我正在关注“使用HTML5,CSS3和Javascript制作等距实时游戏”中的代码教程。不幸的是,代码似乎在使用变量作为参数绘制图像时存在问题。
var logoImg = new Image();
// We want to resent the image so that it fills 50% of the browser window
// while maintaining its width/height aspect ratio
var originalWidth = logoImg.width;
logoImg.width = Math.round((50 * document.body.clientWidth) / 100);
logoImg.height = Math.round((logoImg.width * logoImg.height) / originalWidth);
var logo = {
img: logoImg,
x: (canvas.width/2) - (logoImg.width/2),
y: (canvas.height/2) - (logoImg.height/2)
}
logoImg.onload = function () {
ctx.drawImage(logo.img, logo.x, logo.y, logo.img.width, logo.img.height);
}
logoImg.src = 'https://www.html5canvastutorials.com/demos/assets/darth-vader.jpg';
更换
ctx.drawImage(logo.img, logo.x, logo.y, logo.img.width, logo.img.height);
与
ctx.drawImage(logoImg, 1, 1, 100, 100);
解决了这个问题。我是否正确地认为因为onload()函数在计算变量之前被调用,所以它没有正确加载?如果是这样,如何使用这些变量正确加载图像?谢谢。
答案 0 :(得分:0)
这个ctx.drawImage(logoImg, 1, 1, 100, 100);
解决了这个问题只是因为您手动设置了维度。主要问题在于:
var originalWidth = logoImg.width;
您尚未logoImg.width
或height
因为图片尚未加载。
这里是完整的更正示例(here a working example):
var canvas = document.getElementById('mycanvas');
var ctx = canvas.getContext('2d');
var logoImg = new Image();
var logo = {
img: logoImg,
x: (canvas.width/2) - (logoImg.width/2),
y: (canvas.height/2) - (logoImg.height/2)
}
logoImg.onload = function () {
var originalWidth = logoImg.width;
logoImg.width = Math.round((50 * document.body.clientWidth) / 100);
logoImg.height = Math.round((logoImg.width * logoImg.height) / originalWidth);
//debugger;
ctx.drawImage(logo.img, logo.x, logo.y, logo.img.width, logo.img.height);
}
logoImg.src = 'https://www.html5canvastutorials.com/demos/assets/darth-vader.jpg';