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关于html5drawimage参数的信息

HTML5中drawImage使用时遇到的问题及解决方法

HTML5中drawImage使用时遇到的问题及解决方法

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HTML5中drawImage使用时遇到的问题及解决方法

使用Image遇到的问题:

$(function() {

var jsCanv = document.getElementById("canv");

var oCanv = jsCanv.getContext("2d");

var img = new Image();

img.src = "img.png";

oCanv.drawImage(img, 220, 30);

})

浏览器不支持

其实这种写法是有错误的,实际上只要一刷新图片就不显示出来。要想保证刷新正常显示需要在Image onload的`时候重绘一次才行。测试在chrome 19下会出现的问题。

解决方案

$(function() {

var jsCanv = document.getElementById("canv");

var oCanv = jsCanv.getContext("2d");

var img = new Image();

img.src = "img.png";

img.onload = function() {

oCanv.drawImage(img, 220, 30);

}

})

浏览器不支持

希望本文所述对大家的html5程序设计有所帮助。

;

html5 canvas的drawImage,如果有一堆图片,名字分别是0,1,2,3。。怎么用javascript把每张图片给读出来

可以参考JavaScript Image Preloader 。

我写了一个代码,你看一下:

!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" ""

html xmlns=""

head

meta http-equiv="Content-Type" content="text/html; charset=utf-8" /

title无标题文档/title

/head

body onload=preloader()

canvas id="pad" width="100%" height="100%"/canvas

script language="JavaScript"

var ctx=document.getElementById('pad').getContext('2d');

var imageObj=new Image();

preloader();

imageObj.onload=function(){

for(var i=0;i6;i++)

ctx.drawImage(imageObj,0+i*20,0+1*20,80,40);

}

function preloader()

{

// counter

var i = 0;

// create object

//imageObj = new Image();

// set image list

images = new Array();

images[0]="images/0.jpg"

images[1]="images/1.jpg"

images[2]="images/2.jpg"

images[3]="images/3.jpg"

images[4]="images/4.jpg"

images[5]="images/5.jpg"

// start preloading

for(i=0; i=3; i++)

{

imageObj.src=images[i];

}

}

/script

/body

/html

如何制作html5的动画效果?

主要思想:

首先要准备一张有连续帧的图片,然后利用HTML5 Canvas的draw方法在不同的时间间隔绘制不同的帧,这样看起来就像动画在播放。

关键技术点:

JavaScript 函数setTimeout()有两个参数,第一个是参数可以传递一个JavaScript方法,

另外一个参数代表间隔时间,单位为毫秒数。代码示例:

setTimeout( update, 1000/30);

Canvas的API-drawImage()方法,需要指定全部9个参数:

ctx.drawImage(myImage, offw, offh, width,height, x2, y2, width, height);

其中offw, offh是指源图像的起始坐标点,width, height表示源图像的宽与高,x2,y2表

示源图像在目标Canvas上的起始坐标点。

!DOCTYPE html

html

head

meta http-equiv="X-UA-Compatible" content="chrome=IE8"

meta http-equiv="Content-type" content="text/html;charset=UTF-8"

titleCanvas Mouse Event Demo/title

link href="default.css" rel="stylesheet" /

script

var ctx = null; // global variable 2d context

var started = false;

var mText_canvas = null;

var x = 0, y =0;

var frame = 0; // 22 5*5 + 2

var imageReady = false;

var myImage = null;

var px = 300;

var py = 300;

var x2 = 300;

var y2 = 0;

window.onload = function() {

var canvas = document.getElementById("animation_canvas");

console.log(canvas.parentNode.clientWidth);

canvas.width = canvas.parentNode.clientWidth;

canvas.height = canvas.parentNode.clientHeight;

if (!canvas.getContext) {

console.log("Canvas not supported. Please install a HTML5 compatible browser.");

return;

}

// get 2D context of canvas and draw rectangel

ctx = canvas.getContext("2d");

ctx.fillStyle="black";

ctx.fillRect(0, 0, canvas.width, canvas.height);

myImage = document.createElement('img');

myImage.src = "../robin.png";

myImage.onload = loaded();

}

function loaded() {

imageReady = true;

setTimeout( update, 1000/30);

}

function redraw() {

ctx.clearRect(0, 0, 460, 460)

ctx.fillStyle="black";

ctx.fillRect(0, 0, 460, 460);

// find the index of frames in image

var height = myImage.naturalHeight/5;

var width = myImage.naturalWidth/5;

var row = Math.floor(frame / 5);

var col = frame - row * 5;

var offw = col * width;

var offh = row * height;

// first robin

px = px - 5;

py = py - 5;

if(px -50) {

px = 300;

}

if(py -50) {

py = 300;

}

//var rate = (frame+1) /22;

//var rw = Math.floor(rate * width);

//var rh = Math.floor(rate * height);

ctx.drawImage(myImage, offw, offh, width, height, px, py, width, height);

// second robin

x2 = x2 - 5;

y2 = y2 + 5;

if(x2 -50) {

x2 = 300;

y2 = 0;

}

ctx.drawImage(myImage, offw, offh, width, height, x2, y2, width, height);

}

function update() {

redraw();

frame++;

if (frame = 22) frame = 0;

setTimeout( update, 1000/30);

}

/script

/head

body

h1HTML Canvas Animations Demo - By Gloomy Fish/h1

prePlay Animations/pre

div id="my_painter"

canvas id="animation_canvas"/canvas

/div

/body

/html

如何使用HTML5 Canvas动态的绘制拓扑图

使用HTML5 Canvas动态的绘制拓扑图:

HTML5中引入新的元素canvas,其drawImage 方法允许在 canvas 中插入其他图像( img 和 canvas 元素) 。drawImage函数有三种函数原型:

语法:

drawImage(image, dx, dy)

drawImage(image, dx, dy, dw, dh)

drawImage(image, sx, sy, sw, sh, dx, dy, dw, dh)

*第一个参数image可以用HTMLImageElement,HTMLCanvasElement或者HTMLVideoElement作为参数。

*dx、dy是image在canvas中定位的坐标值;

*dw、dh是image在canvas中即将绘制区域(相对dx和dy坐标的偏移量)的宽度和高度值;

*sx、sy是image所要绘制的起始位置;

*sw、sh是image所要绘制区域(相对image的sx和sy坐标的偏移量)的宽度和高度值。

举例:

!DOCTYPE html

html

body

p要使用的图像:/p

img id="tulip" src="/i/eg_tulip.jpg" alt="The Tulip" /

p画布:/p

canvas id="myCanvas" width="500" height="300" style="border:1px solid #d3d3d3;background:#ffffff;"

Your browser does not support the HTML5 canvas tag.

/canvas

script

var c=document.getElementById("myCanvas");

var ctx=c.getContext("2d");

var img=document.getElementById("tulip");

ctx.drawImage(img,10,10);

/script

/body

/html

有关HTML5的drawImage()和ImageData的问题

通常不会. 但是在加载image的时候最好用onload事件判断图片是否加载完成. 然后再getImageData或者putImageData:

var canvas = document.getElementById('canvas');

canvas.width = 200;

canvas.height = 200;

var ctx = canvas.getContext('2d');

var imgDat;

var img = new Image();

img.onload = function() {

ctx.drawImage(img, 0, 0);

imgDat = ctx.getImageData(0, 0, canvas.width, canvas.height);

console.log(imgDat); // Output imageData;

}

img.src = 'comment.gif';

HTML5用canvas怎么实现动画效果

主要思想:

首先要准备一张有连续帧的图片,然后利用HTML5

Canvas的draw方法在不同的时间间隔绘制不同的帧,这样看起来就像动画在播放。

关键技术点:

JavaScript

函数setTimeout()有两个参数,第一个是参数可以传递一个JavaScript方法,

另外一个参数代表间隔时间,单位为毫秒数。代码示例:

setTimeout(

update,

1000/30);

Canvas的API-drawImage()方法,需要指定全部9个参数:

ctx.drawImage(myImage,

offw,

offh,

width,height,

x2,

y2,

width,

height);

其中offw,

offh是指源图像的起始坐标点,width,

height表示源图像的宽与高,x2,y2表

示源图像在目标Canvas上的起始坐标点。

!DOCTYPE

html

html

head

meta

http-equiv="X-UA-Compatible"

content="chrome=IE8"

meta

http-equiv="Content-type"

content="text/html;charset=UTF-8"

titleCanvas

Mouse

Event

Demo/title

link

href="default.css"

rel="stylesheet"

/

script

var

ctx

=

null;

//

global

variable

2d

context

var

started

=

false;

var

mText_canvas

=

null;

var

x

=

0,

y

=0;

var

frame

=

0;

//

22

5*5

+

2

var

imageReady

=

false;

var

myImage

=

null;

var

px

=

300;

var

py

=

300;

var

x2

=

300;

var

y2

=

0;

window.onload

=

function()

{

var

canvas

=

document.getElementById("animation_canvas");

console.log(canvas.parentNode.clientWidth);

canvas.width

=

canvas.parentNode.clientWidth;

canvas.height

=

canvas.parentNode.clientHeight;

if

(!canvas.getContext)

{

console.log("Canvas

not

supported.

Please

install

a

HTML5

compatible

browser.");

return;

}

//

get

2D

context

of

canvas

and

draw

rectangel

ctx

=

canvas.getContext("2d");

ctx.fillStyle="black";

ctx.fillRect(0,

0,

canvas.width,

canvas.height);

myImage

=

document.createElement('img');

myImage.src

=

"../robin.png";

myImage.onload

=

loaded();

}

function

loaded()

{

imageReady

=

true;

setTimeout(

update,

1000/30);

}

function

redraw()

{

ctx.clearRect(0,

0,

460,

460)

ctx.fillStyle="black";

ctx.fillRect(0,

0,

460,

460);

//

find

the

index

of

frames

in

image

var

height

=

myImage.naturalHeight/5;

var

width

=

myImage.naturalWidth/5;

var

row

=

Math.floor(frame

/

5);

var

col

=

frame

-

row

*

5;

var

offw

=

col

*

width;

var

offh

=

row

*

height;

//

first

robin

px

=

px

-

5;

py

=

py

-

5;

if(px

-50)

{

px

=

300;

}

if(py

-50)

{

py

=

300;

}

//var

rate

=

(frame+1)

/22;

//var

rw

=

Math.floor(rate

*

width);

//var

rh

=

Math.floor(rate

*

height);

ctx.drawImage(myImage,

offw,

offh,

width,

height,

px,

py,

width,

height);

//

second

robin

x2

=

x2

-

5;

y2

=

y2

+

5;

if(x2

-50)

{

x2

=

300;

y2

=

0;

}

ctx.drawImage(myImage,

offw,

offh,

width,

height,

x2,

y2,

width,

height);

}

function

update()

{

redraw();

frame++;

if

(frame

=

22)

frame

=

0;

setTimeout(

update,

1000/30);

}

/script

/head

body

h1HTML

Canvas

Animations

Demo

-

By

Gloomy

Fish/h1

prePlay

Animations/pre

div

id="my_painter"

canvas

id="animation_canvas"/canvas

/div

/body

/html


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