Ada*_*dam 1 javascript html5 canvas
我已经看到了使用多个图像进行预加载的示例,但是我不知道如何将它们应用到我只有一个图像并且使用src交换帧的情况.
我有一个精灵动画,我正在做,但由于我想要使用这么多的图像,我将不得不在开始之前加载它们.
我知道每次切换和加载src时onload都会触发.
如何在运行计时器之前预加载图像?如果我使用"img"onload来预加载,我是否必须使用另一个Image对象来实际显示?
<script type="text/javascript">
function init(){
var numLabel;
var imgNumber = 1;
var lastImgNumber = 668;
var canvas = document.getElementById("mycanvas");
var context = canvas.getContext("2d");
var img = new Image;
img.onload = function(){
context.clearRect(0,0,context.canvas.width,context.canvas.height);
context.drawImage(img,0,0);
};
var timer = setInterval(function(){
if(imgNumber>lastImgNumber){
clearInterval(timer);
}else{
numLabel = padNum(imgNumber++,5);
img.src = "sprite images/opt/movie"+numLabel+".jpg";
}
}, 1000/24);
}
function padNum(num, digits){
var str = num + "";
return num.length >= digits? str: padNum("0" + str, digits);
}
</script>
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编辑:
我最终得到了以下代码.但是,我想我要查看下面提到的sprite sheet方法.
我基本上尝试用短片做全屏视频,因为我一直在阅读html5中的视频仍然有全屏问题.此外,我认为我可以获得更好的质量.
<script type="text/javascript">
var imageArray = new Array();
var loadedImages = new Array();
function init(){
buildImageArray(); //Execute the function to create the array of images
var total = imageArray.length;
var count = 0;
// loop through the images and load.
while(count < total) {
loadImage("sprite images/opt/" + imageArray[count],count);
count++;
}
}
function padNum(num, digits){
var str = num + "";
return num.length >= digits? str: padNum("0" + str, digits);
}
function buildImageArray(){
var firstImage = 1;
var lastImgNumber = 668;
var numLabel;
for(var i = firstImage; i<lastImgNumber+1;i++){
numLabel = padNum(i,5);
imageArray.push("movie"+numLabel+".jpg");
}
}
function loadImage(imageSrc,position) {
// actual function that loads image into DOM
var image = new Image(); // local scope, new object created per instance.
image.onload = function() {
if (!image) return;
loadedImages[position] = image.src; // record this image path as loaded in global scope
// or... store the objects themselves so you can inject them:
// loadedImages.push(this);
// sample report of progress
reportProgress();
// remove event and self to prevent IE on animated gif loops and clear up garbage.
image = image.onload = image.onabort = image.onerror = null;
};
image.src = imageSrc;
}
function reportProgress() {
// used to show how many images loaded thus far and / or trigger some event you can use when done.
// optional to show onscreen..., 'where' should be an object referencing an element in the DOM
// to do it silently, just remove the output bits below.
var output = "loaded ";
output += loadedImages.length;
output += " of ";
output += imageArray.length;
output += " images.";
$("#loader").html(output);
// this bit will fire when all images done:
if (imageArray.length == loadedImages.length) {
// total images onComplete. done. rewrite as you deem fit - call your main site load function from here
// keep in mind that if 1 of your images is a 404, this function may not fire, you
// may want to assign onerror and onabort events
//fire beginAnimation
beginAnimation();
}
}
function beginAnimation(){
var canvas = document.getElementById("mycanvas");
var context = canvas.getContext("2d");
var img = new Image;
var imgNumber = 0;
var lastImgNumber = 667;
img.onload = function(){
context.clearRect(0,0,context.canvas.width,context.canvas.height);
context.drawImage(img,0,0);
};
var timer = setInterval(function(){
if(imgNumber>lastImgNumber){
clearInterval(timer);
}else{
img.src = loadedImages[imgNumber];
}
imgNumber++;
}, 1000/20);
}
</script>
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Sim*_*ris 11
这不是解决这个问题的方法.
如果数量较小,我会提供第二种解决方案,但如果您认真拥有668张图像,则需要减少数量.你不希望每个用户(和你的服务器)发出668个请求,你当然也不希望一个IMG不断地交换src.
你需要制作精灵表.一个看起来像这样的图像.
使用像texturepacker这样的东西来制作你的单图像精灵表:http://www.texturepacker.com/
当需要绘制到画布上时,您将需要一个数组,其中包含较大图像中每个可能的精灵的x,y,宽度,高度坐标.
而不是drawImage(img, x, y)你将使用canvas方法drawImage(image, sx, sy, sw, sh, dx, dy, dw, dh).
这允许您指定源矩形,对于每个图像,它将是不同的.特别是那些参数对应于此:

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