我正在尝试旋转对象,但所有以前的帧仍然显示在画布上。我认为这与这一行有关:
setTimeout(this.rotate.bind(this), 1000 / 10);
如何让它只显示当前帧?
(function () {
var spinner = {
playerx: 810 * 0.5,
playery: 600 * 0.75,
shield: 1.80,
rotation: 0,
polyxx: [0, 12, 12, 0, -12, -12],
polyyy: [-13.92, -5.35, 5.35, 13.92, 5.35, -5.35],
size: 5,
canvasInit: function () {
this.canvas = document.getElementById('loadingScreen');
this.ctx = this.canvas.getContext('2d');
},
rotate: function () {
this.rotation += 0.02;
this.shield -= 0.01;
this.ctx.strokeStyle = 'rgba(255,255,255,' + this.shield + ')';
this.ctx.save();
this.ctx.translate(this.playerx, this.playery - 10);
this.ctx.rotate(this.rotation);
this.ctx.translate(-this.playerx, -(this.playery - 10));
this.ctx.beginPath();
this.ctx.lineWidth = 17;
for (var a = 0; a < 6; a++) {
this.ctx.lineTo(this.playerx + this.polyxx[a] * this.size, this.playery - 10 + this.polyyy[a] * this.size);
}
this.ctx.closePath();
this.ctx.stroke();
this.ctx.restore();
this.loop();
},
loop: function () {
setTimeout(this.rotate.bind(this), 1000 / 10);
},
init: function () {
this.canvasInit();
this.loop();
}
};
spinner.init();
})();
<body>
<canvas style="background:#000;" id="loadingScreen" width="810" height="600"></canvas>
</body>
答案 0 :(得分:2)
每次制作动画时都需要清除画布。
将this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
添加到rotate
方法的开头,以实现此目的。
例如:
(function () {
var spinner = {
playerx: 810 * 0.5,
playery: 600 * 0.75,
shield: 1.80,
rotation: 0,
polyxx: [0, 12, 12, 0, -12, -12],
polyyy: [-13.92, -5.35, 5.35, 13.92, 5.35, -5.35],
size: 5,
canvasInit: function () {
this.canvas = document.getElementById('loadingScreen');
this.ctx = this.canvas.getContext('2d');
},
rotate: function () {
// Clear canvas here, so that we're ready to draw the next frame
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
this.rotation += 0.02;
this.shield -= 0.01;
this.ctx.strokeStyle = 'rgba(255,255,255,' + this.shield + ')';
this.ctx.save();
this.ctx.translate(this.playerx, this.playery - 10);
this.ctx.rotate(this.rotation);
this.ctx.translate(-this.playerx, -(this.playery - 10));
this.ctx.beginPath();
this.ctx.lineWidth = 17;
for (var a = 0; a < 6; a++) {
this.ctx.lineTo(this.playerx + this.polyxx[a] * this.size, this.playery - 10 + this.polyyy[a] * this.size);
}
this.ctx.closePath();
this.ctx.stroke();
this.ctx.restore();
this.loop();
},
loop: function () {
setTimeout(this.rotate.bind(this), 1000 / 10);
},
init: function () {
this.canvasInit();
this.loop();
}
};
spinner.init();
})();
<body>
<canvas style="background:#000;" id="loadingScreen" width="810" height="600"></canvas>
</body>
<强> N.B 强>
您可能还需要考虑使用requestAnimationFrame
代替setTimeout
来改善动画效果。