包含精灵的spritesheet图像对象......
var spritesheet = new Image(); spritesheet.src ="foo.png";
我希望能够从该spritesheet变量获得具有所需x,y,宽度和高度的子图像。然后分配一个变量,它是spritesheet的子图像。
我该怎么做?
答案 0 :(得分:3)
将div
与backgroundPosition一起使用可以轻松实现,因为它可以为我们自动剪辑,而无需使用overflow
。
例如,这是来自流行的 Cookie Clicker 空闲游戏的texture atlas。
对x和y使用负偏移量,我们可以从纹理图集中选择一个子精灵:
// Inputs -- change this based on your art
var tw = 48; // Texture Atlas Tile Width (pixels)
var th = 48; // Texture Atlas Tile Height (pixels)
var tx = 3; // tile index x (relative) (column)
var ty = 2; // tile index y (relative) (row)
var src = 'http://orteil.dashnet.org/cookieclicker/img/icons.png';
// Calculations -- common code to sub-image of texture atlas
var div = document.getElementById('clip');
var x = (tx*tw); // tile offset x position (absolute)
var y = (ty*th); // tile offset y position (absolute)
div.style.width = tw + 'px';
div.style.height = th + 'px';
div.style.backgroundImage = "url('" + src + "')";
div.style.backgroundPosition = '-' + x + 'px -' + y + 'px';
// You don't need the remaining parts. They are only to
// show the sub-sprite in relation to the texture atlas
div.style.border = "1px solid blue"; // only for demo purposes
// highlight where in the original texture the sub sprite is
var rect = document.getElementById('sprites').parentNode.getBoundingClientRect();
var hi = document.getElementById('highlight');
hi.style.zIndex = 999; // force to be on top
hi.style.position = "absolute";
hi.style.width = tw + 'px';
hi.style.height = th + 'px';
hi.style.left = (rect.left + x) + 'px';
hi.style.top = (rect.top + th + y) + 'px'; // skip sub-sprite height
hi.style.border = '1px solid red';
<div id="clip"></div>
<img id="sprites" src="http://orteil.dashnet.org/cookieclicker/img/icons.png">
<div id="highlight"></div>
答案 1 :(得分:-1)
以这种方式:
创建一个内存中的画布来剪切spritesheet中的子像素像素并在该画布上绘制这些剪切的像素
从该画布的dataURL创建一个新的子表单图像。
示例代码(未经测试 - 可能需要tweeking):
var spritesheet = new Image();
spritesheet.onload=function(){
// specify desired x,y,width,height
// to be clipped from the spritesheet
var x=0;
var y=0;
var w=10;
var h=10;
// create an in-memory canvas
var canvas=document.createElement('canvas');
var ctx=canvas.getContext('2d');
// size the canvas to the desired sub-sprite size
canvas.width=w;
canvas.height=h;
// clip the sub-sprite from x,y,w,h on the spritesheet image
// and draw the clipped sub-sprite on the canvas at 0,0
ctx.drawImage(spritesheet, x,y,w,h, 0,0,w,y);
// convert the canvas to an image
var subsprite=new Image();
subsprite.onload=function(){ doCallback(subsprite); };
subsprite.src=canvas.toDataURL();
}
spritesheet.src ="foo.png";
function doCallback(img){
// do something with the new subsprite image
}