我正在尝试创建一个动画,清除(如橡皮擦)图像顶部的矩形填充。随着圆圈的动画,它会清除它所覆盖的所有区域。
我可以使用globalCompositeOperation这样做,但是当我尝试减慢动画时,它不起作用。我正在尝试setTimeout函数。任何想法为什么动画没有放慢速度?我已经尝试了我所知道的一切,任何帮助或替代方案将不胜感激。
当我尝试使用setTimeout(func(),以ms为单位的时间)时,它也会删除图像。
function compose()
//adds the purple fill rectangle, adds the image and then animates the circle
{
context.globalCompositeOperation = 'destination-atop';
fillRectangle(100, 100, 900, 500);
context.globalCompositeOperation = 'destination-atop';
context.drawImage(img, destX, destY);
for (var a = 0; a < 1000; a++) {
if (x + dx + radius > width || x + dx < radius) {
dx = -dx;
}
if (y + dy + radius > height || y + dy < radius) {
dy = -dy;
}
x = x + dx;
y = y + dy;
//setTimeout("circle(x,y)", 1);
circle(x, y);
}
context.globalCompositeOperation = 'destination-atop';
context.drawImage(img, destX, destY
}
function circle(x, y)
{// this simply animates the circle over the purple fill
context.globalCompositeOperation = 'destination-out';
context.fillStyle = "#444444";
context.beginPath();
context.arc(x, y, radius, 0, 2 * Math.PI, true);
context.closePath();
context.fill(); //setTimeout("context.fill();",3);
context.globalCompositeOperation = 'destination-atop';
}
完整代码:
画布测试
var t;
//holds the drawing context of the canvas element
var context;
//size of canvas
var width = 600;
var height = 300;
//position of the ball
var x = 150;
var y = 150;
//speed of the ball
var dx = 2;
var dy = 2;
//ball radius
var radius = 10;
var compositeType = ['xor'];
var destX = 0;
var destY = 0;
var img = new Image();
img.src = 'nexus.jpg';
function init() {
context = document.getElementById("canvas").getContext("2d");
compose();
}
function compose()
//adds the purple fill rectangle, adds the image and then animates the circle
{
context.globalCompositeOperation = 'destination-atop';
fillRectangle(0, 0, 900, 600);
context.globalCompositeOperation = 'destination-atop';
context.drawImage(img, destX, destY);
var cnt = 0;
function runIteration() {
if (x + dx + radius > width || x + dx < radius) {
dx = -dx;
}
if (y + dy + radius > height || y + dy < radius) {
dy = -dy;
}
x = x + dx;
y = y + dy;
circle(x, y);
cnt++;
if (cnt < 10000) {
context.globalCompositeOperation = 'destination-atop';
context.drawImage(img, destX, destY);
setTimeout(runIteration, 10);
}
}
runIteration();
}
function fillRectangle(x, y, w, h)
{
context.fillStyle = "#550055";
context.fillRect(x, y, w, h);
}
//draws the circle with center location at x,y
function circle(x, y) {
// context.globalAlpha=0.1;
context.globalCompositeOperation = 'destination-out';
context.fillStyle = "#444444";
context.beginPath();
context.arc(x, y, radius, 0, 2 * Math.PI, true);
context.closePath();
context.fill(); //setTimeout("context.fill();",3);
context.globalCompositeOperation = 'destination-atop';
}
//draws a rectangle with width(w) & height(h) with top left corner at (x,y)
function rectangle(x, y, w, h) {
context.fillStyle = "#000000";
context.strokeRect(x, y, w, h);
}
//clears the whole canvas
function clear() {
context.clearRect(0, 0, 800, 300);
}
window.addEventListener("load", init, true);
</script>
答案 0 :(得分:0)
使用setTimeout()
不是正确的做事方式。 setTimeout()
是一个非同步功能。它会立即返回并安排它的工作以供日后使用。
在编写代码时,整个for循环将立即运行,设置1000 setTimeout
个定时器。这不会减慢动画速度,只会稍微延迟它的开始。
要减慢动画速度,您必须重新构建代码,以便在setTimeout()
中执行for循环的每次迭代,并在超时完成并执行时,然后安排下一个{{1}与循环的下一次迭代。它会是这样的:
setTimeout()