我正在寻找一种简单的方法,如果有一个,在画布(hmtl5 / js)上制作动画(切换,滑动,像gif)图像,我正在装饰拼图游戏,我喜欢这些图像看起来像动画(伪造精灵),因为JavaScript不支持GIF。
我的图片插入如下:
var playerReady = false;
var playerImage = new Image();
playerImage.onload = function () {
playerReady = true;
};
playerImage.src = "images/ship.png";
答案 0 :(得分:1)
想法是获取一系列图像(可能在spritesheet上一次全部)然后使用定时动画循环来顺序显示画布上系列中的每个图像。 显示== 1.清除画布,2。绘制下一个精灵。
以下是带注释的示例代码和演示:
// canvas related variables
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
// animation related variables
var lastFlap,lastMove;
// define a bird object
// x,y are the position of the bird on the canvas
// spriteX,spriteY is the position of the first desired
// sprite image on the spritesheet
// width,height is the size of 1 sprite image
// currentFrame is the index of which of the sprite images to display
// currentDirection. The sprite plays forward and then backward to
// accomplish 1 flap. This determines if the next frame index will
// be increased (play forward) or decreased (play backward)
var bird={
x:30,
y:30,
spriteX:0,
spriteY:52,
width:51,
height:51,
frames:4,
currentFrame:0,
currentDirection:1
}
// load the spritesheet and start the animation
var spritesheet=new Image();
spritesheet.onload=start;
spritesheet.src="https://dl.dropboxusercontent.com/u/139992952/multple/birdSpritesheet.png";
function start(){
requestAnimationFrame(animate);
}
function animate(time){
// request another animation frame
if(bird.x<canvas.width){
requestAnimationFrame(animate);
}
// if the lastFlap or lastMove times don't aren't set, then set them
if(!lastFlap){lastFlap=time;}
if(!lastMove){lastMove=time;}
// calculate the elapsed times since the last flap and the last move
var elapsedFlap=time-lastFlap;
var elapsedMove=time-lastMove;
// if 50ms have elapsed, advance to the next image in this sprite
if(elapsedFlap>50){
// advance to next sprite on the spritesheet (flap)
bird.currentFrame+=bird.currentDirection;
// clamp bird.currentFrame between 0-3 (0,1,2,3)
// (because there are 4 images that make up the whole bird sprite)
if(bird.currentFrame<0 || bird.currentFrame>bird.frames-1){
bird.currentDirection*=-1;
bird.currentFrame+=bird.currentDirection;
}
// reset the flap timer
lastFlap=time;
}
// locate the current sprite from the spritesheet
var sx=bird.spriteX+bird.currentFrame*bird.width;
var sy=bird.spriteY;
// if 100ms have elapsed, move the bird across the canvas
if(elapsedMove>100){
bird.x+=3;
lastMove=time;
}
// clear the whole canvas
ctx.clearRect(0,0,canvas.width,canvas.height);
// draw the current part of the bird sprite at the current bird.x
ctx.drawImage(spritesheet,
sx,sy,bird.width,bird.height,
bird.x,bird.y,bird.width,bird.height
);
}
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body{ background-color: white; }
canvas{border:1px solid red;}
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<h4>"Playing" a series of sprites.</h4>
<canvas id="canvas" width=300 height=300></canvas>
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