利用canvas来绘制一个会动的图画

 1 <!DOCTYPE html>
 2 <html lang="en">
 3 <head>
 4     <meta charset="UTF-8">
 5     <title>绘制小人动画</title>
 6     <style>
 7         canvas{
 8             border: 1px solid green;
 9         }
10     </style>
11 </head>
12 <body>
13     <!-- 绘制小人动画 -->
14     <canvas width="400" height="600" id="canvas"></canvas>
15 </body>
16 <script>
17     var canvas = document.getElementById('canvas');
18     var ctx = canvas.getContext('2d');
19     function toAngle(radian){
20         return radian*180/Math.PI;
21     }
22     function toRadian(angle){
23         return angle*Math.PI/180;
24     }
25     function img(ctx,element,x0,y0){
26         var x = x0,
27             y = y0;
28         element.onload = function(){
29             var width = element.width/4,
30             height = element.height/4;
31             var i = 0,
32                 j = 0,
33                 a = 0;
34             setInterval(function(){
35                 //x = x + a;
36                 ctx.clearRect(x,y,width,height);
37                 ctx.drawImage(element,width*i,height*j,width,height,x,y,width,height);
38                 i ++;
39                 if(i == 4){
40                     setTimeout(function(){    
41                         i = 0;
42                         if(j == 0){
43                             j =1;
44                             //a-=10;
45                         }else if(j == 1){
46                             j = 3;
47                         }else if(j == 2){
48                             j = 0;
49                         }else if(j == 3){
50                             j = 2;
51                             //a+=10;
52                         }
53                     },20)
54                 }
55             },200)
56         }
57     };
58         var img1 = new Image();
59         img1.src = 'imgs/game1.png';
60         var img2 = new Image();
61         img2.src = 'imgs/game2.png';
62         var img3 = new Image();
63         img3.src = 'imgs/game3.png';
64         var img4 = new Image();
65         img4.src = 'imgs/game4.png';
66         var img5 = new Image();
67         img5.src = 'imgs/game5.png';
68         var img6 = new Image();
69         img6.src = 'imgs/game6.png';
70         var img7 = new Image();
71         img7.src = 'imgs/game7.png';
72         var img8 = new Image();
73         img8.src = 'imgs/game8.png';
74         var img9 = new Image();
75         img9.src = 'imgs/game9.png';
76         var img10 = new Image();
77         img10.src = 'imgs/game10.png';
78         var img11 = new Image();
79         img11.src = 'imgs/game11.png';
80         var img12 = new Image();
81         img12.src = 'imgs/game12.png';
82         img(ctx,img1,0,0);
83         img(ctx,img2,50,0);
84         img(ctx,img3,100,0);
85         img(ctx,img4,150,0);
86         img(ctx,img5,200,0);
87         img(ctx,img6,250,0);
88         img(ctx,img7,300,0);
89         img(ctx,img8,350,0);
90         img(ctx,img9,0,100);
91         img(ctx,img10,50,100);
92         img(ctx,img11,100,100);
93         img(ctx,img12,150,100);
94 </script>
95 </html>

/这边是自己封装了一个函数,其实从性能优化的角度来考虑,我们可以先在内存中创建一个canvas标签,将这个图画放在内存中的canvas里面,再将内存中创建好的canvas放到页面上的这个canvas标签上,这只是一个思路,希望大家可以往这方面考虑

posted @ 2018-09-07 02:01  笠航  阅读(1242)  评论(0编辑  收藏  举报