[英]How can I clip a drawn canvas, rotate and draw to another canvas?
我有一個用於游戲世界的畫布和一個用於顯示屏的畫布。 我還有一個多邊形,其節點為V(x,y),可以用作跟隨玩家及其旋轉的視口。 我想知道如何從游戲世界中沿着多邊形進行裁剪,旋轉並繪制到較小的畫布上。 `
//main looping function
var requestAnimFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(callback){
window.setTimeout(callback, 1000 / 60);
};
})();
//joystick setup
var leftManager = null;
var rightManager = null;
//precalculated math
var twoPi = Math.PI*2;
var halfPi = Math.PI/2;
var thirdOfCircleInRadians = twoPi/3;
//game canvas setup
var gameCvs = document.getElementById('gameCanvas');
gameCvs.width = 480;
gameCvs.height = 320;
//gameCvs.width - 960;
//gameCvs.height = 640;
var gameCtx = gameCvs.getContext("2d");
//game loop
var lastTime = 0;
function main() {
var now = Date.now();
var dt = lastTime==0? 0.016 : (now - lastTime) / 1000.0;
update(dt);
render(dt);
lastTime = now;
requestAnimFrame(main);
}
//collision class shorthand
var V = SAT.Vector;
var C = SAT.Circle;
var P = SAT.Polygon;
var R = new SAT.Response();
P.prototype.draw = function (ctx,type) {
ctx.save();
switch(type){
case 'van': ctx.fillStyle = "rgba(66, 66, 66, 0.5)"; break;
case 'col': ctx.fillStyle = "rgba(0, 0, 0, 1.0)"; break;
default: ctx.fillStyle = "rgba(0, 0, 0, 1.0)"; break;
}
ctx.translate(this.pos.x, this.pos.y);
ctx.beginPath();
var points = this.calcPoints;
ctx.moveTo(points[0].x, points[0].y);
var i = points.length;
while (i--) ctx.lineTo(points[i].x, points[i].y);
ctx.closePath();
//stroke to see through camera, when camera is not drawn use fill
ctx.stroke();
//ctx.fill();
ctx.restore();
};
//first for collisions, second for vanity. first is black, second is grey
var O = function(colPolygon,vanPolygon){
this.colPolygon = colPolygon;
this.vanPolygon = vanPolygon;
this.visible = false;
};
var objectVendor = function(type,position){
switch(type){
case 'tree':
return new O(new P(position,[
new V(10.5,19.5),
new V(20.5,9.5),
new V(23,-4),
new V(15,-16.5),
new V(-4,-19.5),
new V(-18,-14.5),
new V(-23,-0.5),
new V(-18.5,14.5),
new V(-8,20)
]),new P(position,[
new V(21,39),
new V(41,19),
new V(46,-8),
new V(30,-33),
new V(-8,-39),
new V(-36,-29),
new V(-46,-1),
new V(-37,29),
new V(-16,40)]));
break;
default: return false; break;
}
return false;
}
//Camera and Player Polygons
var cameraPoly = new P(new V(0,0),[
new V(-240,-160),
new V(240,-160),
new V(240,160),
new V(-240,160)
]);
var player = new P(new V(0,0),[
new V(5,2.5),
new V(7.5,2),
new V(7.5,-2),
new V(5,-2.5),
new V(-5,-2.5),
new V(-7.5,-2),
new V(-7.5,2),
new V(-5,2.5)
]);
//players start position on the screen, and starting angle, init velocity
player.pos = new V(240,160);
player.setAngle(1);
//players velocity for movement
player.vel = new V(0,0);
var world = {
objects: [],
visibleObjects: [],
worldCvs: null,
worldCtx: null,
init: function(){
//set up world canvas
this.worldCvs = document.createElement('canvas');
this.worldCvs.width = 480;
this.worldCvs.height = 480;
this.worldCtx = this.worldCvs.getContext("2d");
//populate world with stuff
this.objects.push(objectVendor('tree',new V(100,100)));
this.objects.push(objectVendor('tree',new V(150,200)));
this.objects.push(objectVendor('tree',new V(75,300)));
},
update: function(dt){
this.visibleObjects = [];
cameraPoly.setAngle(player.angle);
//cameraPoly.pos = player.pos;
cameraPoly.pos = new V(player.pos.x+(110*Math.cos(player.angle+halfPi)),player.pos.y+(110*Math.sin(player.angle+halfPi)));
//update objects to mark if they are in view
var i = this.objects.length;
while(i--){
if(SAT.testPolygonPolygon(this.objects[i].vanPolygon, cameraPoly, R)){
this.visibleObjects.push(this.objects[i]);
}
}
//}
},
draw: function(dt){
this.worldCtx.setTransform(1,0,0,1,0,0);
this.worldCtx.clearRect(0,0,this.worldCvs.width,this.worldCvs.height);
player.draw(this.worldCtx);
var i = this.visibleObjects.length;
while(i--){
this.visibleObjects[i].colPolygon.draw(this.worldCtx,'col');
this.visibleObjects[i].vanPolygon.draw(this.worldCtx,'van');
}
//for testing
cameraPoly.draw(this.worldCtx);
/*
this.worldCtx.save();
this.worldCtx.beginPath();
var i = cameraPoly.calcPoints.length;
this.worldCtx.moveTo(cameraPoly.calcPoints[0].x,cameraPoly.calcPoints[0].y);
while(i--){
this.worldCtx.lineTo(cameraPoly.calcPoints[i].x,cameraPoly.calcPoints[i].y);
}
this.worldCtx.clip();
this.worldCtx.restore();
*/
}
}
function render(dt){
gameCtx.setTransform(1,0,0,1,0,0);
gameCtx.clearRect(0,0,gameCvs.width,gameCvs.height);
world.draw();
//gameCtx.save();
//gameCtx.translate(cameraPoly.pos.x,cameraPoly.pos.y);
//gameCtx.translate(gameCtx.width/2,gameCtx.height/2);
//gameCtx.rotate(-player.angle+halfPi);
//gameCtx.translate(-world.worldCvs.width/2,-world.worldCvs.height/2);
gameCtx.drawImage(world.worldCvs,0,0);
//gameCtx.restore();
}
function update(dt){
world.update();
}
function init(){
//joystick setup
leftManager = nipplejs.create({
zone:document.getElementById("leftJoystick"),
color:"black",
size:75,
threshold:1.0,
position:{
top:"50%",
left:"50%"
},
mode:"static",
restOpacity:0.75,
});
rightManager = nipplejs.create({
zone:document.getElementById("rightJoystick"),
color:"black",
size:75,
threshold:1.0,
position:{
top:"50%",
right:"50%"
},
mode:"static",
restOpacity:0.75,
});
//joystick event setup
leftManager.get().on('move end', function(evt,data){
//console.log(evt);
//console.log(data);
});
rightManager.get().on('move end', function(evt,data){
//console.log(evt);
//console.log(data);
});
world.init();
main();
}
init();
`我目前正在使用SAT.js和nipplejs.js庫。
通常,此操作與您所想的有些不同。 與其考慮世界上某個地方存在的視口,不如考慮視口是固定的並且世界在其背后發生了變化。 您不將世界的一部分復制到視口,而是將世界偏移並旋轉了一定量,僅繪制了視口內的部分。 矩陣是表示此轉換的一種簡單且常見的方法。 您可能想在這里閱讀更多有關它們的信息 。
實際上,這僅相當於在每個並條機開始處更改對worldCtx.setTransform()
現有調用。 該鏈接包含有關如何計算良好的變換矩陣的信息,並且由於它是標准的數學運算,因此您可以在各處找到類似的資源。
特別是,您需要將旋轉和平移矩陣相乘。 僅當使用比坐標空間高階的矩陣時,才可以使用轉換矩陣。 對於2D,則是3x3矩陣;對於3D,則是4x4矩陣。 相反,您可以選擇在繪制坐標時向其坐標添加一些偏移量,但是worldCtx.setTransform
已經采用了帶有第3列的矩陣,用於放置平面偏移量。
將render函數更改為以下內容將解決問題,只是匆匆忙忙,並沒有很好地思考問題。 `
function render(dt){
gameCtx.setTransform(1,0,0,1,0,0);
gameCtx.clearRect(0,0,gameCvs.width,gameCvs.height);
world.draw();
gameCtx.translate(gameCvs.width/2,gameCvs.height/2);
gameCtx.rotate(-player.angle+Math.PI);
gameCtx.translate(-cameraPoly.pos.x,-cameraPoly.pos.y);
gameCtx.drawImage(world.worldCvs,0,0);
}`
這是在重置上下文中的所有轉換,將其清除以進行新的重畫,創建世界畫布,平移到顯示中心,旋轉適當的參考點數量,平移到負軸上的參考中心點以移動游戲畫布適當的數量,以便0,0處的圖紙位於正確的位置。 感謝您的參考資料!
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