0].x, y: 0});
snake.location.pop();
}
}
else if(snake.direction === "left"){
if(snake.location[0].x > 0){
snake.location.unshift({x: snake.location[0].x-1, y: snake.location[0].y});
snake.location.pop();
}
else {
snake.location.unshift({x: 64, y: snake.location[0].y});
snake.location.pop();
}
}
else {
if(snake.location[0].x < 64){
snake.location.unshift({x: snake.location[0].x+1, y: snake.location[0].y});
snake.location.pop();
}
else {
snake.location.unshift({x: 0, y: snake.location[0].y});
snake.location.pop();
}
}
var snakeDrawerCount = 0;
while(snakeDrawerCount < snake.location.length){
ctx.fillRect(snake.location[snakeDrawerCount].x, snake.location[snakeDrawerCount].y, 1, 1);
snakeDrawerCount++;
}
ToDrawOrNotToDraw = false;
}
else {
ToDrawOrNotToDraw = true;
}
}
var cnvs = document.getElementById("cnvs");
window.addEventListener("keydown", moveSnake, false);
var ctx = cnvs.getContext("2d");
ctx.scale(8,8); //actual size of the canvas is 512 * 512, this gives the 'pixels'/blocks on the canvas a size of 8 * 8, so the canvas will get a size of 64 * 64 'pixels'/blocks
draw();
但由於一些奇怪的原因,那些'大像素'(8 * 8縮放像素)似乎彼此重疊。由於可以在這裏看到:
不幸的是我絕對不知道爲什麼發生這種情況,因爲正如我前面提到的,我還是很新的HTML5畫布/ JS的東西,我之前只有在Qt/QML/C++和Python中編程。我在Firefox 26(在Linux上)和Konqueror(在KDE 4.11上)(WebKit)都嘗試過我的遊戲,兩種瀏覽器似乎都有這個問題,所以我不認爲它與壁虎有關。
將您的代碼的相關部分添加到您的問題。 –
*「關於您編寫代碼問題的問題必須描述具體問題 - 並在問題本身中包含有效代碼以再現問題**,請參閱http://SSCCE.org以獲取指導。」* –