【问题标题】:How can I stop canvas from adding onto the rotation?如何阻止画布添加到旋转中?
【发布时间】:2021-08-30 20:38:36
【问题描述】:

我试图让一个矩形在游戏循环中逆时针旋转 10 度。我希望盒子旋转 10 度。不要在下一个循环中再增加 10 度,因为这就是它正在做的事情:

这是我目前的绘图功能:

...

class Bok {
    static width = 17;
    static height = 12;

    constructor(position) {
        this.position = position;
    }

    draw() {
        ...

        ctx.beginPath();
        ctx.rect(this.position.x, this.position.y, 17, 12);
        ctx.fillStyle = "red";
        ctx.strokeStyle = "black";
        ctx.lineWidth = 10;

        ctx.translate(this.position.x + Bok.width / 2, this.position.y + Bok.height / 2);
        // this keeps adding 10 degrees to the box every update,
        // how can i rotate it 10 degrees without adding on to the
        // previous rotation?
        ctx.rotate(10);
        ctx.translate(-(this.position.x + Bok.width / 2), -(this.position.y + Bok.height / 2));

        ctx.stroke();
        ctx.fill();

        ...
    }

...

【问题讨论】:

  • 您是只想阻止轮换累加,还是还要阻止翻译等?
  • 我只想防止轮换叠加,并且能够在每个更新循环中设置不同的轮换。

标签: rotation html5-canvas rectangles


【解决方案1】:

首先,查看您的代码,您似乎对 API 的工作原理感到困惑。
您需要绘制(定义)路径之前转换上下文。

现在,有很多方法可以不累积转换:

漫长的道路:执行逆变换。

const canvas = document.querySelector("canvas");
const ctx = canvas.getContext("2d");

const duration = 5000;
const cx = 150;
const cy = 80;
const start = performance.now();

function draw( time ) {

  ctx.clearRect(0, 0, canvas.width, canvas.height);

  const delta = ((start - time) % duration) / duration;
  ctx.translate( cx, cy );
  ctx.rotate( Math.PI * 2 * delta );
  ctx.translate( -cx, -cy );
  ctx.strokeRect( cx - 20, cy - 40, 40, 80 ); 
  // inverse
  ctx.translate( cx, cy );
  ctx.rotate( Math.PI * 2 * delta * -1);
  ctx.translate( -cx, -cy );

  // an horizontal line
  ctx.fillRect(0, 80, canvas.width, 5);
  requestAnimationFrame( draw ); 
}
requestAnimationFrame( draw );
<canvas></canvas>

短而慢的方法,在绘制之前保存(),之后恢复()。但这会保存和恢复画布上下文的所有属性,这可能有点过头了。

const canvas = document.querySelector("canvas");
const ctx = canvas.getContext("2d");

const duration = 5000;
const cx = 150;
const cy = 80;
const start = performance.now();

function draw( time ) {

  ctx.clearRect(0, 0, canvas.width, canvas.height);

  const delta = ((start - time) % duration) / duration;

  ctx.save();
  
  ctx.translate( cx, cy );
  ctx.rotate( Math.PI * 2 * delta );
  ctx.translate( -cx, -cy );
  ctx.strokeRect( cx - 20, cy - 40, 40, 80 ); 
  
  ctx.restore();
  
  // an horizontal line
  ctx.fillRect(0, 80, canvas.width, 5);
  requestAnimationFrame( draw ); 
}
requestAnimationFrame( draw );
<canvas></canvas>

干净的方法:将上下文转换重置为单位矩阵
这可能看起来有点复杂,但是当您的代码会增长并且您将有很多对象要管理时,将它们全部相对于单位矩阵将使您免于很多麻烦。

const canvas = document.querySelector("canvas");
const ctx = canvas.getContext("2d");

const duration = 5000;
const cx = 150;
const cy = 80;
const start = performance.now();

function draw( time ) {

  ctx.clearRect(0, 0, canvas.width, canvas.height);

  const delta = ((start - time) % duration) / duration;
  ctx.translate( cx, cy );
  ctx.rotate( Math.PI * 2 * delta );
  ctx.translate( -cx, -cy );
  ctx.strokeRect( cx - 20, cy - 40, 40, 80 ); 

  // clear to identity transform
  ctx.setTransform(1, 0, 0, 1, 0 ,0);

  // an horizontal line
  ctx.fillRect(0, 80, canvas.width, 5);
  requestAnimationFrame( draw ); 
}
requestAnimationFrame( draw );
<canvas></canvas>

【讨论】:

  • 我可以看到你在这个答案上非常努力,但我不希望轮换加起来。我希望旋转保持 10 度,同时在每一帧上运行 rotate(10)。我不希望将度数添加到之前的上下文中?
  • @BokTheBirb 仔细阅读了那个答案,旋转并没有累加,它在每一帧都旋转,因为我要求它旋转,通过 rotate() 的角度参数但水平的保持静止。只需保持不变的angle 即可。
  • 我正在制作飞扬的鸟,我想要一个矩形或图像根据鸟的速度旋转,我这样做没有增加速度?
  • 是的,您可以根据需要定义一个 angle 变量(我的变量是基于经过的时间)。
【解决方案2】:

最简单的解决方案是为其设置触发器。

class Bok {
    static width = 17;
    static height = 12;

    constructor(position) {
        this.position = position;
        this.rotated = false;
    }

    draw() {
        ...

        ctx.beginPath();
        ctx.rect(this.position.x, this.position.y, 17, 12);
        ctx.fillStyle = "red";
        ctx.strokeStyle = "black";
        ctx.lineWidth = 10;

        ctx.translate(this.position.x + Bok.width / 2, this.position.y + Bok.height / 2);
       
        if (!this.rotated) {
        ctx.rotate(10);
        this.rotated = true;
        }
        ctx.translate(-(this.position.x + Bok.width / 2), -(this.position.y + Bok.height / 2));

        ctx.stroke();
        ctx.fill();

        ...
    }

...

添加更新的代码以根据速度旋转

const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
canvas.width = innerWidth;
canvas.height = 500;

let friction = 0.8;
let gravity = 1.5;

class Player {
  constructor() {
    this.x = 128;
    this.y = 260;
    this.w = 32;
    this.h = 32;
    this.vx = 0;
    this.vy = 0;
    this.speed = 3;
    this.color = "green";
    this.a = 0;
    this.r = this.a * (Math.PI/180);
  }
  draw() {
    ctx.save();
    ctx.fillStyle = this.color;
    ctx.translate(this.x+this.w/2, this.y+this.h/2)
    ctx.rotate(-this.r);
    ctx.fillRect(0, 0, this.w, this.h);
    ctx.restore();
  }
  update() {
    if (controller.space) {
      this.vy < 10 ? this.vy -= this.speed : this.vy = 10;
      this.a < 10 ? this.a += 0.5 : this.a = 10;
    } else {
      this.a > 0 ? this.a -= 0.5 : this.a = 0;
    }
    this.r = this.a * (Math.PI/180);
    this.vy += gravity;
    this.y += this.vy;
    this.vy *= friction;
    this.draw()
  }
  canvasCollision() {
    if (this.x <= 0) this.x = 0;
    if (this.y <= 0) this.y = 0;
    if (this.x + this.w >= canvas.width) this.x = canvas.width - this.w;
    if (this.y + this.h >= canvas.height) {
      this.y = canvas.height - this.h;
      this.vy = 0;
    }
  }
}
let player = new Player();

function handlePlayer() {
  player.draw();
  player.update();
}

class Controller {
  constructor() {
    this.space = false;

    let keyPress = (e) => {
      if (e.code === "Space") this.space = e.type === "keydown";
    };

    window.addEventListener("keydown", keyPress);
    window.addEventListener("keyup", keyPress);
  }
}
let controller = new Controller();

function animate() {
  ctx.clearRect(0, 0, canvas.width, canvas.height);
  ctx.font = 'bold 48px serif';
  ctx.fillText("Spacebar", 100, 50);
  player.update();
  player.canvasCollision();
  requestAnimationFrame(animate);
}
animate();
&lt;canvas id="canvas"&gt;&lt;/canvas&gt;

【讨论】:

  • hm...所以没有旋转整个上下文就没有办法旋转矩形?
  • 您可以通过旋转上下文来旋转对象。我仍然不确定你的最终目标到底是什么。你在上面提到了飞扬的鸟。那么目标是按空格键,当小鸟加速时它会轻微旋转?
  • 我添加了一个sn-p。你会想让它全屏显示。请更清楚地说明您到底想要什么。
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