我一直盯着这个太久了,需要一些帮助。我有以下简化的小提琴示例,适用于IE,但不适用于Chrome(没有错误,只是在Chrome中清除画布后没有重绘图像):
var myApp = {};
// redraw function that will be called during init and then will loop.
myApp.redrawFunction = function() {
window.requestAnimationFrame(myApp.redrawFunction);
// clear canvas (not needed in this simplified example, but I need it in my real app)
myApp.drawingContext.clearRect(0, 0, myApp.canvas.width, myApp.canvas.height);
// draw an image.
var myImage = new Image();
myImage.onload = function() {
myApp.drawingContext.drawImage(myImage, 0, 0);
};
myImage.src= "http://www.w3.org/html/logo/img/mark-word-icon.png";
};
// initialize
$(function () {
// setup the animation frame objects.
window.requestAnimationFrame = window.requestAnimationFrame
|| window.mozRequestAnimationFrame
|| window.webkitRequestAnimationFrame
|| window.msRequestAnimationFrame;
window.cancelAnimationFrame = window.CancelAnimationFrame
|| window.CancelRequestAnimationFrame
|| window.mozCancelAnimationFrame
|| window.mozCancelRequestAnimationFrame
|| window.msCancelAnimationFrame
|| window.msCancelRequestAnimationFrame
|| window.webkitCancelAnimationFrame
|| window.webkitCancelRequestAnimationFrame;
// get canvas references.
myApp.canvas = $("canvas")[0];
myApp.drawingContext = myApp.canvas.getContext("2d");
$(myApp.canvas).css("background-color", "#999999");
// update canvas size to fill screen.
myApp.canvas.width = $(window).width();
myApp.canvas.height = $(window).height();
$(window).resize(function (){
myApp.canvas.width = $(window).width();
myApp.canvas.height = $(window).height();
});
// start redraw loop
myApp.redrawFunction();
});
如果你在IE 10中打开这个小提琴,它可以工作(你看到一个标志)。如果您在Chrome中打开它,则会看到一个空白画布,显示清除画布后我的drawImage调用无效。我缺少什么想法?
答案 0 :(得分:3)
问题在于您正在清除画布,然后等待图像加载,当图像加载时,动画再次运行,清除画布并等待加载新图像。因此,在调用clearRect
后,您总是会立即看到画布状态,因为当您调用drawImage
时,动画例程将再次启动,然后您才有可能看到drawImage()
的结果和你会看到clearRect()
的结果。
解决方案是在图像准备好绘制之前不要清除画布。 http://jsfiddle.net/JrLh7/6/
var myApp = {};
// redraw function that will be called during init and then will loop.
myApp.redrawFunction = function() {
// Don't clear the canvas here, it will be empty until the onload handler is called
var myImage = new Image();
myImage.onload = function() {
// Clear canvas and immediately paint the image
myApp.drawingContext.clearRect(0, 0, myApp.canvas.width, myApp.canvas.height);
myApp.drawingContext.drawImage(myImage, 0, 0);
// Then you should ask for another frame after you've finished painting the canvas
window.requestAnimationFrame(myApp.redrawFunction);
};
myImage.src= "http://www.w3.org/html/logo/img/mark-word-icon.png";
};
注意强>
拥有异步的动画例程并没有多大意义。如果是这样,至少在完成绘制画布之前不应该请求新的动画帧。