我有一些JavaScript代码在画布上使用基于sprite的动画,并试图查看是否可以使其更有效。我已经在使用,但由于它是基于交互的,我还试图弄清楚如何在设置新框架时只绘制框架。但是,无论我尝试什么,即使动画未运行,它仍然会绘制新帧。有时候改变代码甚至会增加CPU使用率。我对这里发生的事情感到非常困惑。仅当设置了新框架时才将动画绘制到画布上?
这里是原代码:
function CanvasSprite(canvas, width, height, sprite_url, rows, columns, total_frames) {
\t this.canvas = canvas;
this.width = width;
\t this.height = height;
\t this.rows = rows;
\t this.columns = columns;
\t this.total_frames = total_frames;
this.frameOld = null; //old frame for comparison
\t this.frame = 0;
var scope = this,
\t func = function(){
\t \t \t scope.onSpriteSheet.call(scope);
\t \t }
this.load('img', 'spritesheet', sprite_url, func);
};
CanvasSprite.prototype.onSpriteSheet = function() {
\t this.sw = this.spritesheet.width/this.columns;
\t this.sh = this.spritesheet.height/this.rows;
if(this.frame != this.frameOld) {
this.tick(new Date().getTime()); //only call tick when new frame differs from old
};
};
CanvasSprite.prototype.load = function(type, prop, url, callback) {
\t this[prop] = document.createElement(type);
\t this[prop].addEventListener('load', callback);
this[prop].src = url;
};
\t
CanvasSprite.prototype.draw = function() {
\t var relativeFrame = Math.round(this.frame * (this.total_frames-1)); \t
\t var column_frame = relativeFrame % this.columns;
\t \t \t
\t var sx = this.sw * column_frame;
\t var sy = this.sh * Math.floor(relativeFrame/this.columns);
\t var context = this.canvas.getContext('2d');
\t context.clearRect(0, 0, this.width, this.height);
\t context.drawImage(this.spritesheet, sx, sy, this.sw, this.sh, 0, 0, this.width, this.height);
};
\t \t
CanvasSprite.prototype.tick = function(time) {
var scope = this,
func = function(time){
scope.draw(time || new Date().getTime());
requestAnimationFrame(func, scope.id);
console.log("drawing");
};
func();
};
CanvasSprite.prototype.setFrame = function(frame) {
this.frameOld = this.frame; //update frameOld with previous one
\t this.frame = frame; //set new frame
};
不管:
function CanvasSprite(canvas, width, height, sprite_url, rows, columns, total_frames) {
\t this.canvas = canvas;
this.width = width;
\t this.height = height;
\t this.rows = rows;
\t this.columns = columns;
\t this.total_frames = total_frames;
\t this.frame = 0;
var scope = this,
\t func = function(){
\t \t \t scope.onSpriteSheet.call(scope);
\t \t }
this.load('img', 'spritesheet', sprite_url, func);
};
CanvasSprite.prototype.onSpriteSheet = function() {
\t this.sw = this.spritesheet.width/this.columns;
\t this.sh = this.spritesheet.height/this.rows;
this.tick(new Date().getTime());
};
CanvasSprite.prototype.load = function(type, prop, url, callback) {
\t this[prop] = document.createElement(type);
\t this[prop].addEventListener('load', callback);
this[prop].src = url;
};
\t
CanvasSprite.prototype.draw = function() {
\t var relativeFrame = Math.round(this.frame * (this.total_frames-1)); \t
\t var column_frame = relativeFrame % this.columns;
\t \t \t
\t var sx = this.sw * column_frame;
\t var sy = this.sh * Math.floor(relativeFrame/this.columns);
\t var context = this.canvas.getContext('2d');
\t context.clearRect(0, 0, this.width, this.height);
\t context.drawImage(this.spritesheet, sx, sy, this.sw, this.sh, 0, 0, this.width, this.height);
};
\t \t
CanvasSprite.prototype.tick = function(time) {
var scope = this,
func = function(time){
scope.draw(time || new Date().getTime());
requestAnimationFrame(func, scope.id);
//console.log("drawing");
};
func();
};
CanvasSprite.prototype.setFrame = function(frame) {
\t this.frame = frame;
//this.tick(new Date().getTime());
//putting tick() here actually makes it slower :p
};
一个在进一步修改它的尝试我做了什么,控制台说即使我没有更新帧,它也会与系统时钟同步。 CPU配置文件也反映了这一点。似乎有什么我在这里失踪的重大事件。也许canvas已经在后台优化它了,所以我的JS没有改变或者只是减慢了不必要的逻辑?
你可以用它设置为true,每一通电话了'isDirty'标志,会以某种方式改变框架。然后在主循环中只绘制标志是否为真并将其重置为假。 – K3N
但是,这不仅仅是我在第二个代码示例中所做的另一个版本吗?我试过把条件放在绘制循环中,结果也是一样的。 –
对不起,从头开始。与旧的帧相比并不适用,并且无论是非常低效的,因为这些值实际上通常对应于子帧间隔。现在我只是想弄清楚在哪里放置我的条件,因为我只能让它在实际的绘制循环内工作,因为我的tick函数在查询系统时钟并调用requestAnimationFrame迄今为止最大的CPU猪。 –