##Picture 1: tanks--[32*32]*8--tanks.png
| Picture 2: map--[32*32]*4--map.png
|
|
|
##
##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);
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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('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>
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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('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>
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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('load', 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>
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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('load', 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>
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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!