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HomeWeb Front-endH5 Tutorial如何用HTML5的Canvas制作3D动画效果

  HTML5的诞生给web前端界带来了不小轰动,像什么动画旋转、图片滑块、图片轮播等等这些3D特效,也引发了不少朋友想要学习HTML5的好奇心。最近我一直在做canvas动画效果,发现canvas这个东西做动画不是不可以。相对于flash,它太底层。如果有给力的编辑器或者给力的框架的话,它就能发挥出更大的威力。

如何用HTML5的Canvas制作3D动画效果

 

  于是决定自己写一个简单一点的动画框架,以便能更方便地构建出一些动画效果。

  我将分几个章节来讲述我这个小动画框架的实现:

  1.通用类的提取:动画对象与帧对象

  2.灵与肉的结合:便于拆卸的运动方程

  3.进度条的实现:canvas的图片预加载

  4.demo测试:通过一个demo测试框架

  这一节我们先来说说通用类的提取。

  其实上一篇文章我已经用到了这种从flash借鉴来的思路:一个动画对象(类似flash中的元件),一个帧对象(类似flash中的帧)。动画就是在不断在当前帧上绘制每个动画对象来实现的。有了这两个对象,再加上一些运动方法,我们就可以构建出动画来。

  首先我们先来看看动画对象Aniele:

/*
  *Aniele动画对象
  *所有动画对象的始祖
  */
  varAniele=function(){
  this.img=newImage();
  //定义动画对象位置
  this.loca={
  x:300,
  y:300
  }
  //定义动画对象的大小(可以实现缩放)
  this.dw;
  this.dh;
  //动画对象的速度属性
  this.speed={
  x:0,
  y:0
  }
  //设置对象的透明度
  this.alpha=1;
  //设置图像翻转,1为不翻转,-1为翻转
  this.scale={
  x:1,
  y:1
  }
  //定动画对象的运动方法库
  this.motionFncs=[];
  }
  Aniele.prototype={
  //添加运动方法
  addMotionFnc:function(name,fnc) {
  this.motionFncs[name]=fnc;
  },
  //删除运动方法
  deleMotionFnc:function(name){
  this.motionFncs[name]=null;
  },
  //遍历运动方法库里的所有运动方法
  countMotionFncs:function() {
  for(vari=0; i
  if(this.motionFncs[i]==null)
  continue;
  this.motionFncs[i].call(this);
  }
  },
  //把自己绘制出来的方法,包括功能:水平翻转
  draw:function(canvas,ctx){
  //存储canvas状态ctx.save();
  //实现透明度的改变
  ctx.globalAlpha=this.alpha;
  //实现水平竖直翻转,定义drawImage的两个位置参数dx,dy
  vardx=this.loca.x;
  vardy=this.loca.y;
  if(this.scale.x!=1||this.scale.y!=1){
  if(this.scale.x<0){
  console.log(this.img.width)
  dx=canvas.width-this.loca.x-this.img.width;
  ctx.translate(canvas.width,1);
  ctx.scale(this.scale.x,1);
  }
  if(this.scale.y<0){
  dy=canvas.height-this.loca.y-this.img.height;
  ctx.translate(1,canvas.height);
  ctx.scale(1,this.scale.y);
  }
  }
  if(this.dw==null)
  this.dw=this.img.width;
  if(this.dh==null)
  this.dh=this.img.height;
  //画出对象
  ctx.drawImage(this.img,dx,dy,this.dw,this.dh);
  //恢复canvas状态ctx.restore();
  }
  }

  动画对象的主要属性:

  •   this.img=newImage();我们引入一张图片,依附在动画对象上;

  •   this.loca.x等等;图片的大小位置透明度等等,便于绘图时调用;

  •   this.motionFncs=[];这个比较关键,我们给动画对象定义一个运动方法库,把动画对象的运动规则都放在这个运动方法库中统一管理(每个动画对象都有自己的运动方法库);

  动画对象的主要方法:

  •   addMotionFnc: 为动画对象的运动方法库中添加一个运动方法;

  •   deleMotionFnc:为动画对象的运动方法库中删除一个运动方法;

  •   countMotionFncs:为动画对象遍历运动方法库中的所有运动方法;

  •   draw:把动画对象画在画布上,这里我们会把画布作为参数传到这个方法里面去,便于绘图;

  在draw方法里,我封装了一些对图像的简单操作,这些操作在动画中会经常用到:透明,缩放和翻转。

  有了这个,我们就好似获得了flash里的一个元件,我们可以通过修改它的属性来随意改变它。

  那么帧对象呢?

  帧对象肩负着渲染的任务,并且管理所有动画对象;

  帧对象的主要属性:

  this.aniEles=[];用来存储当前画布上所有动画实例的数组;

  大家用过canvas载入图片的应该知道,由于图片的异步载入,动画过程中图片会出现闪烁的现象,为了避免这种现象,我采用了双缓冲。

  首先后台创建一个画布:

this.backBuffer=document.(&#39;canvas&#39;);
  this.backBuffer.width=this.canvas.width;
  this.backBuffer.height=this.canvas.height;
  this.backBufferctx=this.backBuffer.getContext(&#39;2d&#39;);

  我们所有绘制命令都执行在这个后台画布上,最后把后台画布画在前台画布上:

  this.ctx.drawImage(this.backBuffer,0,0);

  这种先把图绘在后台画布,再把后台画布复制到前台的方法就叫做双缓冲技术。

  帧属性的主要方法:

  •   int:用于初始化画布;

  •   begin:开始动画渲染的方法;

  •   render:主渲染的方法;

  •   addAniEle:为当前帧添加动画对象;

  •   deleAniEle:为当前帧删除动画;

  我们利用帧对象的流程是:先为当前帧添加动画对象,然后让当前帧开始渲染。

以上就是如何用HTML5的Canvas制作3D动画效果的内容,更多相关内容请关注PHP中文网(www.php.cn)!

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