因为我正在学习html和javascript的新手,我想知道你是否可以在画布上左右放置一个动态图像?如果是这样,请怎么做呢???
这是我到目前为止所做的事情。
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" type="text/css" href="ann.css" />
<script>
window.onload = animate;
var canvas=document.getElementById('mycanvas');
var ctx=canvas.getContext('2d');
function animate()
{
window.setInterval(slide,1000);
}
function slide()
{
var obj = document.getElementById("ball");
var left = obj.style.left;
if(left === ''){
left = 0;
}
var wartosc = parseInt(left, 10);
obj.style.left = (wartosc + 10) + "px";
}
function Loop() {
if (left>canvas.width){
var right = obj.style.right;
if(right === ''){
right = 0;
}
var wartosc = parseInt(right, 10);
obj.style.right = (wartosc + 10) + "px";
}
</script>
<style>
#ball
{
position: relative;
left: 1px;
}
#mycanvas {border:1px solid #000000}
</style>
</head>
<body>
<img src="ball.gif" id="ball" alt="Usmiech" width="30" height="30" />
<canvas id=mycanvas width=600 height=50>Canvas Not Supported
</canvas>
<body>
</html>
我想要它做的是让图像包含在画布内并从左向右移动,当到达画布的右侧时,向后移动,依此类推。
然而我的问题是,如果可以做到,我不知道如何将图像放在画布上,然后我就不能让图像一旦到达结束就向右移动画布。我认为这个问题是我的循环函数,它试图让它向右移动。
从小提琴链接中可以看到,当我删除循环功能代码时,它可以工作。但它只会向左移动。
有人可以帮我修理吗? :)
答案 0 :(得分:1)
您可以为spritesheet设置动画,而不是.gif
。
序列很简单:
requestAnimationFrame
循环中)。这是带注释的代码和演示:
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
// timing related vars
var nextTime=0;
var spriteCount=7;
var interval=700/spriteCount;
// sprite related vars
var sIndex=0;
var sw=60;
var sh=95;
var animationOn=true;
// current x,y position of sprite
var x=100;
var y=100;
// load the spritesheet
var ss=new Image();
ss.onload=start;
ss.src="http://i59.tinypic.com/jpkk6f.jpg";
function start(){
// draw the first sprite
ctx.drawImage(ss,sIndex*sw,0,sw,sh,x,y,sw,sh);
// start the animation loop
requestAnimationFrame(animate);
}
function animate(time){
// wait for the specified interval before drawing anything
if(time<nextTime || !animationOn){requestAnimationFrame(animate); return;}
nextTime=time+interval;
// draw the new sprite
ctx.clearRect(0,0,cw,ch);
ctx.drawImage(ss,sIndex*sw,0,sw,sh,x,y,sw,sh);
// get the next sprite in sequence
if(++sIndex>=spriteCount){sIndex=0;}
// advance the sprite rightward
x+=5;
if(x>cw){x=-sw-10;}
// request another animation loop
requestAnimationFrame(animate);
}
body{ background-color: ivory; }
#canvas{border:1px solid red; margin:0 auto; }
<canvas id="canvas" width=300 height=300></canvas>