如何使用Canvas放置一个gif

时间:2018-01-12 22:09:35

标签: javascript html canvas gif

我正在制作游戏,而在我的游戏中,当HERO停留在MONSTER附近时,会显示一个GIF来吓唬玩家。但我不知道该怎么做。我尝试使用PHP或HTML代码,但它不起作用......函数是AtualizaTela2()。这是我的主要代码:

<!DOCTYPE HTML>
<html>
<head>
<title>Hero's Escape Game</title>
<script language="JavaScript" type="text/javascript">

var objCanvas=null; // object that represents the canvas
var objContexto=null; 

// Hero positioning control
var xHero=300;
var yHero=100;

// Monster positioning control
var xMonster=620;
var yMonster=0;

var imgFundo2 = new Image();
imgFundo2.src = "Images/Pista2.png";

var imgMonster = new Image();
imgMonster.src = "Images/Monster.png";

var imgHero = new Image();
imgHero.src = "Images/Hero.png";

function AtualizaTela2(){

if((xHero >= xMonster-10)&&(xHero <= xMonster + 10))
{

/*gif here*/

}

objContexto.drawImage(imgFundo2,0,0);
objContexto.drawImage(imgHero, xHero, yHero);
objContexto.drawImage(imgMonster, xMonster, yMonster);

function Iniciar(){

objCanvas = document.getElementById("meuCanvas");
objContexto = objCanvas.getContext("2d");
AtualizaTela2();

}

/* the function HeroMovement() and MonsterMovement() are not here */

}

</script>
</head>
<body onLoad="Iniciar();" onkeydown="HeroMovement(event);">

<canvas id="meuCanvas" width="1233"
height="507"
style="border:1px solid #000000;">
Seu browser não suporta o elemento CANVAS, atualize-se!!!
</canvas><BR>
</body>
</html>

这是简化的代码,因为真正的代码非常大!

感谢您的帮助! :)

6 个答案:

答案 0 :(得分:11)

将GIF图像加载并播放到画布。

抱歉,答案超出了大小限制,不得不删除大部分详细的代码注释。

由于整个过程相当复杂,我不打算详细说明。

在画布中获取GIF动画的唯一方法是在javascript中解码GIF图像。幸运的是,格式并不太复杂,数据排列在包含图像大小,颜色托盘,计时信息,注释字段以及如何绘制帧的块中。

自定义GIF加载和播放器。

下面的示例包含一个名为GIF的对象,该对象将根据可以播放与视频播放方式类似的GIF的网址创建自定义格式GIF图像。您还可以按任意顺序随机访问所有GIF帧。

有许多回调和选项。注释中有基本的用法信息,代码显示了如何加载gif。有pauseplayseek(timeInSeconds)seekFrame(frameNumber),控制playSpeed的属性等功能。由于无法立即访问,因此没有穿梭事件。

 var myGif = GIF();
 myGif.load("GIFurl.gif");

加载后

 ctx.drawImage(myGif.image,0,0); // will draw the playing gif image

或通过frames缓冲区

访问帧
 ctx.drawImage(myGif.frames[0].image,0,0); // draw frame 0 only.

转到GIF对象的底部,查看带注释的所有选项。

GIF必须是相同的域或具有CORS标头

他演示的gif来自wiki commons并且包含250多个帧,一些低端设备将遇到问题,因为每个帧都转换为完整的RGBA图像,使得加载的GIF明显大于gif文件大小

演示

加载显示已加载的帧数和帧数的gif。 当加载100个粒子时,每个粒子具有以独立速度和独立方向播放的随机访问帧,并在后台显示。

前景图像是以嵌入文件中的帧速率播放的gif。

代码仅作为示例, NOT 用于商业用途。

const ctx = canvas.getContext("2d");

var myGif;
// Can not load gif cross domain unless it has CORS header
const gifURL = "https://upload.wikimedia.org/wikipedia/commons/a/a2/Wax_fire.gif";
// timeout just waits till script has been parsed and executed
// then starts loading a gif
setTimeout(()=>{
    myGif = GIF();                  // creates a new gif  
    myGif.onerror = function(e){
       console.log("Gif loading error " + e.type);
    }
    myGif.load(gifURL);  

},0); 
// Function draws an image
function drawImage(image,x,y,scale,rot){
    ctx.setTransform(scale,0,0,scale,x,y);
    ctx.rotate(rot);
    ctx.drawImage(image,-image.width / 2, -image.height / 2);
}
// helper functions
const rand  = (min = 1, max = min + (min = 0)) => Math.random() * (max - min) + min;
const setOf     =(c,C)=>{var a=[],i=0;while(i<c){a.push(C(i++))}return a};
const eachOf    =(a,C)=>{var i=0;const l=a.length;while(i<l && C(a[i],i++,l)!==true);return i};
const mod = (v,m) => ((v % m) + m) % m;

// create 100 particles
const particles = setOf(100,() => {
    return {
      x : rand(innerWidth),
      y : rand(innerHeight),
      scale : rand(0.15, 0.5),
      rot : rand(Math.PI * 2),
      frame : 0,
      frameRate : rand(-2,2),
      dr : rand(-0.1,0.1),
      dx : rand(-4,4),
      dy : rand(-4,4),
   };
});
// Animate and draw 100 particles
function drawParticles(){
  eachOf(particles, part => {
     part.x += part.dx;
     part.y += part.dy;
     part.rot += part.dr;
     part.frame += part.frameRate;
     part.x = mod(part.x,innerWidth);
     part.y = mod(part.y,innerHeight);
     var frame = mod(part.frame ,myGif.frames.length) | 0;
 
     drawImage(myGif.frames[frame].image,part.x,part.y,part.scale,part.rot);
  });
}      


var w = canvas.width;
var h = canvas.height;
var cw = w / 2; // center 
var ch = h / 2;

// main update function
function update(timer) {
  ctx.setTransform(1, 0, 0, 1, 0, 0); // reset transform
  if (w !== innerWidth || h !== innerHeight) {
    cw = (w = canvas.width = innerWidth) / 2;
    ch = (h = canvas.height = innerHeight) / 2;
  } else {
    ctx.clearRect(0, 0, w, h);
  }
  if(myGif) { // If gif object defined
    if(!myGif.loading){  // if loaded
        // draw random access to gif frames
        drawParticles();
        drawImage(myGif.image,cw,ch,1,0); // displays the current frame.
    }else if(myGif.lastFrame !== null){  // Shows frames as they load
        ctx.drawImage(myGif.lastFrame.image,0,0); 
        ctx.fillStyle = "white";
        ctx.fillText("GIF loading frame " + myGif.frames.length ,10,21);
        ctx.fillText("GIF loading frame " + myGif.frames.length,10,19);
        ctx.fillText("GIF loading frame " + myGif.frames.length,9,20);
        ctx.fillText("GIF loading frame " + myGif.frames.length,11,20);
        ctx.fillStyle = "black";
        ctx.fillText("GIF loading frame " + myGif.frames.length,10,20);
        
    }
  
  }else{
        ctx.fillText("Waiting for GIF image ",10,20);
  
  }
  requestAnimationFrame(update);
}
requestAnimationFrame(update);

/*============================================================================
  Gif Decoder and player for use with Canvas API's

**NOT** for commercial use.

To use

    var myGif = GIF();                  // creates a new gif  
    var myGif = new GIF();              // will work as well but not needed as GIF() returns the correct reference already.    
    myGif.load("myGif.gif");            // set URL and load
    myGif.onload = function(event){     // fires when loading is complete
                                        //event.type   = "load"
                                        //event.path   array containing a reference to the gif
    }
    myGif.onprogress = function(event){ // Note this function is not bound to myGif
                                        //event.bytesRead    bytes decoded
                                        //event.totalBytes   total bytes
                                        //event.frame        index of last frame decoded
    }
    myGif.onerror = function(event){    // fires if there is a problem loading. this = myGif
                                        //event.type   a description of the error
                                        //event.path   array containing a reference to the gif
    }

Once loaded the gif can be displayed
    if(!myGif.loading){
        ctx.drawImage(myGif.image,0,0); 
    }
You can display the last frame loaded during loading

    if(myGif.lastFrame !== null){
        ctx.drawImage(myGif.lastFrame.image,0,0); 
    }


To access all the frames
    var gifFrames = myGif.frames; // an array of frames.

A frame holds various frame associated items.
    myGif.frame[0].image; // the first frames image
    myGif.frame[0].delay; // time in milliseconds frame is displayed for




Gifs use various methods to reduce the file size. The loaded frames do not maintain the optimisations and hold the full resolution frames as DOM images. This mean the memory footprint of a decode gif will be many time larger than the Gif file.
 */
const GIF = function () {
    // **NOT** for commercial use.
    var timerID;                          // timer handle for set time out usage
    var st;                               // holds the stream object when loading.
    var interlaceOffsets  = [0, 4, 2, 1]; // used in de-interlacing.
    var interlaceSteps    = [8, 8, 4, 2];
    var interlacedBufSize;  // this holds a buffer to de interlace. Created on the first frame and when size changed
    var deinterlaceBuf;
    var pixelBufSize;    // this holds a buffer for pixels. Created on the first frame and when size changed
    var pixelBuf;
    const GIF_FILE = { // gif file data headers
        GCExt   : 0xF9,
        COMMENT : 0xFE,
        APPExt  : 0xFF,
        UNKNOWN : 0x01, // not sure what this is but need to skip it in parser
        IMAGE   : 0x2C,
        EOF     : 59,   // This is entered as decimal
        EXT     : 0x21,
    };      
    // simple buffered stream used to read from the file 
    var Stream = function (data) { 
        this.data = new Uint8ClampedArray(data);
        this.pos  = 0;
        var len   = this.data.length;
        this.getString = function (count) { // returns a string from current pos of len count
            var s = "";
            while (count--) { s += String.fromCharCode(this.data[this.pos++]) }
            return s;
        };
        this.readSubBlocks = function () { // reads a set of blocks as a string
            var size, count, data  = "";
            do {
                count = size = this.data[this.pos++];
                while (count--) { data += String.fromCharCode(this.data[this.pos++]) }
            } while (size !== 0 && this.pos < len);
            return data;
        }
        this.readSubBlocksB = function () { // reads a set of blocks as binary
            var size, count, data = [];
            do {
                count = size = this.data[this.pos++];
                while (count--) { data.push(this.data[this.pos++]);}
            } while (size !== 0 && this.pos < len);
            return data;
        }
    };
    // LZW decoder uncompressed each frames pixels
    // this needs to be optimised.
    // minSize is the min dictionary as powers of two
    // size and data is the compressed pixels
    function lzwDecode(minSize, data) {
        var i, pixelPos, pos, clear, eod, size, done, dic, code, last, d, len;
        pos = pixelPos = 0;
        dic      = [];
        clear    = 1 << minSize;
        eod      = clear + 1;
        size     = minSize + 1;
        done     = false;
        while (!done) { // JavaScript optimisers like a clear exit though I never use 'done' apart from fooling the optimiser
            last = code;
            code = 0;
            for (i = 0; i < size; i++) {
                if (data[pos >> 3] & (1 << (pos & 7))) { code |= 1 << i }
                pos++;
            }
            if (code === clear) { // clear and reset the dictionary
                dic = [];
                size = minSize + 1;
                for (i = 0; i < clear; i++) { dic[i] = [i] }
                dic[clear] = [];
                dic[eod] = null;
            } else {
                if (code === eod) {  done = true; return }
                if (code >= dic.length) { dic.push(dic[last].concat(dic[last][0])) }
                else if (last !== clear) { dic.push(dic[last].concat(dic[code][0])) }
                d = dic[code];
                len = d.length;
                for (i = 0; i < len; i++) { pixelBuf[pixelPos++] = d[i] }
                if (dic.length === (1 << size) && size < 12) { size++ }
            }
        }
    };
    function parseColourTable(count) { // get a colour table of length count  Each entry is 3 bytes, for RGB.
        var colours = [];
        for (var i = 0; i < count; i++) { colours.push([st.data[st.pos++], st.data[st.pos++], st.data[st.pos++]]) }
        return colours;
    }
    function parse (){        // read the header. This is the starting point of the decode and async calls parseBlock
        var bitField;
        st.pos                += 6;  
        gif.width             = (st.data[st.pos++]) + ((st.data[st.pos++]) << 8);
        gif.height            = (st.data[st.pos++]) + ((st.data[st.pos++]) << 8);
        bitField              = st.data[st.pos++];
        gif.colorRes          = (bitField & 0b1110000) >> 4;
        gif.globalColourCount = 1 << ((bitField & 0b111) + 1);
        gif.bgColourIndex     = st.data[st.pos++];
        st.pos++;                    // ignoring pixel aspect ratio. if not 0, aspectRatio = (pixelAspectRatio + 15) / 64
        if (bitField & 0b10000000) { gif.globalColourTable = parseColourTable(gif.globalColourCount) } // global colour flag
        setTimeout(parseBlock, 0);
    }
    function parseAppExt() { // get application specific data. Netscape added iterations and terminator. Ignoring that
        st.pos += 1;
        if ('NETSCAPE' === st.getString(8)) { st.pos += 8 }  // ignoring this data. iterations (word) and terminator (byte)
        else {
            st.pos += 3;            // 3 bytes of string usually "2.0" when identifier is NETSCAPE
            st.readSubBlocks();     // unknown app extension
        }
    };
    function parseGCExt() { // get GC data
        var bitField;
        st.pos++;
        bitField              = st.data[st.pos++];
        gif.disposalMethod    = (bitField & 0b11100) >> 2;
        gif.transparencyGiven = bitField & 0b1 ? true : false; // ignoring bit two that is marked as  userInput???
        gif.delayTime         = (st.data[st.pos++]) + ((st.data[st.pos++]) << 8);
        gif.transparencyIndex = st.data[st.pos++];
        st.pos++;
    };
    function parseImg() {                           // decodes image data to create the indexed pixel image
        var deinterlace, frame, bitField;
        deinterlace = function (width) {                   // de interlace pixel data if needed
            var lines, fromLine, pass, toline;
            lines = pixelBufSize / width;
            fromLine = 0;
            if (interlacedBufSize !== pixelBufSize) {      // create the buffer if size changed or undefined.
                deinterlaceBuf = new Uint8Array(pixelBufSize);
                interlacedBufSize = pixelBufSize;
            }
            for (pass = 0; pass < 4; pass++) {
                for (toLine = interlaceOffsets[pass]; toLine < lines; toLine += interlaceSteps[pass]) {
                    deinterlaceBuf.set(pixelBuf.subArray(fromLine, fromLine + width), toLine * width);
                    fromLine += width;
                }
            }
        };
        frame                = {}
        gif.frames.push(frame);
        frame.disposalMethod = gif.disposalMethod;
        frame.time           = gif.length;
        frame.delay          = gif.delayTime * 10;
        gif.length          += frame.delay;
        if (gif.transparencyGiven) { frame.transparencyIndex = gif.transparencyIndex }
        else { frame.transparencyIndex = undefined }
        frame.leftPos = (st.data[st.pos++]) + ((st.data[st.pos++]) << 8);
        frame.topPos  = (st.data[st.pos++]) + ((st.data[st.pos++]) << 8);
        frame.width   = (st.data[st.pos++]) + ((st.data[st.pos++]) << 8);
        frame.height  = (st.data[st.pos++]) + ((st.data[st.pos++]) << 8);
        bitField      = st.data[st.pos++];
        frame.localColourTableFlag = bitField & 0b10000000 ? true : false; 
        if (frame.localColourTableFlag) { frame.localColourTable = parseColourTable(1 << ((bitField & 0b111) + 1)) }
        if (pixelBufSize !== frame.width * frame.height) { // create a pixel buffer if not yet created or if current frame size is different from previous
            pixelBuf     = new Uint8Array(frame.width * frame.height);
            pixelBufSize = frame.width * frame.height;
        }
        lzwDecode(st.data[st.pos++], st.readSubBlocksB()); // decode the pixels
        if (bitField & 0b1000000) {                        // de interlace if needed
            frame.interlaced = true;
            deinterlace(frame.width);
        } else { frame.interlaced = false }
        processFrame(frame);                               // convert to canvas image
    };
    function processFrame(frame) { // creates a RGBA canvas image from the indexed pixel data.
        var ct, cData, dat, pixCount, ind, useT, i, pixel, pDat, col, frame, ti;
        frame.image        = document.createElement('canvas');
        frame.image.width  = gif.width;
        frame.image.height = gif.height;
        frame.image.ctx    = frame.image.getContext("2d");
        ct = frame.localColourTableFlag ? frame.localColourTable : gif.globalColourTable;
        if (gif.lastFrame === null) { gif.lastFrame = frame }
        useT = (gif.lastFrame.disposalMethod === 2 || gif.lastFrame.disposalMethod === 3) ? true : false;
        if (!useT) { frame.image.ctx.drawImage(gif.lastFrame.image, 0, 0, gif.width, gif.height) }
        cData = frame.image.ctx.getImageData(frame.leftPos, frame.topPos, frame.width, frame.height);
        ti  = frame.transparencyIndex;
        dat = cData.data;
        if (frame.interlaced) { pDat = deinterlaceBuf }
        else { pDat = pixelBuf }
        pixCount = pDat.length;
        ind = 0;
        for (i = 0; i < pixCount; i++) {
            pixel = pDat[i];
            col   = ct[pixel];
            if (ti !== pixel) {
                dat[ind++] = col[0];
                dat[ind++] = col[1];
                dat[ind++] = col[2];
                dat[ind++] = 255;      // Opaque.
            } else
                if (useT) {
                    dat[ind + 3] = 0; // Transparent.
                    ind += 4;
                } else { ind += 4 }
        }
        frame.image.ctx.putImageData(cData, frame.leftPos, frame.topPos);
        gif.lastFrame = frame;
        if (!gif.waitTillDone && typeof gif.onload === "function") { doOnloadEvent() }// if !waitTillDone the call onload now after first frame is loaded
    };
    // **NOT** for commercial use.
    function finnished() { // called when the load has completed
        gif.loading           = false;
        gif.frameCount        = gif.frames.length;
        gif.lastFrame         = null;
        st                    = undefined;
        gif.complete          = true;
        gif.disposalMethod    = undefined;
        gif.transparencyGiven = undefined;
        gif.delayTime         = undefined;
        gif.transparencyIndex = undefined;
        gif.waitTillDone      = undefined;
        pixelBuf              = undefined; // dereference pixel buffer
        deinterlaceBuf        = undefined; // dereference interlace buff (may or may not be used);
        pixelBufSize          = undefined;
        deinterlaceBuf        = undefined;
        gif.currentFrame      = 0;
        if (gif.frames.length > 0) { gif.image = gif.frames[0].image }
        doOnloadEvent();
        if (typeof gif.onloadall === "function") {
            (gif.onloadall.bind(gif))({   type : 'loadall', path : [gif] });
        }
        if (gif.playOnLoad) { gif.play() }
    }
    function canceled () { // called if the load has been cancelled
        finnished();
        if (typeof gif.cancelCallback === "function") { (gif.cancelCallback.bind(gif))({ type : 'canceled', path : [gif] }) }
    }
    function parseExt() {              // parse extended blocks
        const blockID = st.data[st.pos++];
        if(blockID === GIF_FILE.GCExt) { parseGCExt() }
        else if(blockID === GIF_FILE.COMMENT) { gif.comment += st.readSubBlocks() }
        else if(blockID === GIF_FILE.APPExt) { parseAppExt() }
        else {
            if(blockID === GIF_FILE.UNKNOWN) { st.pos += 13; } // skip unknow block
            st.readSubBlocks();
        }

    }
    function parseBlock() { // parsing the blocks
        if (gif.cancel !== undefined && gif.cancel === true) { canceled(); return }

        const blockId = st.data[st.pos++];
        if(blockId === GIF_FILE.IMAGE ){ // image block
            parseImg();
            if (gif.firstFrameOnly) { finnished(); return }
        }else if(blockId === GIF_FILE.EOF) { finnished(); return }
        else { parseExt() }
        if (typeof gif.onprogress === "function") {
            gif.onprogress({ bytesRead  : st.pos, totalBytes : st.data.length, frame : gif.frames.length });
        }
        setTimeout(parseBlock, 0); // parsing frame async so processes can get some time in.
    };
    function cancelLoad(callback) { // cancels the loading. This will cancel the load before the next frame is decoded
        if (gif.complete) { return false }
        gif.cancelCallback = callback;
        gif.cancel         = true;
        return true;
    }
    function error(type) {
        if (typeof gif.onerror === "function") { (gif.onerror.bind(this))({ type : type, path : [this] }) }
        gif.onload  = gif.onerror = undefined;
        gif.loading = false;
    }
    function doOnloadEvent() { // fire onload event if set
        gif.currentFrame = 0;
        gif.nextFrameAt  = gif.lastFrameAt  = new Date().valueOf(); // just sets the time now
        if (typeof gif.onload === "function") { (gif.onload.bind(gif))({ type : 'load', path : [gif] }) }
        gif.onerror = gif.onload  = undefined;
    }
    function dataLoaded(data) { // Data loaded create stream and parse
        st = new Stream(data);
        parse();
    }
    function loadGif(filename) { // starts the load
        var ajax = new XMLHttpRequest();
        ajax.responseType = "arraybuffer";
        ajax.onload = function (e) {
            if (e.target.status === 404) { error("File not found") }
            else if(e.target.status >= 200 && e.target.status < 300 ) { dataLoaded(ajax.response) }
            else { error("Loading error : " + e.target.status) }
        };
        ajax.open('GET', filename, true);
        ajax.send();
        ajax.onerror = function (e) { error("File error") };
        this.src = filename;
        this.loading = true;
    }
    function play() { // starts play if paused
        if (!gif.playing) {
            gif.paused  = false;
            gif.playing = true;
            playing();
        }
    }
    function pause() { // stops play
        gif.paused  = true;
        gif.playing = false;
        clearTimeout(timerID);
    }
    function togglePlay(){
        if(gif.paused || !gif.playing){ gif.play() }
        else{ gif.pause() }
    }
    function seekFrame(frame) { // seeks to frame number.
        clearTimeout(timerID);
        gif.currentFrame = frame % gif.frames.length;
        if (gif.playing) { playing() }
        else { gif.image = gif.frames[gif.currentFrame].image }
    }
    function seek(time) { // time in Seconds  // seek to frame that would be displayed at time
        clearTimeout(timerID);
        if (time < 0) { time = 0 }
        time *= 1000; // in ms
        time %= gif.length;
        var frame = 0;
        while (time > gif.frames[frame].time + gif.frames[frame].delay && frame < gif.frames.length) {  frame += 1 }
        gif.currentFrame = frame;
        if (gif.playing) { playing() }
        else { gif.image = gif.frames[gif.currentFrame].image}
    }
    function playing() {
        var delay;
        var frame;
        if (gif.playSpeed === 0) {
            gif.pause();
            return;
        } else {
            if (gif.playSpeed < 0) {
                gif.currentFrame -= 1;
                if (gif.currentFrame < 0) {gif.currentFrame = gif.frames.length - 1 }
                frame = gif.currentFrame;
                frame -= 1;
                if (frame < 0) {  frame = gif.frames.length - 1 }
                delay = -gif.frames[frame].delay * 1 / gif.playSpeed;
            } else {
                gif.currentFrame += 1;
                gif.currentFrame %= gif.frames.length;
                delay = gif.frames[gif.currentFrame].delay * 1 / gif.playSpeed;
            }
            gif.image = gif.frames[gif.currentFrame].image;
            timerID = setTimeout(playing, delay);
        }
    }
    var gif = {                      // the gif image object
        onload         : null,       // fire on load. Use waitTillDone = true to have load fire at end or false to fire on first frame
        onerror        : null,       // fires on error
        onprogress     : null,       // fires a load progress event
        onloadall      : null,       // event fires when all frames have loaded and gif is ready
        paused         : false,      // true if paused
        playing        : false,      // true if playing
        waitTillDone   : true,       // If true onload will fire when all frames loaded, if false, onload will fire when first frame has loaded
        loading        : false,      // true if still loading
        firstFrameOnly : false,      // if true only load the first frame
        width          : null,       // width in pixels
        height         : null,       // height in pixels
        frames         : [],         // array of frames
        comment        : "",         // comments if found in file. Note I remember that some gifs have comments per frame if so this will be all comment concatenated
        length         : 0,          // gif length in ms (1/1000 second)
        currentFrame   : 0,          // current frame. 
        frameCount     : 0,          // number of frames
        playSpeed      : 1,          // play speed 1 normal, 2 twice 0.5 half, -1 reverse etc...
        lastFrame      : null,       // temp hold last frame loaded so you can display the gif as it loads
        image          : null,       // the current image at the currentFrame
        playOnLoad     : true,       // if true starts playback when loaded
        // functions
        load           : loadGif,    // call this to load a file
        cancel         : cancelLoad, // call to stop loading
        play           : play,       // call to start play
        pause          : pause,      // call to pause
        seek           : seek,       // call to seek to time
        seekFrame      : seekFrame,  // call to seek to frame
        togglePlay     : togglePlay, // call to toggle play and pause state
    };
    return gif;
}
















/*=========================================================================
End of gif reader

*/

const mouse = {
  bounds: null,
  x: 0,
  y: 0,
  button: false
};

function mouseEvents(e) {
  const m = mouse;
  m.bounds = canvas.getBoundingClientRect();
  m.x = e.pageX - m.bounds.left - scrollX;
  m.y = e.pageY - m.bounds.top - scrollY;
  mouse.x = e.pageX;

  m.button = e.type === "mousedown" ? true : e.type === "mouseup" ? false : m.button;
}
["down", "up", "move"].forEach(name => document.addEventListener("mouse" + name, mouseEvents));
canvas {
  position: absolute;
  top: 0px;
  left: 0px;
}
<canvas id="canvas"></canvas>

注意

  • 这适用于99%的GIF。偶尔你会发现一个无法正常播放的gif。原因:(我从不费心去发现)。修复:使用现代编码器重新编码gif。

  • 有一些小的不一致需要修复。随着时间的推移,我将提供一个带有ES6和改进接口的codePen示例。请继续关注。

答案 1 :(得分:6)

在这里: 您将需要提取每个帧并从中组成一个数组 分割帧:http://gifgifs.com/split/

如果您有类似http://lol.com/Img1.png ...... ... http://lol.com/Img27.png这样的网址或路径,可以更简单地循环:

var Img = [];
for (var i = 0; i < 28; i++) {
  Img[i] = new Image();
  Img[i].src = "http://lol.com/Img"+i+".png";
}

function drawAnimatedImage(arr,x,y,angle,factor,changespeed) {
    if (!factor) {
        factor = 1;
    }
    if (!changespeed) {
        changespeed = 1;
    }
    ctx.save();
    ctx.translate(x, y);
    ctx.rotate(angle * Math.PI / 180);
    if (!!arr[Math.round(Date.now()/changespeed) % arr.length]) {
    ctx.drawImage(arr[Math.round(Date.now()/changespeed) % arr.length], -(arr[Math.round(Date.now()/changespeed) % arr.length].width * factor / 2), -(arr[Math.round(Date.now()/changespeed) % arr.length].height * factor / 2), arr[Math.round(Date.now()/changespeed) % arr.length].width * factor, arr[Math.round(Date.now()/changespeed) % arr.length].height * factor);
    }
    ctx.restore();
}

    var canvas = document.getElementById("myCanvas");
    var ctx = canvas.getContext('2d');
    var waitingWolf = [];
    var url = ["https://i.imgur.com/k3T7psX.gif","https://i.imgur.com/CTSC8FC.gif","https://i.imgur.com/6NHLWKK.gif","https://i.imgur.com/U1u04sY.gif","https://i.imgur.com/4695vnQ.gif","https://i.imgur.com/oDO0YWT.gif","https://i.imgur.com/LqptRh1.gif","https://i.imgur.com/6gTxvul.gif","https://i.imgur.com/ULN5mqK.gif","https://i.imgur.com/RACB9WM.gif","https://i.imgur.com/4TZ6kNi.gif","https://i.imgur.com/9VvlzhK.gif","https://i.imgur.com/nGUnsfW.gif","https://i.imgur.com/2h8vLjK.gif","https://i.imgur.com/ZCdKkF1.gif","https://i.imgur.com/wZmWrYP.gif","https://i.imgur.com/4lhjVSz.gif","https://i.imgur.com/wVO0PbE.gif","https://i.imgur.com/cgGn5tV.gif","https://i.imgur.com/627gH5Y.gif","https://i.imgur.com/sLDSeS7.gif","https://i.imgur.com/1i1QNAs.gif","https://i.imgur.com/V3vDA1A.gif","https://i.imgur.com/Od2psNo.gif","https://i.imgur.com/WKDXFdh.gif","https://i.imgur.com/RlhIjaM.gif","https://i.imgur.com/293hMnm.gif","https://i.imgur.com/ITm0ukT.gif"]
    function setup () {
                for (var i = 0; i < 28; i++) {
                    waitingWolf[i] = new Image();
                    waitingWolf[i].src = url[i];
                }
    }
    setup();
function yop() {
  ctx.clearRect(0,0,1000,1000)
            if (waitingWolf.length == 28) {
                drawAnimatedImage(waitingWolf,300,100,0,1,60)
            }
requestAnimationFrame(yop);
}
requestAnimationFrame(yop);
<canvas id="myCanvas" width="1000" height="1000">
</canvas>

答案 2 :(得分:2)

只需在画布上绘制想要插入gif的任何位置的图像。我假设你想在画布meuCanvas中插入你的gif。

所以:

if((xHero >= xMonster-10)&&(xHero <= xMonster + 10))
{

    var ctx = document.getElementById('meuCanvas').getContext('2d');
    var img = new Image();
    img.onload = function() {
    ctx.drawImage(img, 0, 0);
  };
  img.src = 'http://media3.giphy.com/media/kEKcOWl8RMLde/giphy.gif';

}

答案 3 :(得分:2)

你可以使用Gify&amp; Github上的gifuct-js项目。

首先,下载动画gif并准备在页面加载时执行此操作所需的图像。

var framesArray;
var currentFrame = 0;
var totalFrames = null;

var oReq = new XMLHttpRequest();
oReq.open("GET", "/myfile.gif", true);
oReq.responseType = "arraybuffer";

oReq.onload = function (oEvent) {
  var arrayBuffer = oReq.response; // Note: not oReq.responseText
  if(gify.isAnimated(arrayBuffer)){
      var gif = new GIF(arrayBuffer);
      framesArray = gif.decompressFrames(true);
      totalFrames = framesArray.length;
  }
};

oReq.send(null);

当您希望动画在绘制循环中显示时

if((xHero >= xMonster-10)&&(xHero <= xMonster + 10)){
    // you need to work out from your frame rate when you should increase current frame 
    // based on the framerate of the gif image using framesArray[currentFrame].delay

    // auto-detect if we need to jump to the first frame in the loop 
    // as we gone through all the frames
    currentFrame = currentFrame % totalFrames;
    var frame = framesArray[currentFrame];
    var x,y;
    // get x posstion as an offset from xHero
    // get y posstion as an offset from yHero

    objContexto.putImageData(frame.patch,x,y);
}

请注意这个代码没有经过测试我是根据2个项目的文档构建的,所以它可能有点不对,但它大致显示了它是如何可能的, 第3个链接是gitfuct-js库

的demo文件夹的在线内容
  1. https://github.com/rfrench/gify
  2. https://github.com/matt-way/gifuct-js
  3. http://matt-way.github.io/gifuct-js/

答案 4 :(得分:1)

无法在.gif元素上简单地绘制<canvas>(动画!)。 你有两个选择。

a)您可以将HTML<div>追加.gif(通过<img>节点)追加,然后对via z-Index进行分层并且css top/left位于<canvas>上方的正确位置。它最终会搞乱鼠标事件,这可以通过事件传播来解决。我认为这是一个糟糕的解决方案。

b)你需要学习如何制作动画。查找window.requestAnimationFrame方法。这样做可以让您在<canvas>上制作动画,这可以模拟您正在寻找的.gif行为。不过,我想你现在的水平有点复杂。

您可以像上面描述的海报一样在.gif上绘制canvas。但是,在这种情况下,它将是100%静态的,例如.jpg.png,除非您设法将.gif解散为其框架并仍然使用window.requestAnimationFrame方法

基本上,如果您想要.gif的动画行为,则需要进行重大调整。

答案 5 :(得分:-1)

我也不太确定你的问题是什么,而不是:

if((xHero >= xMonster-10)||(xHero <= xMonster + 10))
{

/*gif here*/

}
你可能想要:

if (xHero >= xMonster-10 && xHero <= xMonster + 10)
{

/*gif here*/

}

||是指OR

&安培;&安培;意味着和

在使用OR的代码中,条件始终为true;这可能不是你想要的。