我有以下多步像素化动画。它会从低像素到高像素进行非常缓慢的动画处理,以向您显示它在某些步骤之间震荡,就像图像在渲染之间略微移动一样。我不知道为什么会这样,或者如何使它看起来好像图像停留在一个地方。
var c = document.createElement('canvas')
c.style.display = 'flex'
c.style.width = '100vw'
c.style.height = '100vh'
c.style['image-rendering'] = 'pixelated'
document.body.appendChild(c)
var x = c.getContext('2d')
x.webkitImageSmoothingEnabled = false
x.mozImageSmoothingEnabled = false
x.msImageSmoothingEnabled = false
x.imageSmoothingEnabled = false
var src = c.getAttribute('data-draw')
var small = `https://upload.wikimedia.org/wikipedia/commons/thumb/c/c5/M101_hires_STScI-PRC2006-10a.jpg/307px-M101_hires_STScI-PRC2006-10a.jpg`
var large = `https://upload.wikimedia.org/wikipedia/commons/thumb/c/c5/M101_hires_STScI-PRC2006-10a.jpg/1280px-M101_hires_STScI-PRC2006-10a.jpg`
// c.width = c.clientWidth
// c.height = c.clientHeight
var stack = []
var start = false
var place = 0
function queue(image, ratio, width, height) {
stack.push({ image, ratio, width, height })
if (start) return
start = true
setTimeout(proceed, 0)
}
function proceed() {
let point = stack.shift()
let w
let h
if (point.ratio) {
w = c.width = c.clientWidth * point.ratio
h = c.height = c.clientHeight * point.ratio
} else {
w = point.width
h = point.height
}
if (!stack.length) {
x.webkitImageSmoothingEnabled = true
x.mozImageSmoothingEnabled = true
x.msImageSmoothingEnabled = true
x.imageSmoothingEnabled = true
c.classList.remove('px')
}
drawImageProp(x, point.image, 0, 0, w, h)
if (stack.length) {
setTimeout(proceed, 1000)
}
}
var s = new Image()
s.onload = function(){
queue(s, 0.01)
queue(s, 0.03)
var i = new Image()
i.onload = function(){
queue(i, 0.03)
queue(i, 0.11)
queue(i, 1)
}
i.src = large
}
s.src = small
function drawImageProp(ctx, img, x, y, w, h, offsetX, offsetY) {
if (arguments.length === 2) {
x = y = 0;
w = ctx.canvas.width;
h = ctx.canvas.height;
}
// default offset is center
offsetX = typeof offsetX === "number" ? offsetX : 0.5;
offsetY = typeof offsetY === "number" ? offsetY : 0.5;
// keep bounds [0.0, 1.0]
if (offsetX < 0) offsetX = 0;
if (offsetY < 0) offsetY = 0;
if (offsetX > 1) offsetX = 1;
if (offsetY > 1) offsetY = 1;
var iw = img.width,
ih = img.height,
r = Math.min(w / iw, h / ih),
nw = iw * r, // new prop. width
nh = ih * r, // new prop. height
cx, cy, cw, ch, ar = 1;
// decide which gap to fill
if (nw < w) ar = w / nw;
if (Math.abs(ar - 1) < 1e-14 && nh < h) ar = h / nh; // updated
nw *= ar;
nh *= ar;
// calc source rectangle
cw = iw / (nw / w);
ch = ih / (nh / h);
cx = (iw - cw) * offsetX;
cy = (ih - ch) * offsetY;
// make sure source rectangle is valid
if (cx < 0) cx = 0;
if (cy < 0) cy = 0;
if (cw > iw) cw = iw;
if (ch > ih) ch = ih;
// fill image in dest. rectangle
ctx.drawImage(img, cx, cy, cw, ch, x, y, w, h);
}
即使在最后两个步骤之间,它也会稍微移动。想知道出了什么问题以及如何解决。
仅供参考,有两张图片,一幅小图像和一张大图像,都是同一幅画。它首先以低分辨率加载小图像,然后加载大图像。在加载较大的动画时,它使用较小的图像执行动画步骤,以启动动画。然后,大图完成后,它会拾取小图停止的位置,并使用大图执行更多的动画步骤。