rgo*_*kar 5 html5 background canvas
我正在建立一个帆布游戏.在这里我想在循环中滑动背景图像.我不知道如何使用javascript做到这一点.我将使用单个图像,它将连续滑入背景.提前致谢.
Lok*_*tar 11
有几种方法可以实现这一点,第一种方法将使用性能putImageData,第二种方法只是使用drawImage.另请注意,第二种方法的代码是从左到右,或从右到左.
http://www.somethinghitme.com/projects/bgscroll/
var ctx = document.getElementById("canvas").getContext("2d"),
canvasTemp = document.createElement("canvas"),
scrollImg = new Image(),
tempContext = canvasTemp.getContext("2d"),
imgWidth = 0,
imgHeight =0,
imageData = {},
canvasWidth = 600,
canvasHeight = 240,
scrollVal = 0,
speed =2;
scrollImg.src = "citybg.png";
scrollImg.onload = loadImage;
function loadImage(){
imgWidth = scrollImg.width,
imgHeight = scrollImg.height;
canvasTemp.width = imgWidth;
canvasTemp.height = imgHeight;
tempContext.drawImage(scrollImg, 0,0, imgWidth, imgHeight);
imageData = tempContext.getImageData(0,0,imgWidth,imgHeight);
render();
}
function render(){
ctx.clearRect(0,0,canvasWidth,canvasHeight);
if(scrollVal >= canvasWidth-speed){
scrollVal = 0;
}
scrollVal+=speed;
// This is the bread and butter, you have to make sure the imagedata isnt larger than the canvas your putting image data to.
imageData = tempContext.getImageData(canvasWidth-scrollVal,0,scrollVal,canvasHeight);
ctx.putImageData(imageData, 0,0,0,0,scrollVal, imgHeight);
imageData = tempContext.getImageData(0,0,canvasWidth-scrollVal,canvasHeight);
ctx.putImageData(imageData, scrollVal,0,0,0,canvasWidth-scrollVal, imgHeight);
setTimeout(function(){render();},10);
}
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第二种方法使用与上面相同的代码,只需将这两个功能更改为以下内容即可.
http://www.somethinghitme.com/projects/bgscroll/scrolldrawimage.html
function loadImage(){
imgWidth = scrollImg.width,
imgHeight = scrollImg.height;
canvasTemp.width = imgWidth;
canvasTemp.height = imgHeight;
render();
}
function render(){
ctx.clearRect(0,0,canvasWidth,canvasHeight);
if(scrollVal >= canvasWidth){
scrollVal = 0;
}
scrollVal+=speed;
ctx.drawImage(scrollImg,canvasWidth-scrollVal,0,scrollVal,imgHeight, 0, 0, scrollVal,imgHeight);
ctx.drawImage(scrollImg,scrollVal,0,imgWidth, imgHeight);
// To go the other way instead
ctx.drawImage(scrollImg,-scrollVal,0,imgWidth, imgHeight);
ctx.drawImage(scrollImg,canvasWidth-scrollVal,0,imgWidth, imgHeight);
setTimeout(function(){render();},10);
}
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