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HTML5 Canvas动画效果演示

发布时间:2020-06-11 23:07:15 来源:网络 阅读:488 作者:gloomyfish 栏目:移动开发

HTML5 Canvas动画效果演示

主要思想:

首先要准备一张有连续帧的图片,然后利用HTML5 Canvas的draw方法在不同的时间

间隔绘制不同的帧,这样看起来就像动画在播放。

关键技术点:

JavaScript 函数setTimeout()有两个参数,第一个是参数可以传递一个JavaScript方法,

另外一个参数代表间隔时间,单位为毫秒数。代码示例:

setTimeout( update, 1000/30);

Canvas的API-drawImage()方法,需要指定全部9个参数:

ctx.drawImage(myImage, offw, offh, width,height, x2, y2, width, height);

其中offw, offh是指源图像的起始坐标点,width, height表示源图像的宽与高,x2,y2表

示源图像在目标Canvas上的起始坐标点。

一个22帧的大雁飞行图片实现的效果:

HTML5 Canvas动画效果演示

源图像:

HTML5 Canvas动画效果演示

程序代码:

<!DOCTYPE html> <html> <head> <meta http-equiv="X-UA-Compatible" content="chrome=IE8"> <meta http-equiv="Content-type" content="text/html;charset=UTF-8"> <title>Canvas Mouse Event Demo</title> <link href="default.css" rel="stylesheet" /> 	<script> 		var ctx = null; // global variable 2d context 		var started = false; 		var mText_canvas = null; 		var x = 0, y =0; 		var frame = 0; // 22 5*5 + 2 		var imageReady = false; 		var myImage = null; 		var px = 300; 		var py = 300; 		var x2 = 300; 		var y2 = 0; 		window.onload = function() { 			var canvas = document.getElementById("animation_canvas"); 			console.log(canvas.parentNode.clientWidth); 			canvas.width = canvas.parentNode.clientWidth; 			canvas.height = canvas.parentNode.clientHeight; 			 			if (!canvas.getContext) { 			    console.log("Canvas not supported. Please install a HTML5 compatible browser."); 			    return; 			} 			 			// get 2D context of canvas and draw rectangel 			ctx = canvas.getContext("2d"); 			ctx.fillStyle="black"; 			ctx.fillRect(0, 0, canvas.width, canvas.height); 			myImage = document.createElement('img'); 			myImage.src = "../robin.png"; 			myImage.onload = loaded(); 		}   		 		function loaded() { 		    imageReady = true; 		    setTimeout( update, 1000/30); 		} 		 		function redraw() { 			ctx.clearRect(0, 0, 460, 460) 			ctx.fillStyle="black"; 			ctx.fillRect(0, 0, 460, 460); 			 			// find the index of frames in image 			var height = myImage.naturalHeight/5; 			var width = myImage.naturalWidth/5; 			var row = Math.floor(frame / 5); 			var col = frame - row * 5; 			var offw = col * width; 			var offh = row * height; 			 			// first robin 			px = px - 5; 			py = py - 5; 			if(px < -50) { 				px = 300; 			} 			if(py < -50) { 				py = 300; 			} 			 			//var rate = (frame+1) /22; 			//var rw = Math.floor(rate * width); 			//var rh = Math.floor(rate * height); 			ctx.drawImage(myImage, offw, offh, width, height, px, py, width, height); 			 			// second robin			 			x2 = x2 - 5; 			y2 = y2 + 5; 			if(x2 < -50) { 				x2 = 300; 				y2 = 0; 			} 			ctx.drawImage(myImage, offw, offh, width, height, x2, y2, width, height); 			 		} 		 		function update() { 		    redraw(); 		    frame++; 		    if (frame >= 22) frame = 0; 		    setTimeout( update, 1000/30); 		} 		 	</script> </head> <body> 	<h2>HTML Canvas Animations Demo - By Gloomy Fish</h2> 	<pre>Play Animations</pre> 	<div id="my_painter"> 		<canvas id="animation_canvas"></canvas> 	</div> </body> </html>
发现上传透明PNG格式有点问题,所以我上传

不透明的图片。可以用其它图片替换,替换以后

请修改最大帧数从22到你的实际帧数即可运行。

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