Reputation: 665
I've just hit a problem when trying to animate multiple images (players) at once on a HTML5 game that I've been working on. When moving one player at a time it works perfectly fine, but when another player connects I begin to run into some issues.
As you can see in the code I have below, I'm using clearRect()
to stop the players previous position from being on the canvas during animation. This poses an issue for me, as when I come to animate the second player, it will remove the first player from the canvas.
I feel like I've coded myself into a bit of a corner here, but was hoping someone could reveal a possible solution for my problem.
Thanks in advance.
var players = [];
function Player(number, startX, startY, endX, endY) {
this.number = number;
this.startX = startX;
this.startY = startY;
this.endX = endX;
this.endY = endY;
}
Player.prototype.update = function() {
var startY = this.startY;
var startX = this.startX;
var endY = this.endY;
var endX = this.endX;
var playerY = startY;
var playerX = startX;
var playerInterval = setInterval(function() {
playerContext.clearRect(0,0,2000,2000);
if(playerY < endY) {
playerY += 2.5;
}
if(playerY > endY) {
playerY -= 2.5;
}
if(playerX < endX) {
playerX += 2.5;
}
if(playerX > endX) {
playerX -= 2.5;
}
playerContext.fillText('0', playerX, playerY, 50, 25);
if(playerY == endY && playerX == endX) {
clearInterval(playerInterval);
}
});
};
function drawPlayers() {
for (var i = 0; i < data.length; i++) {
var startX = data[i].startX / 2;
var startY = data[i].startY / 2;
var endX = data[i].x / 2;
var endY = data[i].y / 2;
var number = data[i].number;
var player = new Player(number, startX, startY, endX, endY);
players.push(player);
}
drawEach();
}
drawPlayers();
function drawEach() {
for (var i = 0; i < players.length; i++) {
var thisPlayer = players[i];
thisPlayer.update();
}
}
Upvotes: 0
Views: 633
Reputation:
Move playerContext.clearRect(0,0,2000,2000); out of the player object.
Your issue is that your game loop is determined on a player by player basis. The setInterval should become a global operation on the canvas, meaning that there should only be one update method acting on all the players. Not only does having a bunch of intervals at the same time cause a performance hit, but it makes it difficult if not impossible to clear the canvas without clearing other players.
Something like the following would work.
var playerInterval = setInterval(function() {
for(var i = 0; i < players.length; ++i) {
players[i].update(); // updates player position
}
clearBoard();
redraw();
}, INTERVAL);
Also, if you are only looking to support modern browsers or don't mind finding a polyfill, you could consider using requestAnimationFrame.
Upvotes: 1