我是Html5画布和Javascript的新手。我正在尝试这个:
function animate() {
var image1 = new Image();
image.src = /path
var image2 = new Image();
image2.src = /path
for(;;)
{
//change value of x and y so that it looks like moving
context.beginPath();
context.drawImage(<image>, x, y );
context.closePath();
context.fill();
}
}
我每隔33ms调用animate
函数:
if (playAnimation) {
// Run the animation loop again in 33 milliseconds
setTimeout(animate, 33);
};
如果我按照这里给出的答案,我会得到图像被击中,而且它不会再移动。
答案 0 :(得分:8)
更新:根据问题中的新信息,您的问题(重申)是您想要的
两者都在下面描述。
使用这种技术,我们立即加载所有图像,当最后一个加载时,我们运行自定义回调。
// Load images and run the whenLoaded callback when all have loaded;
// The callback is passed an array of loaded Image objects.
function loadImages(paths,whenLoaded){
var imgs=[];
paths.forEach(function(path){
var img = new Image;
img.onload = function(){
imgs.push(img);
if (imgs.length==paths.length) whenLoaded(imgs);
}
img.src = path;
});
}
var imagePaths = [...]; // array of strings
loadImages(imagePaths,function(loadedImages){
setInterval(function(){ animateInCircle(loadedImages) }, 30);
});
使用这种技术,我们立即开始制作动画,但只能在加载后绘制图像。我们的圆圈会根据到目前为止加载的图像数量动态更改尺寸。
var imagePaths = [...]; // array of strings
var loadedImages = []; // array of Image objects loaded so far
imagePaths.forEach(function(path){
// When an image has loaded, add it to the array of loaded images
var img = new Image;
img.onload = function(){ loadedImages.push(img); }
img.src = path;
});
setInterval(function(){
// Only animate the images loaded so far
animateInCircle(loadedImages);
}, 100);
并且,如果您希望图像以圆圈旋转而不是仅仅以圆圈形式移动:
ctx.save();
ctx.translate(cx,cy); // Center of circle
ctx.rotate( (angleOffset+(new Date)/3000) % Math.TAU );
ctx.translate(radius-img.width/2,-img.height/2);
ctx.drawImage(img,0,0);
ctx.restore();
原始答案如下。
通常,您必须等待每个图像加载完成:
function animate(){
var img1 = new Image;
img1.onload = function(){
context.drawImage(img1,x1,y1);
};
img1.src = "/path";
var img2 = new Image;
img2.onload = function(){
context.drawImage(img2,x2,y2);
};
img2.src = "/path";
}
您可能希望使用对象使此代码更干净:
var imgLocs = {
"/path1" : { x:17, y:42 },
"/path2" : { x:99, y:131 },
// as many as you want
};
function animate(){
for (var path in imgLocs){
(function(imgPath){
var xy = imgLocs[imgPath];
var img = new Image;
img.onload = function(){
context.drawImage( img, xy.x, xy.y );
}
img.src = imgPath;
})(path);
}
}