Nuc*_*eus 2 javascript html5 animation canvas
我创建了一个简单的画布动画,我听说使用'请求动画帧'比'setinterval'更好,但我不知道怎么做?
这就是目前的样子:
http://jsfiddle.net/rC7zJ/
var width = 48;
var height = 87;
var speed = 100; //ms
var frames = 1; // Total frames - 1, as frame start from 0 not
var currentFrame = 0;
canvas = document.getElementById("CanvasAnimate");
ctx = canvas.getContext("2d");
imageTadPole = new Image()
imageTadPole.src = 'https://dl.dropbox.com/u/19418366/tadpole.png';
function draw(){
ctx.clearRect(0, 0, width, height);
ctx.drawImage(imageTadPole, width * currentFrame, 0, width, height, 0, 0, width, height);
if (currentFrame == frames) {
currentFrame = 0;
} else {
currentFrame++;
}
}
setInterval(draw, speed);
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任何帮助,将不胜感激!
始终使用Paul Irish为requestAnimationFrame提供的跨浏览器垫片
window.requestAnimFrame = (function(callback) {
return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame ||
function(callback) {
window.setTimeout(callback, 1000 / 60);
};
})();
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然后只需编写一个动画函数:
这是示例框架代码:
function animate() {
// update animation variables
X+=20;
Velocity +=10;
// clear the canvas and draw the current frame
// based on the variables you just updated
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.rect(x,y,75,50);
// request new frame to keep the animation going
requestAnimFrame( animate );
}
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以下是如何限制动画(如FPS - 但不是):
// set a countdown "throttle" that will slow animate() down by 4X
var notEveryTime=3;
function animate() {
// if notEveryTime hasn't counted down to 0
// then just don't animate yet
if(--notEveryTime>0){ return; };
// update animation variables
X+=20;
Velocity +=10;
// clear the canvas and draw the current frame
// based on the variables you just updated
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.rect(x,y,75,50);
// request new frame to keep the animation going
requestAnimFrame( animate );
// reset notEveryTime
notEveryTime=3;
}
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而且不要读Anreas'良好的建议:http://paulirish.com/2011/requestanimationframe-for-smart-animating/
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