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HTML5 loads images in the form of animation _html5 tutorial skills

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Release: 2016-05-16 15:51:48
Original
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The example uses the HTML5 canvas tag and Javascript script to simply write the loading image effect. Please use a browser that supports HTML5 to preview the effect:
The picture below shows the effect of a gradually horizontal grid

html part:
XML/HTML CodeCopy content to clipboard
  1. > 
  2. <html lang="en" > 
  3. <head> 
  4. <meta charset="UTF- 8"> 
  5. <title>html5 loading image title> 
  6. head> 
  7. <body> 
  8. <button onclick="drawImg1( )">From left to rightbutton>
  9. <button onclick="drawImg2( )">From the center to the left and right sidesbutton>
  10. <button onclick="drawImg3( " > <hr/> 
  11. <canvas class
  12. =
  13. "canvas" id="canvas" width="600" height="300">canvas>  body> 
  14. html> 
  15. JavaScript part: XML/HTML Code
  16. Copy content to clipboard
  1. //Initialization
  2. var canvas = document.getElementById("canvas"),
  3. context = canvas.getContext("2d"),
  4. image = new Image();
  5. image.src = "img/test.jpg";
  6. //Loading method from left to right
  7. function drawImg1(){
  8. var drawWidth = 0,
  9. interval = setInterval(function(){
  10. context.drawImage(image, 0, 0, drawWidth, image.height, 0, 0, drawWidth, image.height);
  11. drawWidth = 20;
  12. if(drawWidth > canvas.width) clearInterval(interval);
  13. },100);
  14. }
  15. //Open the loading method from the center to the left and right sides
  16. function drawImg2(){
  17. var drawWidth = 0,
  18. drawLeft = canvas.width/2,
  19. interval = setInterval(function(){
  20. context.drawImage(image, drawLeft, 0, drawWidth, image.height, drawLeft, 0, drawWidth, image.height);
  21. drawWidth = 20;
  22. drawLeft -= 10;
  23. if(drawLeft < 0) clearInterval(interval);
  24. },100);
  25. }
  26. //Gradually horizontal grid loading method
  27. function drawImg3(){
  28. var drawWidth = 0,
  29. spaceWidth = canvas.width/20, //10 refers to the number of divided blocks
  30. interval = setInterval(function(){
  31. for(var i = 0;i<20;i ){
  32. context.drawImage(image, i*spaceWidth, 0, drawWidth, image.height, i*spaceWidth, 0, drawWidth, image.height);
  33. }
  34. drawWidth = 5;
  35. if(drawWidth > spaceWidth) clearInterval(interval);
  36. },100);
  37. }

The above content is introduced by the editor to load images in the form of animation in HTML5. I hope it will be helpful to everyone!

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