Html5画布上有汽车痕迹的bug

Html5 canvas bug with car traces

本文关键字:痕迹 bug 汽车 Html5      更新时间:2023-09-26

这是我的代码,当我点击开始汽车留下痕迹。如何去除这个。我需要改变的javascript。我想也许是问题在函数drawCar();或moveCar ();或者可能是其他功能,但我不知道。

Html

 <body onload='draw();'></body> 
    <canvas id="motion" width="1000" height="200"></canvas>             
    <div style="position: absolute; top: 7px; left: 7px;" >
     <input id="loop" onclick="javascript:initCars(); startLoop();" type="button" class="prev" value="Start">   
                      </div> 
Css

.prev{
    background-color: rgba(0, 0, 0, 0.7);
    width:1000px; 
    height:200px;
    font-size:40px;
    color:#ffffff;
}
.prev:focus {     
    background-color:transparent; 
    font-size:0px;
    color:#ffffff;
    width:1000px; 
    height:200px;  
}

JS

/*jslint plusplus: true, sloppy: true, indent: 4 */
(function () {
    "use strict";
    // this function is strict...
}());
// RequestAnimFrame: a browser API for getting smooth animations
window.requestAnimFrame = (function() {
    return window.requestAnimationFrame ||
        window.webkitRequestAnimationFrame ||
        window.mozRequestAnimationFrame ||
        window.oRequestAnimationFrame ||
        window.msRequestAnimationFrame ||
    function(callback) {
        window.setTimeout(callback, 1000 / 60);
    };
})();
// Globals
var canvas = null,
    ctx = null,
    background = null,
    car_sprite = null,
    game_data = null,
    CAR_WIDTH = 100,
    CAR_HEIGHT = 37,
    STEP_COUNT_MILLISECONDS =  1000 / 30,
    RACE_LENGTH = 20,
    RACE_FINISH_LINE_X = 770,
    iTime = 0,
    iFinishPlace = 1,
    random_graph;
function clearCanvas() {
    // clear canvas
    ctx.clearRect(0, 0, canvas.height, canvas.width);
}
function drawBackground() {
    clearCanvas();
    ctx.drawImage(background, 0, -400);
    loadCarSprite();
}
function loadBackground() {
    // Load the timer
    background = new Image();
    background.src = 'http://www.upslike.net/imgdb/race-scence-d9894d.png';
    background.onload = drawBackground;
}
function setupGameData() {
    var json =
    {
        cars:
        [
            {
                "colour": 'blue',
                "x": 0,
                "y": 50,
                "spritex": 0,
                "spritey": 0,
                "graph": null,
                "step": 77,
                "position": null,
                "speed": 10,
                "speed_late": 100
            },
            {
                "colour": 'green',
                "x": 0,
                "y": 70,
                "spritex": 0,
                "spritey": 37,
                "graph": null,
                "step": 65,
                "position": null,
                "speed": 15,
                "speed_late": 50
            },
            {
                "colour": 'red',
                "x": 0,
                "y": 90,
                "spritex": 0,
                "spritey": 74,
                "graph": null,
                "step": 53,
                "position": null,
                "speed": 15,
                "speed_late": 15
            },
            {
                "colour": 'green',
                "x": 0,
                "y": 110,
                "spritex": 0,
                "spritey": 111,
                "graph": null,
                "step": 39,
                "position": null,
                "speed": 20,
                "speed_late": 20
            }
        ],
        graphs:
        [
            [0,5,10,20,40,60,70],
            [0,10,20,30,40,50,60],
            [0,20,39,40,50,55,58],
            [0,10,20,30,40,50,55],
            [0,25,45,47,49,50,52],
            [0,10,20,29,38,45,50],
            [0,15,20,25,30,40,45],
            [0,2,4,8,20,30,40],
            [0,5,10,15,20,25,30],
            [0,1,3,14,15,22,30],
            [0,5,11,14,17,22,25],
            [0,20,30,44,67,72,90],
            [0,2,7,24,47,52,65],
            [0,2,9,20,40,52,70]
        ]
    };
    random_graph = Math.floor( Math.random() * json.graphs.length );
    return json;    
}
function drawCar(car) {
    // Draw the car onto the canvas
    ctx.drawImage(car_sprite,
        car.spritex, car.spritey,
        CAR_WIDTH, CAR_HEIGHT,
        car.x + car.step, car.y,
        CAR_WIDTH, CAR_HEIGHT);
     drawText(car);
}
function drawCars() {
    var iCarCounter;
    for(iCarCounter = 0; iCarCounter < game_data.cars.length; iCarCounter++) {
        drawCar(game_data.cars[iCarCounter]);
    }
}
function initCar(current_car) {
    current_car.graph = random_graph;
}
function initGameState() {
    var iCarCounter;
    for(iCarCounter = 0; iCarCounter < game_data.cars.length; iCarCounter++) {
        initCar(game_data.cars[iCarCounter]);
    }
}
function getPositionAtTime(graph_index, percentageElapsed, current_car) {
    var graph = game_data.graphs[graph_index],
        iNumberOfGraphPoints = graph.length,
        iGraphPosition = null,
        iFloor = null,
        iCeil = null,
        p = null;
        position = null;
    graph = graph.map( function( val, i ) {
        if ( i === 0 ) {
            return val;
        }
        var car_speed = undefined === current_car.speed ? 1 : current_car.speed,
            car_speed_late = undefined === current_car.speed_late ? car_speed : current_car.speed_late;
        return ( i < Math.floor( graph.length / 2 ) ) ? car_speed : car_speed_late;
    });
    iGraphPosition = (iNumberOfGraphPoints / 100) * percentageElapsed;
    iFloor = Math.floor(iGraphPosition);
    iCeil = Math.ceil(iGraphPosition);
    if(iGraphPosition === iFloor) {
        position = graph[iFloor];
    } else if(iGraphPosition === iCeil) {
        position = graph[iCeil];
    } else {
        p = (graph[iCeil] - graph[iFloor]) / 100;
        position = ((iGraphPosition - iFloor) * 100) * p + graph[iFloor];
    }
    return position;
}
function redrawRoadSection() {
    ctx.drawImage(background, 0, 400, 1000, 200, 0, 400, 1000, 200);   
}
function graphPosToScreenPos() {
    return (900 / 100)  * (position / 60 * 100);   
}
function updateDebugWindow() {
  // Debug window
    var time = document.getElementById('time');
    if(time !== null)  {
       time.value = iTime / 1000;
    }
}

function drawText(current_car) {
    if(current_car.position !== null) {
        ctx.strokeStyle = "black";
        ctx.font = "normal 12px Facebook Letter Faces";
        ctx.strokeText(current_car.position, RACE_FINISH_LINE_X + current_car.step + 110, current_car.y + 25);
    }
}
function moveCar(iCarCounter) {
    var current_car =  game_data.cars[iCarCounter],
        seconds = iTime / 1000,
        percentageElapsed = (seconds / RACE_LENGTH) * 100,
        a = 20,
        velocity = 2,
        position = getPositionAtTime(current_car.graph, percentageElapsed,current_car);
    if(current_car.x < RACE_FINISH_LINE_X) {
        current_car.x =  graphPosToScreenPos(position) + (velocity * seconds) + (1/2 * a * Math.pow(seconds, 2));
    }
    else {
        current_car.x = RACE_FINISH_LINE_X;
        if(current_car.position === null) {
            current_car.position = iFinishPlace++;
        }
    }
    drawCar(current_car);
}
function initCars() {
    game_data = setupGameData();
    initGameState();
    drawCars();
}
function stopLoop() {
    iTime = 0;
    iFinishPlace = 1;
}

function startRace() {
    var iCarCounter;
    redrawRoadSection();
    for(iCarCounter = 0; iCarCounter < game_data.cars.length; iCarCounter++) {
        moveCar(iCarCounter);
    }
    updateDebugWindow();
    if(iFinishPlace > 4) {
        stopLoop();
    } else {
        iTime += STEP_COUNT_MILLISECONDS;
        requestAnimFrame(startRace);
    }
}
function startLoop() {
    stopLoop();
    requestAnimFrame(startRace);
}
function loadCarSprite() {
    // Load the timer
    car_sprite = new Image();
    car_sprite.src = 'http://www.upslike.net/imgdb/car-sprite-f0d812.gif';
    car_sprite.onload = initCars;
}
function draw() {
        // Main entry point got the motion canvas example
        canvas = document.getElementById('motion');
        // Canvas supported?
        if (canvas.getContext) {
                ctx = canvas.getContext('2d');
        loadBackground();
        } else {
                alert("Canvas not supported!");
        }
}

CodePen

您只需要清除画布并绘制背景一次…下面是一个解决跟踪问题的示例。http://codepen.io/anon/pen/xGMYKg

这里最大的变化是使画布在每一帧上都清晰,并重新绘制背景。

function startRace() {
   clearCanvas();
   ctx.drawImage(background, 0, -400);
   ...

你的clearRect参数有点偏离。你交换了宽度和高度。试试这个:

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

你的循环有点难以跟踪,但这是你以后可以担心的。