1、首先素材准备,基本框架的建立。这里让一个有字的图片从左到右运动起来。
2、将图片素材引入网页,定义canvas标签,获取canvas的上下文。定义一个画图片的函数,使用canavs绘图API里面的drawImage来完成。
3、写一个更新的函数,因为我们要让他动起来,所以每时刻绘制的地方都不一样。注意:这里要用clearRect,这个函数,主要是为了清空画布。
4、写定时函数,每隔0.2秒就更新一次,重新绘制。
5、最后来看看最终的效果,就完成了。
<script>
var Person = function(canvas){
this.ctx = document.querySelector("canvas").getContext("2d")
this.canvasWidth = this.ctx.canvas.width
this.canvasHeight = this.ctx.canvas.height
this.src = "image/04.png"
this.init()
}
Person.prototype.init = function(){
var that = this
this.loadImage(function(image){
// 获取图片的宽高
that.imageWidth = image.width
that.imageHeight = image.height
// 获取单个小怪兽区域的宽高
that.positionWidth = that.imageWidth / 4
that.positionHeight = that.imageHeight / 4
// 默认是从左上角显示的
that.x0 = that.canvasWidth / 2 - that.positionWidth / 2
that.y0 = that.canvasHeight / 2 - that.positionHeight / 2
// 绘制图片
that.ctx.drawImage(image, 0, 0, that.positionWidth, that.positionHeight, that.x0,
that.y0, that.positionWidth, that.positionHeight)
})
}
Person.prototype.loadImage = function(callback){
var image = new Image()
// 图片加载完成后执行
image.onload = function(){
callback &&callback(image)
}
image.src = this.src
}
var person = new Person()
</script>
三、绘制小人行走的帧动画
<s<script>
var Person = function(canvas){
this.ctx = document.querySelector("canvas").getContext("2d")
this.canvasWidth = this.ctx.canvas.width
this.canvasHeight = this.ctx.canvas.height
this.src = "image/04.png"
this.init()
}
Person.prototype.init = function(){
var that = this
this.loadImage(function(image){
// 获取图片的宽高
that.imageWidth = image.width
that.imageHeight = image.height
// 获取单个小怪兽区域的宽高
that.positionWidth = that.imageWidth / 4
that.positionHeight = that.imageHeight / 4
// 默认是从左上角显示的
that.x0 = that.canvasWidth / 2 - that.positionWidth / 2
that.y0 = that.canvasHeight / 2 - that.positionHeight / 2
// 绘制图片
that.ctx.drawImage(image, 0, 0, that.positionWidth, that.positionHeight, that.x0,
that.y0, that.positionWidth, that.positionHeight)
var index = 0
setInterval(function(){
that.ctx.clearRect(0, 0, that.canvasWidth, that.canvasHeight)
index++
that.ctx.drawImage(image, index * that.positionWidth, 0, that.positionWidth, that.positionHeight, that.x0, that.y0,<br>that.positionWidth, that.positionHeight)
if(index >= 3){
index = 0
}
}, 100)
})
}
Person.prototype.loadImage = function(callback){
var image = new Image()
// 图片加载完成后执行
image.onload = function(){
callback &&callback(image)
}
image.src = this.src
}
var person = new Person()
</script>
四、绘制疾走的小怪兽
可以通过键盘上下左右键控制小人在画布中任意行走
nction(canvas){
this.ctx = document.querySelector("canvas").getContext("2d")
this.canvasWidth = this.ctx.canvas.width
this.canvasHeight = this.ctx.canvas.height
this.stepX = 0
this.stepY = 0
this.stepSize = 10
this.index = 0
this.direction = 0
this.src = "image/04.png"
this.init()
}
Person.prototype.init = function(){
var that = this
this.loadImage(function(image){
// 获取图片的宽高
that.imageWidth = image.width
that.imageHeight = image.height
// 获取单个小怪兽区域的宽高
that.positionWidth = that.imageWidth / 4
that.positionHeight = that.imageHeight / 4
// 默认是从左上角显示的
that.x0 = that.canvasWidth / 2 - that.positionWidth / 2
that.y0 = that.canvasHeight / 2 - that.positionHeight / 2
// 绘制图片
that.ctx.drawImage(image, 0, 0, that.positionWidth, that.positionHeight, that.x0,
that.y0, that.positionWidth, that.positionHeight)
var index = 0
document.onkeydown = function(e){
that.ctx.clearRect(0, 0, that.canvasWidth, that.canvasHeight)
switch(e.keyCode){
case 37 :
console.log('左')
that.direction = 1
that.stepX--
that.showImage(image)
break
case 38 :
console.log('上')
that.direction = 3
that.stepY--
that.showImage(image)
break
case 39 :
console.log('右')
that.direction = 2
that.stepX++
that.showImage(image)
break
case 40 :
console.log('下')
that.direction = 0
that.stepY++
that.showImage(image)
break
}
}
})
}
Person.prototype.loadImage = function(callback){
var image = new Image()
// 图片加载完成后执行
image.onload = function(){
callback &&callback(image)
}
image.src = this.src
}
Person.prototype.showImage = function(image){
this.index++
console.log(this.index)
this.ctx.drawImage(image, this.index * this.positionWidth, this.direction * this.positionHeight, this.positionWidth, this.positionHeight, this.x0 + this.stepX * this.stepSize, this.y0 + this.stepY * this.stepSize, this.positionWidth, this.positionHeight)
if(this.index >= 3){
this.index = 0
}
}
var person = new Person()
</script>
深圳网站建设www.sz886.com
注意使用canvas drawImage的时候需要图片加载完成 意思是 要在onload里使用 drawImage才行 .直接写肯定不对
img.onload = function() {z.drawImage(img,0,0)
}
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