kon*_*jac 1 javascript canvas html5-canvas
我想保存在一个函数画布的状态DRAW1() ,它在另一个功能恢复DRAW2() .所以我写了下面的代码.但它不起作用.
<canvas id="canvas" style="width:500px; height:500px;" height="500" width="500"></canvas>
ctx = document.querySelector('#canvas').getContext('2d');
function draw1(){
ctx.save();
ctx.fillRect(25,25,100,100);
}
function draw2(){
ctx.restore();
}
draw1();
draw2();
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我想原因是状态保存在调用堆栈中.因此,在函数返回后,还会清除保存状态.
还有其他方式来实现我的需求吗?
UPD:背景是我想实现一个简单的动画,其中大部分都是静态的.我希望使用setInterval()来执行绘图函数draw().在draw()中,首先恢复画布并绘制剩余的动态部分.
如果我理解正确你只需要绘制一些静态对象,然后每帧绘制动画对象.
首先,你完全误解了这些save和restore方法,Michael Geary向你展示了原因.此外,markE还会教您toDataURL随时获取画布快照的方法并保存到图像对象中.这是一个强大的功能,但不是你真正想要的简单动画.
那么,如何使用静态和动态对象创建动画?
有两个主要选择:
我觉得最适合你的是选项2.好的,但是我们如何设置这些画布?
使用CSS将所有画布设置为父div标记内的绝对位置(0,0).
还可以使用CSS来设置画布的z-index.z-index属性指定元素的堆栈顺序.具有较低z-index值的项目位于具有较高z-index值的项目之后.
现在我们正确定义了我们的画布,让我们玩吧!
我制作了一个jsFiddle来向您展示如何完成所需的动画.
以及那个小提琴中使用的代码:
HTML:
<div id="canvasesdiv">
<canvas id="static" width=400 height=400>This text is displayed if your browser does not support HTML5 Canvas</canvas>
<canvas id="dynamic" width=400 height=400>This text is displayed if your browser does not support HTML5 Canvas</canvas>
</div>
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CSS:
#canvasesdiv {
position:relative;
width:400px;
height:300px;
}
#static {
position: absolute;
left: 0;
top: 0;
z-index: 1;
}
#dynamic {
position: absolute;
left: 0;
top: 0;
z-index: 2;
}
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使用Javascript:
// static canvas
var static = document.getElementById("static");
var staticCtx = static.getContext("2d");
// dynamic canvas
var dynamic = document.getElementById("dynamic");
var dynamicCtx = dynamic.getContext("2d");
// animation status
var FPS = 30;
var INTERVAL = 1000 / FPS;
// our background
var myStaticObject = {
x: 0,
y: 0,
width: static.width,
height: static.height,
draw: function () {
staticCtx.fillStyle = "rgb(100, 100, 0)";
staticCtx.fillRect(0, 0, static.width, static.height);
}
};
// our bouncing rectangle
var myDynamicObject = {
x: 30,
y: 30,
width: 50,
height: 50,
gravity: 0.98,
elasticity: 0.90,
friction: 0.1,
velX: 10,
velY: 0,
bouncingY: false,
bouncingX: false,
draw: function () { // example of dynamic animation code
// clear the last draw of this object
dynamicCtx.clearRect(this.x - 1, this.y - 1, this.width + 2, this.height + 2);
// compute gravity
this.velY += this.gravity;
// bounce Y
if (!this.bouncingY && this.y >= dynamic.height - this.height) {
this.bouncingY = true;
this.y = dynamic.height - this.height;
this.velY = -(this.velY * this.elasticity);
} else {
this.bouncingY = false;
}
// bounce X
if (!this.bouncingX && (this.x >= dynamic.width - this.width) || this.x <= 0) {
this.bouncingX = true;
this.x = (this.x < 0 ? 0 : dynamic.width - this.width);
this.velX = -(this.velX * this.elasticity);
} else {
this.bouncingX = false;
}
// compute new position
this.x += this.velX;
this.y += this.velY;
// render the object
dynamicCtx.fillStyle = "rgb(150, 100, 170)";
dynamicCtx.fillRect(this.x, this.y, this.width, this.height);
}
};
function drawStatic() {
myStaticObject.draw();
// you can add more static objects and draw here
}
function drawDynamic() {
myDynamicObject.draw();
// you can add more dynamic objects and draw here
}
function animate() {
setInterval(function () {
// only need to redraw dynamic objects
drawDynamic();
}, INTERVAL);
}
drawStatic(); // draw the static objects
animate(); // entry point for animated (dynamic) objects
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