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javascript - [js] Warum erscheinen keine Bilder auf der Leinwand? Online warten

<body>
    <p id="main"></p>
</p>
<script type="text/javascript">
function GED(ele) {return document.getElementById(ele);}
function load_source(url, w, h) {
    this.canvas = document.createElement('canvas');
    this.canvas.width = w;
    this.canvas.height = h;
    this.ctx = this.canvas.getContext('2d');
    this.img = new Image();
    this.img.src = url;
    this.img.onload = function () {
        this.ctx.drawImage(this.img, 0, 0);
    }.bind(this);
    return this.canvas;
}
source = new load_source('http://htmljs.b0.upaiyun.com/uploads/1382542991440-2angles.png', 300, 100);
canvas = document.createElement('canvas')
canvas.id = 'ff'
canvas.width = 300;
canvas.height = 100;
GED('main').appendChild(canvas);
ctxs = GED('ff').getContext('2d'); 
ctxs.drawImage(source, 110, 110);
</script>
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Antworte allen(2)Ich werde antworten

  • 淡淡烟草味

    淡淡烟草味2017-07-05 10:48:45

    <!DOCTYPE html>
    <html lang="en">
    <head>
        <meta charset="UTF-8">
        <title></title>
    </head>
    <body>
        <p id="main"></p>
    <script type="text/javascript">
    function GED(ele){return document.getElementById(ele);}
    function load_source(url,w,h){
        this.canvas = document.createElement('canvas');
        this.canvas.width = w;
        this.canvas.height = h;  
        this.ctx = this.canvas.getContext('2d');
        this.img = new Image();
        this.img.src = url;
        this.img.onload = function () {
            this.ctx.drawImage(this.img,0,0);
            window.ctxs.drawImage(source,110,110);
        }.bind(this);
        return this.canvas;
    }
    source = new load_source('http://htmljs.b0.upaiyun.com/uploads/1382542991440-2angles.png',300,100);
    GED('main').appendChild(source);
    canvas = document.createElement('canvas')
    canvas.id='ff'
    canvas.width = 300;
    canvas.height = 100;
    GED('main').appendChild(canvas);
    ctxs= GED('ff').getContext('2d'); 
    </script>
    </body>
    </html>

    上面这段代码是正常的,因为你的图片在load_source的时候,是通过img.onload异步画到load_source里面的canvas上的,然而,在那个时间之前,img上是没有图像的,所以load_source里面的canvas也是没图像的。

    但是,在那个时间之前,DOM里的canvas已经就绪,而且执行了ctxs.drawImage(source,110,110)。由于此时的load_source里的canvas还是空的(里面的图还没加载完毕,里面的画布也就没有内容),所以source也就是空的,所以ctx.drawImage(source,110,110)画上去的东西也是空的。

    Antwort
    0
  • 为情所困

    为情所困2017-07-05 10:48:45

    试一哈下面这段代码,感觉是在做课程设计的样子

    
    <!DOCTYPE html>
    <html>
    <head>
    </head>
    <body>
    
    <p id="main">
        <canvas id="myCanvas" width="400px" height="300px" style="border: 1px solid red;">
        </canvas>
    </p>
    <script type="text/javascript">
    
       var canvas = document.getElementById("myCanvas");
    
       if(canvas.getContext){  
        //获取对应的CanvasRenderingContext2D对象(画笔)
            var ctx = canvas.getContext("2d");
            
            //创建新的图片对象
            var img = new Image();
            //指定图片的URL
            img.src = "http://htmljs.b0.upaiyun.com/uploads/1382542991440-2angles.png";
            //浏览器加载图片完毕后再绘制图片
            img.onload = function(){
                //以Canvas画布上的坐标(10,10)为起始点,绘制图像
                ctx.drawImage(img, 10, 10);             
            };
        }
    </script>
    </html>
    
    
    

    Antwort
    0
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