我想在每次迭代时在画布上绘制图像,图像来自对象。 我在控制台中收到“不是HTML格式的信息...”,或者什么也没有,它阻止了循环。
是否有一种方法可以在画布上绘制图像而无需先将其放在index.html上,也可以不从URL加载?
我尝试了两种标准解决方案,但是它们没有用。
使用包含图像的对象属性将其绘制在画布上时,我没有发现类似的问题。
<table class="table outerTbl mb-0">
<thead>
<tr>
<th scope="col">SL No.</th>
<th scope="col">Program Details</th>
<th scope="col">Program Levels</th>
<th scope="col">Program Start Date</th>
<th scope="col">Program End Date</th>
<th scope="col">Total Duration</th>
<th scope="col">Start</th>
<th scope="col">Cacel</th>
</tr>
</thead>
<tbody>
<tr>
<th scope="row" class="collapsed" data-toggle="collapse" data-target="#row1" aria-expanded="false" aria-controls="row1">View</th>
<td>Stay Active & Win</td>
<td>03</td>
<td>03/12/2018</td>
<td>03/02/2019</td>
<td>5 Days, 240secs.</td>
<td><img src="images/start.png"></td>
<td><img src="images/cancel.png"></td>
</tr>
<tr id="row1" class="table collapse innerTbl text-center col-11">
<td colspan="8">
<table width="100%">
<thead>
<tr>
<th scope="col">Program Details</th>
<th scope="col">Program Levels</th>
<th scope="col">Progrma Duration</th>
<th scope="col">Status</th>
</tr>
</thead>
<tbody>
<tr>
<td>Power Up <img src="images/trophy.png"/></td>
<td>Level 1</td>
<td>240 secs</td>
<td>Play</td>
</tr>
<tr>
<td>Warriors <img src="images/trophy.png"/></td>
<td>Level 2</td>
<td>5 Days</td>
<td>Play</td>
</tr>
</tbody>
</table>
</td>
</tr>
<tr>
<th scope="row" class="collapsed" data-toggle="collapse" data-target="#row2" aria-expanded="false" aria-controls="row2">View</th>
<td>New Year Goals</td>
<td>01</td>
<td>01/01/2019</td>
<td>01/02/2019</td>
<td>5 Days, 240secs.</td>
<td><img src="images/start.png"/></td>
<td><img src="images/cancel.png"/></td>
</tr>
<tr id="row2" class="table collapse innerTbl text-center col-11">
<td>
<table >
<thead>
<tr>
<th scope="col">Program Details</th>
<th scope="col">Program Levels</th>
<th scope="col">Progrma Duration</th>
<th scope="col">Status</th>
</tr>
</thead>
<tbody>
<tr>
<td>Power Up <img src="images/trophy.png"/></td>
<td>Level 1</td>
<td>240 secs</td>
<td>Play</td>
</tr>
<tr>
<td>Warriors <img src="images/trophy.png"/></td>
<td>Level 2</td>
<td>5 Days</td>
<td>Play</td>
</tr>
</tbody>
</table>
</td>
</tr>
</tbody>
</table>
实际:未绘制图像。如果我尝试fillRect,它会很好地工作。这样循环就可以了。
预期:能够通过对象属性在画布上绘制图像。
答案 0 :(得分:1)
目前还不清楚您要做什么。
您评论的代码
ctx.drawImage = (image, drawX, drawY);
应该是这个
ctx.drawImage(image, drawX, drawY);
看得更广一点
let image = Obstacle.sprite;
ctx.drawImage(image, drawX, drawY); // assume this was fixed
但是Obstacle
是一个类,而不是该类的实例。你想要
let image = piece.sprite;
ctx.drawImage(image, drawX, drawY);
但这导致下一个问题。查看代码piece.sprite
的其余部分是字符串而不是图像。请参阅此代码。
// OBJECT TO DRAW
function Obstacle(name, sprite) {
this.name = name;
this.sprite = sprite;
}
const lava = new Obstacle("Lave", "assets/lave.png");
有几种方法可以将图像绘制到画布上。如果它们来自文件,则必须等待它们下载。否则,您可以从另一个画布生成它们。您还可以使用createImageData
和putImageData
作为制作图像的另一种方法。
让我们更改代码以加载一堆图像然后开始
我将所有类代码移至顶部,将启动代码移至底部。
Board
方法中有一些地方使用了全局变量board
而不是this
,所以我修复了这些地方。
这是一个加载图像并返回Promise的函数
function loadImage(url) {
return new Promise((resolve, reject) => {
const img = new Image();
img.onload = () => { resolve(img); };
img.onerror = reject;
img.crossOrigin = 'anonymous'; // REMOVE IF SAME DOMAIN!
img.src = url;
});
}
您可以使用它来加载一张这样的图像
loadImage(urlOfImage).then(function(img) {
// use the loaded img
});
我使用该函数编写了该函数,该函数将名称对象传递给url,然后将名称对象返回给加载的图像。
function loadImages(images) {
return new Promise((resolve) => {
const loadedImages = {};
const imagePromises = Object.entries(images).map((keyValue) => {
const [name, url] = keyValue;
return loadImage(url).then((img) => {
loadedImages[name] = img;
});
});
Promise.all(imagePromises).then(() => {
resolve(loadedImages);
});
});
}
然后我调用它,并将名称对象传递给已加载的图像到start
函数。目前仅加载一张图片,但您可以添加更多图片。
const images = {
lave: 'https://i.imgur.com/enx5Xc8.png',
// player: 'foo/player.png',
// enemy: 'foo/enemny.png',
};
loadImages(images).then(start);
// CONTEXT OF THE CANVAS
const ctx = $('#board').get(0).getContext('2d');
function Board(width, height) {
this.width = width;
this.height = height;
this.chartBoard = [];
// Création du plateau logique
for (var i = 0; i < this.width; i++) {
const row = [];
this.chartBoard.push(row);
for (var j = 0; j < this.height; j++) {
const col = {};
row.push(col);
}
}
}
Board.prototype.drawBoard = function () {
for (var i = 0; i < this.width; i++) {
for (var j = 0; j < this.height; j++) {
ctx.beginPath();
ctx.strokeStyle = 'black';
ctx.strokeRect(j * 64, i * 64, 64, 64);
ctx.closePath();
}
}
};
// OBJECT TO DRAW
function Obstacle(name, sprite) {
this.name = name;
this.sprite = sprite;
}
// FUNCTION TO DRAW
Board.prototype.setPiece = function (piece) {
let randomX = Math.floor(Math.random() * this.width);
let randomY = Math.floor(Math.random() * this.height);
let drawX = randomX * 64;
let drawY = randomY * 64;
if (randomX >= this.width || randomY >= this.height) {
throw new Error('Pièce hors limite');
}
if (piece instanceof Obstacle) {
if (!(this.chartBoard[randomY][randomX] instanceof Obstacle)) {
this.chartBoard[randomY][randomX] = piece;
// CODE TO DRAW, BUG DOESN'T WORK
ctx.fillRect(drawX, drawY,64,64);
let image = piece.sprite;
ctx.drawImage(image, drawX, drawY);
}
} else {
throw new Error('Pièce non valide');
}
};
Board.prototype.setObstacles = function (lavaArray) {
for (let lava of lavaArray) {
const obstacle = this.setPiece(lava);
}
};
function start(images) {
let board = new Board(10, 10);
// console.log(board);
const lava = new Obstacle("Lave", images.lave);
const lava1 = new Obstacle("Lave1", images.lave);
const lava2 = new Obstacle("Lave2", images.lave);
const lava3 = new Obstacle("Lave3", images.lave);
const lava4 = new Obstacle("Lave4", images.lave);
const lava5 = new Obstacle("Lave5", images.lave);
const lava6 = new Obstacle("Lave6", images.lave);
const lava7 = new Obstacle("Lave7", images.lave);
const lava8 = new Obstacle("Lave8", images.lave);
const lava9 = new Obstacle("Lave9", images.lave);
const lavaArray = [lava, lava1, lava2, lava3, lava4, lava5, lava6, lava7, lava8, lava9];
board.drawBoard();
board.setObstacles(lavaArray);
}
function loadImage(url) {
return new Promise((resolve, reject) => {
const img = new Image();
img.onload = () => { resolve(img); };
img.onerror = reject;
img.crossOrigin = 'anonymous'; // REMOVE IF SAME DOMAIN!
img.src = url;
});
}
function loadImages(images) {
return new Promise((resolve) => {
const loadedImages = {};
// for each name/url pair in image make a promise to load the image
// by calling loadImage
const imagePromises = Object.entries(images).map((keyValue) => {
const [name, url] = keyValue;
// load the image and when it's finished loading add the name/image
// pair to loadedImages
return loadImage(url).then((img) => {
loadedImages[name] = img;
});
});
// wait for all the images to load then pass the name/image object
Promise.all(imagePromises).then(() => {
resolve(loadedImages);
});
});
}
const images = {
lave: 'https://i.imgur.com/enx5Xc8.png',
// player: 'foo/player.png',
// enemy: 'foo/enemny.png',
};
loadImages(images).then(start);
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<canvas id="board" width="640" height="640"></canvas>