HTMLF Canvas在FireFox 4中闪烁

Dex*_*ter 4 javascript html5 canvas flicker

我正在HTML5画布上进行概念验证.我能够像Chrome和IE9中的魅力一样工作,但在Firefox 4中,我重新绘制画布时会不断闪烁.我尝试过这个网站上提到的一些技术,比如双缓冲,但我仍然会得到大量的闪烁.任何有关这方面的见解将不胜感激!

<!DOCTYPE HTML>
<html>
<head>
<style type="text/css">  
body
{  
    margin:0px;  
    padding:0px;  
    text-align:center;  
} 
canvas
{  
    outline:0;  
    border:1px solid #000;  
    margin-top: 10px;
    margin-left: auto;  
    margin-right: auto;  
}  
</style>
<script type="text/javascript">
var canvasWidth = 640;
var thisXPos = 0;
var canvasHeight = 820;
var thisYPos = 0;
var canvas = null;
var context = null;
var gLoop = null;
var rain = [];
var rainImg = "images/raindrop.gif";
var bgImg = null;
var i;

for (i = 0; i < howManyLetters; i++)
{
    rain.push([Math.floor(Math.random() * canvasWidth), Math.floor(Math.random() * canvasHeight),rainImg]);
}

var DrawRain = function()
{
    for (i = 0; i < 10; i++)
    {
        thisXPos = rain[i][0];
        thisYPos = rain[i][1];
        imgSrc = rain[i][2];
        letterImg = new Image();
        letterImg.setAtX = thisXPos;
        letterImg.setAtY = thisYPos;
        letterImg.onload = function()
        {
            context.drawImage(this, this.setAtX, this.setAtY);
        }
        letterImg.src = imgSrc;
    }
};

var MoveRain = function(e)
{
    for (i = 0; i < 10; i++)
    {
        if ((rain[i][1] - 5) > canvasHeight)
        {
            randomnumber = Math.floor(Math.random()*26);

            rain[i][0] = Math.random() * canvasWidth;
            rain[i][1] = 0;
            rain[i][2] = rainImg;
        }
        else
        {
            rain[i][1] += e;
        }
    }
};

var clear = function()
{
    context.beginPath();
    context.rect(0, 0, canvasWidth, canvasHeight);
    context.closePath();

    bgImg = new Image();
    bgImg.src = "images/bg.png";
    bgImg.onload = function()
    {
        context.drawImage(bgImg,0,0);
    }
} 

var GameLoop = function()
{
    context.save();
    clear();
    MoveRain(1);
    DrawRain();
    context.restore();

    gLoop = setTimeout(GameLoop, 10);
}

function loadGame()
{
    canvas = document.getElementById("gameCanvas");
    context = canvas.getContext("2d");
    canvas.width = canvasWidth;
    canvas.height = canvasHeight;

    GameLoop();
}

</script>
</head>
<body onload="loadGame();">
    <canvas id="gameCanvas"></canvas>
</body>
</html>
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Sim*_*ris 5

我把你的例子简化为:

http://jsfiddle.net/sPm3b/6/

它在Firefox和Chrome中的运行速度非常快.

所以我们知道问题在于图像.

您需要优化它们的创建和加载方式.现在,每个人都clear()创建一个新图像并等待它加载!该图像应该只在您的图像中创建一次,loadGame()然后重复使用.

完全相同的处理letterImgDrawRain().将其创建移至loadGame()

这可能会解决问题.

编辑:

像这样:

在顶部添加:

var letterImg = new Image();
var bgImg = new Image();
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然后

function loadGame()
{
    canvas = document.getElementById("gameCanvas");
    context = canvas.getContext("2d");
    canvas.width = canvasWidth;
    canvas.height = canvasHeight;

    bgImg.src = "images/bg.png";
    letterImg.src = "images/raindrop.gif";

    // optional: wait for them to load here

    GameLoop();
}
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然后drawRain,例如,看起来像这样:

var DrawRain = function()
{
    for (i = 0; i < 10; i++)
    {
        thisXPos = rain[i][0];
        thisYPos = rain[i][1];
        context.drawImage(letterImg, thisXPosX, thisYPos); // letterImg was already constructed, no need to make it again
    }
};
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