javascript - Buggy Behavior using Canvas? -


I'm making a game using the html canvas

This is my progress:

(Use WASD and left / right arrow key) to help zoom.

My questions are:

>

  • Why is the shading shadows in Google Chrome when the tank is changing?
  • Why is the turret's flicker in Safari when the turret is closed?
  • Why does this work properly in Firefox?
  • The image of the tank and the turret image are plain old PNG using those pictures, the shadows are dynamically created, the shadow image is not objects, but canvas elements are there.

    The only hassle occurs when I am changing the rotation of the image. When I say flicker, I mean that the image shrinks and looks increasing very fast, when the flicker turns off rotating, then it gets slipped.

    What's going on here? Is this a problem at my end?

    Regarding playful issues, you do not think your canvas double buffering, so this is possible because the tank Before the ground or shadow is drawn and a screen is refreshed before pulling the tanks and turtles.

    A little bit about this question is buffering with Canvas 2D:

    I am also thinking that the will rotate and the translation In small rounding errors in the methods, the cause of the trial image may be the reason. Accuracy levels may vary for implementing different browsers for these tasks.

    PS: Your game looks good till now - tank graphics and handling are really good.


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