我正在使用HTML5 canvas元素和原生javascript开发游戏。我对游戏对象有不同的精灵。是否可以使用原生javascript旋转精灵?
例如,我有一个像这样的精灵图像:
我对此精灵使用Image:
var image = new Image(...);
image.src = "...";
加载后我想旋转此图像并在局部变量中保存不同的投影:
var sprite_left = rotate(image, 0),
sprite_top = rotate(image, 90),
sprite_right = rotate(image, 180),
sprite_right = rotate(image, 270);
旋转功能应如下所示:
function rotate(sourceImage, angle){
...
}
有人可以帮我写旋转功能吗?
修改
我决定分享我的代码,我曾用它来测试我的精灵:
var wait = function (image, completed, count) {
if (count == null) count = 0;
if (!image.complete && count < 1000) {
count++;
window.setTimeout(function () {
wait(image, completed, count);
console.log('waiting...');
}, 10);
}
else {
completed();
}
},
rotateW = function (image) {
var canvas = document.createElement("canvas");
canvas.width = image.width;
canvas.height = image.height;
var p = document.createElement("p");
p.innerText = "W: ";
p.appendChild(canvas);
document.body.appendChild(p);
var context = canvas.getContext("2d");
context.translate(canvas.width / 2, canvas.height / 2);
context.rotate(Math.PI);
context.translate(-canvas.width / 2, -canvas.height / 2);
context.drawImage(image, 0, 0);
var newImage = new Image();
newImage.src = canvas.toDataURL("image/png");
return newImage;
},
rotateE = function (image) {
var canvas = document.createElement("canvas");
canvas.width = image.width;
canvas.height = image.height;
var p = document.createElement("p");
p.innerText = "E: ";
p.appendChild(canvas);
document.body.appendChild(p);
var context = canvas.getContext("2d");
context.drawImage(image, 0, 0);
var newImage = new Image();
newImage.src = canvas.toDataURL("image/png");
return newImage;
},
rotateS = function (image, frameCount) {
var canvas = document.createElement("canvas");
canvas.width = image.height * frameCount;
canvas.height = image.width / frameCount;
var p = document.createElement("p");
p.innerText = "S: ";
p.appendChild(canvas);
document.body.appendChild(p);
var context = canvas.getContext("2d");
context.translate(image.height / 2, image.width / (2 * frameCount));
context.rotate(Math.PI / 2);
var i = frameCount;
while (i--> 0) {
context.drawImage(image, - image.width / 2 , - ( 0.5 + i ) * image.height);
}
var newImage = new Image();
newImage.src = canvas.toDataURL("image/png");
return newImage;
},
rotateN = function (image, frameCount) {
var canvas = document.createElement("canvas");
canvas.width = image.height * frameCount;
canvas.height = image.width / frameCount;
var p = document.createElement("p");
p.innerText = "N: ";
p.appendChild(canvas);
document.body.appendChild(p);
var context = canvas.getContext("2d");
context.translate(image.height / 2, image.width / (2 * frameCount));
context.rotate( 3 * Math.PI / 2);
var i = frameCount;
while (i-- > 0) {
context.drawImage(image, -image.width / 2, (frameCount - i - 1.5) * image.height);
}
var newImage = new Image();
newImage.src = canvas.toDataURL("image/png");
return newImage;
};
/*
N
|
W----O----E
|
S
*/
getSprites = function (image, frameCount) {
var sprite = {
N: rotateN(image, frameCount),
S: rotateS(image, frameCount),
W: rotateW(image, frameCount),
E: rotateE(image, frameCount)
};
return [
sprite.W, // left
sprite.N, // up
sprite.E, // right
sprite.S] // down
};
$.sprite = {
register: function (options) {
var image = new Image();
image.src = options.src;
wait(image, function () {
var sprites = getSprites(image, options.frameCount);
});
}
};
最终结果是:
答案 0 :(得分:3)
以下函数将创建一个新的Canvas img(可能是图像或画布)。 给它一个弧度的角度,或'N','S','W'表示 相应的轮换。
function createRotatedImage(img, angle) {
angle = (angle == 'N') ? -Math.PI/2 :
(angle == 'S') ? Math.PI/2 :
(angle == 'W') ? Math.PI :
angle ;
var newCanvas = document.createElement('canvas');
newCanvas.width = img.width ;
newCanvas.height = img.height ;
var newCtx = newCanvas.getContext('2d') ;
newCtx.save () ;
newCtx.translate ( img.width / 2, img.height / 2) ;
newCtx.rotate (angle);
newCtx.drawImage ( img, - img.width / 2, - img.height / 2) ;
newCtx.restore () ;
}
答案 1 :(得分:2)
<canvas>
预渲染不同的旋转toBlob
将这些blob存储到内存中,可选择将这些blob转换为window.URL.createObjectURL
有关画布选项的信息,请参阅this MDN page
答案 2 :(得分:1)
绝对!但它并不像旋转图像那么简单。您需要从画布旋转上下文,并在旋转的上下文中绘制该图像,然后将其还原。
context.save();
context.rotate(angle);
//DRAW IT!
context.restore();
答案 3 :(得分:1)
如何使用以下功能:
Image.prototype.rotate = function(angle) {
var c = document.createElement("canvas");
c.width = this.width;
c.height = this.height;
var ctx = c.getContext("2d");
ctx.rotate(angle);
var imgData = ctx.createImageData(this.width, this.height);
ctx.putImageData(imgData);
return new Image(imgData);
}
var img1 = new Image();
var img2 = img1.rotate(90);
当然,这只是一个快速的样本,可以给你一个想法。