HTML5 Canvas初学者,使用图层?

时间:2016-04-24 06:12:08

标签: javascript html html5 canvas html5-canvas

我是HTML5画布的新手,我试图使用图层。我已经找到了实施它们的方法,但是没有任何东西可以帮助我尝试做什么。我正在尝试制作一个火山喷发的动画。我想将火山和背景天蓝色放在一层,熔岩从天空落到第二层,灰云在第三层。当我发现层数时,我已经开始研究这个问题了,所以我知道事情不合适。我的问题是,在实施图层方面,我是否正确?

<body>
<div id="canvasesdiv" style="position:relative; width:400px; height:300px">
<canvas id="layer1" style="z-index: 1; position:absolute; left:0px; top:0px;" width="800" height="500"></canvas>
<canvas id="layer2" style="z-index: 2; position:absolute; left:0px; top:0px;" width="800" height="500"></canvas>
<canvas id="layer3" style="z-index: 3; position:absolute; left:0px; top:0px;" width="800" height="500"></canvas>
</div>
</body>

<script>

//var canvas = document.getElementById("myCanvas");
//var context = canvas.getContext("2d");
var layer1;
var layer2;
var layer3;
var particles;
var eruption;
var timer;
var timerRestart;

function init(){
    layer1 = document.getElementById("layer1");
    ctx1 = layer1.getContext("2d");
    layer2 = document.getElementById("layer2");
    ctx2 = layer2.getContext("2d");
    layer3 = document.getElementById("layer3");
    ctx3 = layer3.getContext("2d");

}

function animationHandler(){
    fillBackgroundColor(canvas, context);
    drawVolcano();
    drawClouds();
    eruption = setTimeout(makeParticles, 10);
}

function drawClouds(){

    ctx3.beginPath();
    ctx3.moveTo(0, 100);
    ctx3.bezierCurveTo(0, 100, 75, 200, 150, 100);
    ctx3.bezierCurveTo(150, 100, 225, 200, 300, 85);
    ctx3.bezierCurveTo(300, 85, 375, 200, 450, 75);
    ctx3.bezierCurveTo(450, 75, 525, 200, 600, 100);
    ctx3.bezierCurveTo(600, 100, 700, 200, 800, 100);
    ctx3.lineTo(800, 0);
    ctx3.lineTo(0, 0);
    ctx3.closePath();

    ctx3.fillStyle = "#6f2a2a";
    ctx3.fill();

    ctx3.lineWidth = 5;
    ctx3.strokeStyle = "#371515";
    ctx3.stroke();

}

function drawVolcano(){

    ctx1.beginPath();
    ctx1.moveTo(0, 400);
    ctx1.bezierCurveTo(0, 400, 250, 400, 325, 200);
    ctx1.lineTo(425, 200);
    ctx1.bezierCurveTo(425, 200, 450, 400, 800, 400);
    ctx1.lineTo(800, 500);
    ctx1.lineTo(0, 500);
    ctx1.closePath();

    ctx1.fillStyle = "#802b00";
    ctx1t.fill();

    ctx1.lineWidth = 5;
    ctx1.strokeStyle = "#b33c00";
    ctx1.stroke();

}

function fillBackgroundColor(canvas, context){
    ctx1.fillStyle = "#3399ff" ;
    ctx1.fillRect(0, 0, canvas.width, canvas.height);
}

function makeParticles() {
//create an array of particles for our animation
    particles = [];
    for(var i = 0; i < 100; i++)
    {
        particles.push(new Particle());
    }
}

function degreesToRadians(degrees) {
 //converts from degrees to radians and returns
    return (degrees * Math.PI)/180;
}

function Particle(){
 //the constructor for a single particle, with random starting x+y, velocity, color, and radius
 //this.x = Math.random()*canvas.width;
 //this.y = Math.random()*canvas.height;
    this.x = canvas.width/2;
    this.y = (0,0);
    this.vx = Math.random()*16-8;
    this.vy = Math.random()*10;
    var colors = ["red", "#ff6600", "yellow", "#262626"];
    this.color = colors[Math.floor(Math.random()*colors.length)];
    this.radius = 50;
}

function moveParticles() {
 //partially clear the screen to fade previous circles, and draw a new particle at each new coordinate
    ctx2.globalCompositeOperation = "source-over";
    ctx2.fillStyle = "rgba(0, 0, 0, 0.3)";
    ctx2.fillRect(0, 0, canvas.width, canvas.height);
    ctx2.globalCompositeOperation = "lighter";
    for(var i = 0; i < particles.length; i++)
    {
        var p = particles[i];
        ctx2.beginPath();
        ctx2.arc(p.x, p.y, p.radius, 0, degreesToRadians(360), true);
        ctx2.fillStyle = p.color;
        ctx2.fill();
        p.x += p.vx;
        p.y += p.vy;
        if(p.x < -50) p.x = canvas.width+50;
        if(p.y < -50) p.y = canvas.height+50;
        if(p.x > canvas.width+50) p.x = -50;
        if(p.y > canvas.height+50) p.y = -50;
        p.radius -= 1;
    }
}

function clearScreen(color) {
 //clears the screen and fills with the color of choice
    ctx2.clearRect(0, 0, canvas.width, canvas.height);
    ctx2.fillStyle = color;
    ctx2.fillRect(0, 0, canvas.width, canvas.height);
}

window.onload = function() {
    animationHandler();
    timer = setInterval(moveParticles, 60);
    //timerRestart = setInterval(makeParticles, 4000);
}

编辑:所以我之前的问题以及为什么我开始尝试使用图层是因为熔岩的动画会使画布变黑。所以我想如果我将所有东西分成不同的层,它就不会使画布变黑。我在答案中实现了塞尔吉奥的代码,它接近我想要实现的目标,但我仍然从以前那里得到了问题。我正在引用一些喷发动画的代码,这就是动画本身的运作方式。我想我应该把它放到一个单独的问题中,但是有一种不同的方法可以使熔岩工作到它仍然具有与现在相同的效果,但也许是它的画布&#39;不透明度下降,所以你可以看到下面的图层? 这是动画发生的地方:

function moveParticles() {
//partially clear the screen to fade previous circles, and draw a new particle at each new coordinate
ctx2.globalCompositeOperation = "source-over";
ctx2.fillStyle = "rgba(0, 0, 0, 0.3)";
ctx2.fillRect(0, 0, canvas.width, canvas.height);
ctx2.globalCompositeOperation = "lighter";

1 个答案:

答案 0 :(得分:1)

你走在正确的道路上。但是有一些问题。 首先在windows.load上开始调用animationHandler,而不调用init(),这会导致很多错误。然后有很多对一个名为canvas的变量的引用,这个变量尚未被定义,它是,但你评论了它。并且有一两个输入错误(drawVolcano()有一个输入错误),这会阻止代码执行。

修复一些错误:在windows.load上添加init你得到一个有效的动画:试试这个,让我知道这是你想要的。 如果它是,那么你做得正确..你只是有一些小错误。

<body>
<div id="canvasesdiv" style="position:relative; width:800px; height:500px">
<canvas id="layer1" style="z-index: 1; position:absolute; left:0px; top:0px;" width="800" height="500"></canvas>
<canvas id="layer2" style="z-index: 2; position:absolute; left:0px; top:0px;" width="800" height="500"></canvas>
<canvas id="layer3" style="z-index: 3; position:absolute; left:0px; top:0px;" width="800" height="500"></canvas>
</div>
<script>

//var canvas = document.getElementById("myCanvas");
//var context = canvas.getContext("2d");
var layer1;
var layer2;
var layer3;
var particles;
var eruption;
var timer;
var timerRestart;

function init(){
    layer1 = document.getElementById("layer1");
    ctx1 = layer1.getContext("2d");
    layer2 = document.getElementById("layer2");
    ctx2 = layer2.getContext("2d");
    canvas=layer3 = document.getElementById("layer3");
    context=ctx3 = layer3.getContext("2d");

}

function animationHandler(){
    fillBackgroundColor(canvas, context);
    drawVolcano();
    drawClouds();
    eruption = setTimeout(makeParticles, 10);
}

function drawClouds(){

    ctx3.beginPath();
    ctx3.moveTo(0, 100);
    ctx3.bezierCurveTo(0, 100, 75, 200, 150, 100);
    ctx3.bezierCurveTo(150, 100, 225, 200, 300, 85);
    ctx3.bezierCurveTo(300, 85, 375, 200, 450, 75);
    ctx3.bezierCurveTo(450, 75, 525, 200, 600, 100);
    ctx3.bezierCurveTo(600, 100, 700, 200, 800, 100);
    ctx3.lineTo(800, 0);
    ctx3.lineTo(0, 0);
    ctx3.closePath();

    ctx3.fillStyle = "#6f2a2a";
    ctx3.fill();

    ctx3.lineWidth = 5;
    ctx3.strokeStyle = "#371515";
    ctx3.stroke();

}

function drawVolcano(){

    ctx1.beginPath();
    ctx1.moveTo(0, 400);
    ctx1.bezierCurveTo(0, 400, 250, 400, 325, 200);
    ctx1.lineTo(425, 200);
    ctx1.bezierCurveTo(425, 200, 450, 400, 800, 400);
    ctx1.lineTo(800, 500);
    ctx1.lineTo(0, 500);
    ctx1.closePath();

    ctx1.fillStyle = "#802b00";
    ctx1.fill();

    ctx1.lineWidth = 5;
    ctx1.strokeStyle = "#b33c00";
    ctx1.stroke();
}

function fillBackgroundColor(canvas, context){
    ctx1.fillStyle = "#3399ff" ;
    ctx1.fillRect(0, 0, canvas.width, canvas.height);
}

function makeParticles() {
//create an array of particles for our animation
    particles = [];
    for(var i = 0; i < 100; i++)
    {
        particles.push(new Particle());
    }

}

function degreesToRadians(degrees) {
 //converts from degrees to radians and returns
    return (degrees * Math.PI)/180;
}

function Particle(){
 //the constructor for a single particle, with random starting x+y, velocity, color, and radius
 //this.x = Math.random()*canvas.width;
 //this.y = Math.random()*canvas.height;
    this.x = canvas.width/2;
    this.y = (0,0);
    this.vx = Math.random()*16-8;
    this.vy = Math.random()*10;
    var colors = ["red", "#ff6600", "yellow", "#262626"];
    this.color = colors[Math.floor(Math.random()*colors.length)];
    this.radius = 50;
}

function moveParticles() {
 //partially clear the screen to fade previous circles, and draw a new particle at each new coordinate
    ctx2.globalCompositeOperation = "source-over";
    ctx2.fillStyle = "rgba(0, 0, 0, 0.3)";
    ctx2.fillRect(0, 0, canvas.width, canvas.height);
    ctx2.globalCompositeOperation = "lighter";
    for(var i = 0; i < particles.length; i++)
    {
        var p = particles[i];
        ctx2.beginPath();
        ctx2.arc(p.x, p.y, p.radius, 0, degreesToRadians(360), true);
        ctx2.fillStyle = p.color;
        ctx2.fill();
        p.x += p.vx;
        p.y += p.vy;
        if(p.x < -50) p.x = canvas.width+50;
        if(p.y < -50) p.y = canvas.height+50;
        if(p.x > canvas.width+50) p.x = -50;
        if(p.y > canvas.height+50) p.y = -50;
        p.radius -= 1;
    }

}

function clearScreen(color) {
 //clears the screen and fills with the color of choice
    ctx2.clearRect(0, 0, canvas.width, canvas.height);
    ctx2.fillStyle = color;
    ctx2.fillRect(0, 0, canvas.width, canvas.height);

}

window.onload = function() { 
    init();
    animationHandler();
    timer = setInterval(moveParticles, 60);
    //timerRestart = setInterval(makeParticles, 4000);
}
</script>
</body>
然而,在我的浏览器上,粒子从顶部移动到底部。如果你想要一个火山效应。它必须以弧形移动。从火山射击然后跌倒。但是,你走在正确的轨道上,只需要更改一些代码。

几分钟前我修改了一些代码,添加了火球的弧形运动,并使用了一些精灵。(http://www.dominicanvoice.com/test/volcano.php

<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<head>
<title>Untitled Document</title>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
</head>

<body>
<div id="canvasesdiv" style="position:relative; width:800px; height:500px">
<canvas id="layer1"  style="z-index: 1; position:absolute; left:0px; top:0px;" width="800" height="500"></canvas>
<canvas id="layer1f" style="z-index: 1; position:absolute; left:0px; top:0px;" width="800" height="500"></canvas>
<canvas id="layer2"  style="z-index: 2; position:absolute; left:0px; top:0px;" width="800" height="500"></canvas>
<canvas id="layer2f"  style="z-index: 2; position:absolute; left:0px; top:0px;" width="800" height="500"></canvas>
<canvas id="layer3"  style="z-index: 3; position:absolute; left:0px; top:0px;" width="800" height="500"></canvas>
</div>
<script>

//var canvas = document.getElementById("myCanvas");
//var context = canvas.getContext("2d");
var layer1;
var layer2;
var layer3;
var particles;
var eruption;
var timer;
var timerRestart;

function init(){
    layer1 = document.getElementById("layer1");
    ctx1 = layer1.getContext("2d");
    layer1f = document.getElementById("layer1f");
    f1 = layer1f.getContext("2d");
    layer2 = document.getElementById("layer2");
    ctx2 = layer2.getContext("2d");
    layer2f = document.getElementById("layer2f");
    f2 = layer2f.getContext("2d");
    canvas=layer3 = document.getElementById("layer3");
    context=ctx3 = layer3.getContext("2d");

}

function animationHandler(){
    fillBackgroundColor(canvas, context);
    drawVolcano();
    //drawClouds();
    eruption = setTimeout(makeParticles, 10);
}


var cloud = new Image();
cloud.src='http://www.dominicanvoice.com/test/volcano/cloud.png';

var fireball = new Image();
fireball.src='http://www.dominicanvoice.com/test/volcano/fireball.png';

function drawVolcano(){

    img = new Image();
    img.src='http://www.dominicanvoice.com/test/volcano/layer2.png';
    img.onload = function() { ctx1.drawImage(this,0,0);};

    img2 = new Image();
    img2.src="http://www.dominicanvoice.com/test/volcano/front.png";
    img2.onload = function() { ctx2.drawImage(this,0,0);};
}

function fillBackgroundColor(canvas, context){
    ctx1.fillStyle = "#3399ff" ;
    ctx1.fillRect(0, 0, canvas.width, canvas.height);
}

function makeParticles() {
//create an array of particles for our animation
    particles = [];
    for(var i = 0; i < 100; i++)
    {
        particles.push(new Particle());
    }

}

function degreesToRadians(degrees) {
 //converts from degrees to radians and returns
    return (degrees * Math.PI)/180;
}

function Particle(){
 //the constructor for a single particle, with random starting x+y, velocity, color, and radius
 //this.x = Math.random()*canvas.width;
 //this.y = Math.random()*canvas.height;
    this.x = canvas.width/2;
    this.y = 160;
    this.vx = Math.random()*16-8;
    this.vy = Math.random()*25;
    var colors = ["red", "#ff6600", "yellow", "#262626"];
    this.color = colors[Math.floor(Math.random()*colors.length)];
    this.radius = 50;
}

function moveParticles() {
 //partially clear the screen to fade previous circles, and draw a new particle at each new coordinate
    f1.clearRect(0, 0, canvas.width, canvas.height);
    f2.clearRect(0, 0, canvas.width, canvas.height);
    for(var i = 0; i < particles.length; i++)
    {
        var p = particles[i];
        f=(p.vy>0) ?f1:f2;
        if (p.vy>0) f.drawImage(cloud,Math.floor((25-p.vy)/2)*128,0,128,128,p.x-64,p.y,128,128) 
        else ctx3.drawImage(cloud,1536,0,128,128,p.x-Math.random()*5-64,-20+Math.random()*10,128,128);

        if (p.y<500) { 

        f.drawImage(fireball,Math.floor(-p.vy/2)*128,0,128,64,p.x-64,p.y,128,64); 

   //     f.beginPath();
    //    f.arc(p.x, p.y, p.radius, 0, degreesToRadians(360), true);
    //    f.fillStyle = p.color;
    //    f.fill();
        p.x += p.vx;
        p.y -= p.vy;
        p.vy-=1;
        if(p.x < -50) p.x = canvas.width+50;
        if(p.y < -50) p.y = canvas.height+50;
        if(p.x > canvas.width+50) p.x = -50;
        if(p.y > canvas.height+50) p.y = -50;
        p.radius -= 1;
        };
    }

}


window.onload = function() { 
    init();
    animationHandler();
    timer = setInterval(moveParticles, 60);
    //timerRestart = setInterval(makeParticles, 4000);
}
</script>
</body>

代码尚未清理或优化,但您可以查看它修改并使用它。 你可以看到它在这里工作:http://www.dominicanvoice.com/test/volcano.php 注意:我没有在Mac上测试此代码。只在Windows上运行良好。