我需要在画布上制作3幅云图像,它们应该在X轴上移动,一旦它们在右侧消失,它们应该重新出现在左侧。每个云应位于不同的X和Y轴起始位置,它们应以不同的速度移动。
首先,我尝试只创建一个云动画,这就是我想出来的:
var canvas, context, docWidth, docHeight;
window.onload = function(){
docWidth = window.innerWidth;
docHeight = window.innerHeight
canvas = document.getElementById('canvas');
context = canvas.getContext('2d')
resizeCanvas(docWidth, docHeight);
drawCloud(0, 0, docWidth, docHeight);
}
function resizeCanvas(width, height){
canvas.width = docWidth;
canvas.height = docHeight;
}
function drawCloud(x,y,width, height){
var img = new Image();
img.src = 'images/cloud1.png';
img.onload = function(){
context.save();
context.clearRect(0,0,width,height);
imageWidth = img.naturalWidth;
imageHeight = img.naturalHeight;
context.drawImage(img,x-imageWidth,10);
context.restore();
if(x >= width+imageWidth){
x=0-imageWidth/2;
} else {
x += 3;
}
var loopTimer = setTimeout('drawCloud('+x+','+y+','+width+','+height+')',24);
}
}
这很好用,我看到了云动画,它在右侧消失并重新出现在左侧。现在有3张图片,事情变得复杂了。我尝试了一种OOP方法:
首先在我的Canvas元素中,我尝试预加载图像:
<canvas id="canvas" width="0px" height="0px">
<script type="text/javascript">
<!--//--><![CDATA[//><!--
var images = new Array()
function preload() {
for (i = 0; i < preload.arguments.length; i++) {
images[i] = new Image()
images[i].src = preload.arguments[i]
}
}
preload(
"images/cloud1.png",
"images/cloud2.png",
"images/cloud3.png"
)
//--><!]]>
</script>
</canvas>
然后我尝试创建云对象:
function Cloud (x, y, width, height, filename, velocity, rate) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.filename = filename;
this.velocity = velocity;
this.rate = rate;
}
Cloud.prototype = {
constructor:Cloud,
moveCloud:function(imageWidth){
if(x >= width+imageWidth){
x=0-imageWidth/2;
} else {
x += velocity;
}
},
getFilename:function(){
return this.filename;
},
getX:function(){
return this.x;
},
getY:function(){
return this.y;
}
}
然后这个绘图功能:
function drawCloud(clouds, width, height){
var img;
var arrLength = clouds.length;
context.save();
context.clearRect(0,0,width,height);
for(var i=0; i<arrLength; i++){
var Cloud = clouds[i];
img = new Image();
img.src = Cloud.getFilename();
imageWidth = img.naturalWidth;
imageHeight = img.naturalHeight;
context.drawImage(img, Cloud.getX()-imageWidth, Cloud.getY());
clouds[i].moveCloud(imageWidth);
}
context.restore();
var loopTimer = setTimeout('drawCloud('+clouds+', '+width+', '+height+')',24);
}
最后我在window.onload
:
var canvas, context, docWidth, docHeight;
window.onload = function(){
docWidth = window.innerWidth;
docHeight = window.innerHeight
canvas = document.getElementById('canvas');
context = canvas.getContext('2d')
resizeCanvas(docWidth, docHeight);
var cloud1 = new Cloud(0, 10, docWidth, docHeight, 'images/cloud1.png', 3, 24);
var cloud2 = new Cloud(400, 10, docWidth, docHeight, 'images/cloud2.png', 5, 24);
var cloud3 = new Cloud(160, 10, docWidth, docHeight, 'images/cloud3.png', 1, 24);
var clouds = [cloud1, cloud2, cloud3];
drawCloud(clouds, docWidth, docHeight);
}
现在我甚至不能在画布上看到云图像,更不用说他们的动画了。知道如何让它发挥作用吗?
答案 0 :(得分:2)
我改进了你的fiddel并让它发挥作用:http://jsfiddle.net/z3azsn5a/3/
我必须解决一些问题,你可以将你的原始资料与我的资料进行比较,但最重要的是:
Cloud
,不确定这是否会导致任何问题,但这是一种不好的做法。canvas
元素