Home  >  Article  >  Web Front-end  >  Detailed explanation of graphic code of Html5 Canvas Image (2)

Detailed explanation of graphic code of Html5 Canvas Image (2)

黄舟
黄舟Original
2017-03-28 15:45:481463browse

The previous article mainly talked about the basic Image API provided by canvas;

In this article we use canvas Provided Image API and transformation to achieve some examples: simple movement of the car, simple gamesmap, image translation and zoom;

used in the following applications Picture:

##


##Our position on Canvas (50,50) How to display the first 1/8 part of the tanks (the first tank)? We use part of image api;

context.drawImage(tanks,0,0,32,32,50,50,32,32);

How to rotate the current tank 90 degrees?

The rotation operation in Canvas is the same whether it is for shape, text or image;

First of all, you need to Push the current state of the canvas onto the stack: context.save();

and then start the transformation: context.setTransform(1,0,0,1,0 ,0);

We need to rotate 90 degrees with the tank itself as the center, so we need to translate the origin to the center of the tank;

The position (x,y) of the tank is (50,50), and the size (w,h) is (32,32); so its center point is (x+w/2,y+h/2);

Translation origin: context.translate(50 + 16, 50 + 16);

Rotation: context.rotate(90*Math.PI /180);

Note: Originally, the picture was drawn at the (50,50) position of the canvas. After the origin is translated, the position coordinates become (-16,-16 );

Draw the picture: 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(&#39;load&#39;, 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>

Wheel rotation animation

##tanks There are 8 tanks in total, and the size of each image is (32,32);

What if we want to display the second tank at the position of (50,50)?

The 2nd one: context.drawImage(tanks, 32*(2-1), 0, 32, 32, -16, -16, 32, 32);

The 3rd one: context.drawImage(tanks, 32*(3-1), 0, 32, 32, -16, -16, 32, 32);

And so on, the 8th one: context.drawImage(tanks, 32*(8-1), 0, 32, 32, -16, -16, 32, 32);

The difference between each tank picture lies in its wheel position. If we use

Timer100ms to display these 1 to 8 tank pictures in turn, we will see a tank Wheel rotation animation;

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(&#39;load&#39;, 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's

horizontal movement effect is easy to implement, just change each frame of animation each time, The x position of the display of the tank picture is OK; ! !

We define a 320*320 size Canvas and use image map to draw a simple game map;

There are four small pictures in the picture map, all of which are 32*32: main background, obstacles, top and bottom bricks, left and right bricks;

First, We divide the Canvas into 10*10 small grids, and the size of each small grid is 32*32, which is exactly the same size as the picture;

Then we define a

Two-dimensional array to store the index of the picture to be displayed in each small grid;

Then use a two-layer loop to draw the picture, and the map comes out;

Take a look at the renderings first:

##

简单的游戏地图--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 tileSheet = new Image();

tileSheet.addEventListener(&#39;load&#39;, eventLoaded, false);
tileSheet.src = "map.png";
var mapRows = 10;
var mapCols = 10;
var Map = [
[3, 2, 2, 2, 0, 2, 2, 2, 2, 3], 
[0,0,0,0,0,0,0,0,0, 0], 
[3,0, 1,0, 1,0, 1,0,0, 3], 
[3, 1,0,0, 1,0,0, 1,0, 3], 
[3,0,0,0, 1, 1,0, 1,0, 3], 
[3,0,0, 1,0,0,0, 1,0, 3], 
[3,0,0,0,0,0,0, 1,0, 3], 
[0,0, 1,0, 1,0, 1,0,0, 0], 
[3,0,0,0,0,0,0,0,0, 3], 
[3, 2, 2, 2,0, 2, 2, 2, 2, 3]
];
function eventLoaded() {
drawScreen()
}

function drawScreen() {
for(var rowCtr = 0; rowCtr < mapRows; rowCtr++) {
for(var colCtr = 0; colCtr < mapCols; colCtr++) {
var cur = Map[rowCtr][colCtr];
var sourceX = cur * 32;
context.drawImage(tileSheet, sourceX, 0, 32, 32, colCtr * 32, rowCtr * 32, 32, 32);
}
}
}

}
</script>
</head>
<body>
<div style="position: absolute; top: 50px; left: 50px;">
<canvas id="canvasOne" width="320" height="320">
Your browser does not support HTML5 Canvas.
</canvas>
</div>
</body>
</html>

Share another Image Api application:

图像的平移缩放

<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<title>Pan</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 panImg = new Image();
panImg.addEventListener(&#39;load&#39;, eventPhotoLoaded, false);
panImg.src = "pan.jpg";

var windowWidth = 500;
var windowHeight = 500;
var windowX = 0;
var windowY = 0;
var currentScale = 1;
var minScale = .2
var maxScale = 3;
var scaleIncrement = 0.1;

function eventPhotoLoaded() {
startUp();
}

function drawScreen() {
context.fillStyle = "#ffffff";
context.fillRect(0, 0, 500, 500);
context.drawImage(panImg, windowX, windowY, windowWidth, windowHeight, 0, 0, windowWidth * currentScale, windowHeight * currentScale);
}

function startUp() {
setInterval(drawScreen, 100);
}


document.onkeydown = function(e) {
e = e ? e : window.event;
switch (e.keyCode) {
case 38:
//up
windowY -= 10;
if(windowY < 0) {
windowY = 0;
}
break;
case 40:
//down
windowY += 10;
if(windowY > photo.height - windowHeight) {
windowY = photo.height - windowHeight;
}
break;
case 37:
//left
windowX -= 10;
if(windowX < 0) {
windowX = 0;
}
break;
case 39:
//right
windowX += 10;
if(windowX > photo.width - windowWidth) {
windowX = photo.width - windowWidth;
}
break;
case 109:
//-
currentScale -= scaleIncrement;
if(currentScale < minScale) {
currentScale = minScale;
}
break;
case 107:
//+
currentScale += scaleIncrement;
if(currentScale > maxScale) {
currentScale = maxScale;
}
}
}
}
</script>
</head>
<body>
<div style="position: absolute; top: 50px; left: 50px; padding:5px solid #000000">
<canvas id="canvasOne" width="500" height="500">
Your browser does not support HTML5 Canvas.
</canvas>
</div>
</body>
</html>

该代码中,有一个图片"pan.jpg",大家随便找一个比较大的图就可以;

快运行,看看效果吧!

 

##Picture 1: tanks--[32*32]*8--tanks.png Picture 2: map--[32*32]*4--map.png

The above is the detailed content of Detailed explanation of graphic code of Html5 Canvas Image (2). For more information, please follow other related articles on the PHP Chinese website!

Statement:
The content of this article is voluntarily contributed by netizens, and the copyright belongs to the original author. This site does not assume corresponding legal responsibility. If you find any content suspected of plagiarism or infringement, please contact admin@php.cn