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I'm getting into game developing online. I am trying to make an online FPS game, and I've only gotten to the point where I need to update my character. I am trying to keep my code simple, using only a draw and update function. When the html loads, I execute both: (Is this necessary?)
<body onload='DRAW(); UPDATE();'>
The draw function draws the player to the screen, and the update is supposed to check for a keypress to move the character. I am trying to make the script update using this:
function UPDATE()
{
update = setInterval(UPDATE, 60);
}
and to my knowledge, it is working fine because when I try and edit code in my online IDE (c9.io) which I use to test the site, it freezes when the site is running. I am also calling eventListeners in the draw function. (Is this proper if I want to test for a key down every frame?)
function DRAW()
{
window.addEventListener('keydown', function (e) {
keys.keys = (keys.keys || []);
keys.keys[e.keyCode] = true;
});
window.addEventListener('keyup', function (e){
keys.keys[e.keyCode] = false;
});
}
My questions are:
Is there an easier way to make a script update every frame?
Is there a JavaScript addon (like Three.js) I can use to make developing this easier on myself?
Any knowledge is greatly appreciated.
I'm getting into game developing online. I am trying to make an online FPS game, and I've only gotten to the point where I need to update my character. I am trying to keep my code simple, using only a draw and update function. When the html loads, I execute both: (Is this necessary?)
<body onload='DRAW(); UPDATE();'>
The draw function draws the player to the screen, and the update is supposed to check for a keypress to move the character. I am trying to make the script update using this:
function UPDATE()
{
update = setInterval(UPDATE, 60);
}
and to my knowledge, it is working fine because when I try and edit code in my online IDE (c9.io) which I use to test the site, it freezes when the site is running. I am also calling eventListeners in the draw function. (Is this proper if I want to test for a key down every frame?)
function DRAW()
{
window.addEventListener('keydown', function (e) {
keys.keys = (keys.keys || []);
keys.keys[e.keyCode] = true;
});
window.addEventListener('keyup', function (e){
keys.keys[e.keyCode] = false;
});
}
My questions are:
Is there an easier way to make a script update every frame?
Is there a JavaScript addon (like Three.js) I can use to make developing this easier on myself?
Any knowledge is greatly appreciated.
Share Improve this question asked Mar 20, 2016 at 0:18 Taylor BrownTaylor Brown 891 gold badge1 silver badge10 bronze badges1 Answer
Reset to default 2This makes everything crash:
function UPDATE()
{
update = setInterval(UPDATE, 60);
}
You are recursively creating a new interval every 60ms; the first time you call UPDATE, you create an interval that creates a new interval every 60ms. All newly create intervals do the same. Don't really know what you actually want to do here.
I am also calling eventListeners in the draw function. (Is this proper if I want to test for a key down every frame?)
It's fine to create eventlisteners in the draw function, provided you only call this function once. Which I guess you don't. Each time you call DRAW() a new set of eventlisteners will be added, and you really don't want that.
What you need is a form of game loop. Explaining how to create an FPS game is a bit more than I can do, but you can start by looking at this article Anatomy of a video game
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