本篇我们使用canvas提供的Image Api及变换,来实现一些实例:小车的简单运动、简单游戏地图、图像的平移缩放;
以下应用中使用到的图片:
图片1:tanks--[32*32]*8--tanks.png | 图片2:map--[32*32]*4--map.png |
我们在Canvas上(50,50)的位置上显示tanks的前1/8部分(第一个tank),如何做呢?我们用part of image api;
context.drawImage(tanks,0,0,32,32,50,50,32,32);
如果要使当前的tank旋转90度如何实现呢?
Canvas中旋转操作不管是针对shape、text还是image都是一样的;
首先,要把canvas的current state压入堆栈:context.save();
然后启动变换:context.setTransform(1,0,0,1,0,0);
我们要以tank自身为中心旋转90度,所以,要把原点平移到tank的中心;
tank的位置(x,y)是(50,50),大小size(w,h)是(32,32);所以它的中心点为(x+w/2,y+h/2);
平移原点:context.translate(50 + 16, 50 + 16);
旋转:context.rotate(90*Math.PI/180);
且记:本来是要在canvas的(50,50)位置绘制图片,平移原点后,该位置坐标就变成(-16,-16);
绘制图片:context.drawImage(tanks, 0, 0, 32, 32, -16, -16, 32, 32);
图片旋转---完整代码 <!DOCTYPE html> <html> <head> <meta charset="utf-8" /> <title>Images</title> <script type="text/javascript" src="../script/modernizr-latest.js"></script> <script type="text/javascript"> window.addEventListener("load", eventWindowLoaded, false); function eventWindowLoaded() { canvasApp(); } function canvasSupport() { return Modernizr.canvas; } function canvasApp() { if(!canvasSupport()) { return; } var theCanvas = document.getElementById("canvasOne"); var context = theCanvas.getContext("2d"); var tanks = new Image(); tanks.addEventListener('load', eventLoaded, false); tanks.src = "tanks.png"; var x = 50; var y = 50; function eventLoaded() { drawScreen(); } function drawScreen() { context.fillStyle = "#aaaaaa"; context.fillRect(0, 0, 500, 500); context.save(); context.setTransform(1, 0, 0, 1, 0, 0) context.translate(x + 16, y + 16); var angleInRadians = 90 * Math.PI / 180; context.rotate(angleInRadians); context.drawImage(tanks, 0, 0, 32, 32, -16, -16, 32, 32); context.restore(); } } </script> </head> <body> <div style="position: absolute; top: 50px; left: 50px;"> <canvas id="canvasOne" width="500" height="500"> Your browser does not support HTML5 Canvas. </canvas> </div> </body> </html>
轮子转动动画
tanks一共有8个tank,每个图大小为(32,32);
如果我们要在(50,50)的位置上显示第2个tank,如果做呢?
第2个:context.drawImage(tanks, 32*(2-1), 0, 32, 32, -16, -16, 32, 32);
第3个:context.drawImage(tanks, 32*(3-1), 0, 32, 32, -16, -16, 32, 32);
依次类推,第8个:context.drawImage(tanks, 32*(8-1), 0, 32, 32, -16, -16, 32, 32);
每个tank图片的不同之处,就在于其轮子部位,如果我们用定时器100ms来轮流显示这1到8个tank图片,就会看到一个tank轮子转动动画;
tank轮子转动动画--完整代码 <!DOCTYPE html> <html> <head> <meta charset="utf-8" /> <title>Images</title> <script type="text/javascript" src="../script/modernizr-latest.js"></script> <script type="text/javascript"> window.addEventListener("load", eventWindowLoaded, false); function eventWindowLoaded() { canvasApp(); } function canvasSupport() { return Modernizr.canvas; } function canvasApp() { if(!canvasSupport()) { return; } var theCanvas = document.getElementById("canvasOne"); var context = theCanvas.getContext("2d"); var tanks = new Image(); tanks.addEventListener('load', eventLoaded, false); tanks.src = "tanks.png"; //控制取第几个tank var animationFrames = [0,1,2,3,4,5,6,7]; var frameIndex = 0;//当前动画帧 //tank的显示位置 var x = 50; var y = 50; function eventLoaded() { startUp(); } function drawScreen() { context.fillStyle = "#aaaaaa"; context.fillRect(0, 0, 500, 500); context.save(); context.setTransform(1, 0, 0, 1, 0, 0) context.translate(x + 16, y + 16); var angleInRadians = 90 * Math.PI / 180; context.rotate(angleInRadians); var sourceX = animationFrames[frameIndex] * 32;//每次取图片的X位置 context.drawImage(tanks, sourceX, 0, 32, 32, -16, -16, 32, 32); context.restore(); frameIndex++; //循环动画控制 if(frameIndex == animationFrames.length) { frameIndex = 0; } } //计时器 function startUp() { setInterval(drawScreen, 100); } } </script> </head> <body> <div style="position: absolute; top: 50px; left: 50px;"> <canvas id="canvasOne" width="500" height="500"> Your browser does not support HTML5 Canvas. </canvas> </div> </body> </html>
tank的水平移动效果实现起来就易如反掌啦,只要每次改变每一帧动画中,tank图片的显示的x位置就ok;
fcuntion drawScreen(){x=x+1;…………} 大家运行,看看效果!!!
我们定义一个320*320大小的Canvas,用图片map来绘制一个简单的游戏地图;
图片map共有四副小图,均是32*32:主背景、障碍、顶部底部砖块、左边右边砖块;
首先,我们把Canvas划分成10*10的小格子,每一个小格子的大小分别是32*32,刚好跟图