canvas教程

HTML5-Canvas标签详解(2)

字号+ 作者:H5之家 来源:H5之家 2016-06-11 15:00 我要评论( )

globalCompositeOperation = type 设置不同形状的组合类型 type:(方的图形是已经存在的canvas内容,圆的图形是新的形状) source-over(默认) 在canvas内容上面画新的形状 destination-over source-in destination-in

globalCompositeOperation = type 设置不同形状的组合类型
type:(方的图形是已经存在的canvas内容,圆的图形是新的形状)
source-over(默认) – 在canvas内容上面画新的形状


destination-over


source-in


destination-in


source-out


destination-out


source-atop


destination-atop


lighter


darker


xor


copy

剪切路径

clip()

基本动画

基本的动画步骤:
1.清除canvas – clearRect
2.保存canvas状态 – save
3.画要做动画的形状
4.恢复canvas状态 – 如果你已经保存了状态,在画新的帧之前回复它
控制动画
setInterval(animateShape,500);
setTimeout(animateShape,500);

var img = new Image();
//User Variables
img.src = 'Capitan_Meadows,_Yosemite_National_Park.jpg';
var CanvasXSize = 800;
var CanvasYSize = 200;
var speed = 30; //lower is faster
var scale = 1.05;
var y = -4.5; //vertical offset
//End User Variables

var dx = 0.75;
var imgW = img.width*scale;
var imgH = img.height*scale;
var x = 0;
if (imgW > CanvasXSize) { x = CanvasXSize-imgW; } // image larger than canvas
var clearX
var clearY
if (imgW > CanvasXSize) { clearX = imgW; } // image larger than canvas
else { clearX = CanvasXSize; }
if (imgH > CanvasYSize) { clearY = imgH; } // image larger than canvas
else { clearY = CanvasYSize; }
var ctx;

function init() {
    //Get Canvas Element
    ctx = document.getElementById('canvas').getContext('2d');
    //Set Refresh Rate
    return setInterval(draw, speed);
}

function draw() {
    //Clear Canvas
    ctx.clearRect(0,0,clearX,clearY);
    //If image is <= Canvas Size
    if (imgW <= CanvasXSize) {
        //reset, start from beginning
        if (x > (CanvasXSize)) { x = 0; }
        //draw aditional image
        if (x > (CanvasXSize-imgW)) { ctx.drawImage(img,x-CanvasXSize+1,y,imgW,imgH); }
    }
    //If image is > Canvas Size
    else {
        //reset, start from beginning
        if (x > (CanvasXSize)) { x = CanvasXSize-imgW; }
        //draw aditional image
        if (x > (CanvasXSize-imgW)) { ctx.drawImage(img,x-imgW+1,y,imgW,imgH); }
    }
    //draw image
    ctx.drawImage(img,x,y,imgW,imgH);
    //amount to move
    x += dx;
}
<body onload="init();">
<canvas id="canvas" width="800" height="200"></canvas>

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