Twi*_*002 1 javascript graphics html5 canvas
我在一个图像中有几个精灵,我想在画布上绘制单个精灵.我无法让它们旋转.
当我试图旋转一个精灵时,它似乎永远不会绕它应该旋转的点旋转.
我正在使用以下功能.角度设置为加载时间.
Sprite.prototype.draw = function (ctx, x ,y) {
if (this.angle == 0) {
ctx.drawImage(this.img, this.x, this.y, this.width, this.height, x, y, this.width, this.height);
}
else {
ctx.save();
ctx.translate(x, y);
ctx.rotate(this.angle * this._TORADIANS);
ctx.drawImage(this.img, this.x, this.y, this.width, this.height, x, y, this.width, this.height);
ctx.restore();
}
}
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我已经浏览了几个教程,在这种情况下似乎没有任何工作.
首先将上下文转换为x, y
图像尺寸的一半,使上下文原点位于图像所需位置的中心:
ctx.translate(x + this.width / 2, y + this.height / 2);
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按所需的度数旋转上下文:
ctx.rotate(this.angle * Math.PI / 180);
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绘制图像,偏移其尺寸的一半以考虑原点的位置:
ctx.drawImage(this.img, this.x, this.y, this.width, this.height,
-this.width / 2, -this.height / 2, this.width, this.height);
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现在撤消旋转和翻译:
ctx.rotate(-this.angle * Math.PI / 180);
ctx.translate(-x - this.width / 2, -y - this.height / 2);
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在您的情况下,您可以更改Sprite.draw()
如下.
Sprite.prototype.draw = function (ctx, x, y) {
ctx.save();
ctx.translate(x + this.width / 2, y + this.height / 2);
ctx.rotate(this.angle * Math.PI / 180);
ctx.drawImage(this.img, this.x, this.y, this.width, this.height,
-this.width / 2, -this.height / 2, this.width, this.height);
ctx.restore();
};
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以下代码段总体上演示了这种方法.
window.onload = function () {
var width = 600,
height = 600,
canvas = document.getElementsByTagName('canvas')[0],
context = canvas.getContext('2d');
canvas.width = width;
canvas.height = height;
var image = new Image();
image.src = 'http://www.dialfredo.com/wp-content/uploads/2015/05/redapplepic.jpg';
function draw(x, y, degrees) {
context.translate(x + image.width / 2, y + image.height / 2);
context.rotate(degrees * Math.PI / 180);
context.drawImage(image, 0, 0, image.width, image.height,
-image.width / 2, -image.height / 2, image.width, image.height);
context.rotate(-degrees * Math.PI / 180);
context.translate(-x - image.width / 2, -y - image.height / 2);
}
image.onload = function () {
var degrees = 0;
function loop() {
degrees = (degrees + 1) % 360;
draw(0, 0, degrees);
window.requestAnimationFrame(loop);
};
window.requestAnimationFrame(loop);
};
};
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canvas {
border: 2px solid #ccc;
}
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<canvas></canvas>
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