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javascript - 单个 Canvas Sprite 动画可以工作,但如果有两个 Canvas 则不行

转载 作者:行者123 更新时间:2023-12-03 11:45:55 25 4
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使用canvas元素处理一些动画 Sprite 。

我已经成功地设置了一个运行良好的测试用例,但仅使用一个 Canvas 元素,最终就会有任意给定数量的动画 Sprite 。

不明白为什么?

<强> Working demo.
<强> Broken demo.

  <canvas id="video1"></canvas>
<input type="button" onclick="PS.draw(1)" value="Play">
<input type="button" onclick="PS.stop(1)" value="Stop">

<canvas id="video2"></canvas>
<input type="button" onclick="PS.draw(2)" value="Play">
<input type="button" onclick="PS.stop(2)" value="Stop">

<script>
var PS = {

init: function(id) { // setup the premise for the canvases, this data is needed to animate the sprites.
var sprites = [];
var context = document.getElementById(src.entries[id].file.ios.filename);
$(context).attr('width', src.entries[id].file.ios.width);
$(context).attr('height', src.entries[id].file.ios.height);
context = context.getContext('2d');

var array = src.entries[id].file.ios.sprite;
for (var i = 0; i < array.length; i++) {
sprites[i] = new Sprite(array[i], { frameW: src.entries[id].file.ios.width, frameH: src.entries[id].file.ios.height, interval: src.entries[id].file.ios.framerate, useTimer: false }); // sprite.js, associates each sprite with given settings.
}

var activeSprite = sprites[0];
var framesDrawn = 0;
var f = 0;
var sprite = 0;

//var filename = src.entries[id].file.ios.filename
window['sprite' + id] = {
"context" : context,
"activeSprite" : activeSprite,
"framesDrawn" : framesDrawn,
"f" : f,
"sprites" : sprites,
"sprite" : sprite,
"framerate" : src.entries[id].file.ios.framerate,
"frames" : src.entries[id].file.ios.frames,
};
},

/*
^ How do I pass this on to draw()? Global vars?
*/

draw: function(id) {
//var filename = src.entries[id].file.ios.filename;
//console.log(window.filename.context);
//console.log(window.sprite+id);

window['sprite' + id ].player = setTimeout(function() { // I'm here to throttle to approriate framerate
requestAnimationFrame(function() {
PS.draw(id);
});

window['sprite' + id ].framesDrawn++;
window['sprite' + id ].f++;
window['sprite' + id ].activeSprite.draw(window['sprite' + id ].context, 0, 0);

if(window['sprite' + id ].f == window['sprite' + id ].frames) { // you've reached the total frames of animation, reset to first spritesheet
window['sprite' + id ].sprite = 0;
window['sprite' + id ].activeSprite = window['sprite' + id ].sprites[window['sprite' + id ].sprite];
window['sprite' + id ].framesDrawn = 0;
window['sprite' + id ].f = 0;
}

if(window['sprite' + id ].framesDrawn == 50) { // each sprite contains 50 images, thus change to new spritesheet
window['sprite' + id ].sprite++;
window['sprite' + id ].activeSprite = window['sprite' + id ].sprites[window['sprite' + id ].sprite];
window['sprite' + id ].framesDrawn = 0;
}

}, 1000 / window['sprite' + id ].framerate);
},

stop: function(id) {
//var filename = src.entries[id].file.ios.filename;
clearTimeout(window['sprite' + id ].player); // some other better way?
}
}

var src ={
"entries":{
"1":{
"file":{
"ios":{
"filename":"video1",
"sprite":["https:\/\/dl.dropboxusercontent.com\/u\/3618143\/sprite1.jpg","https:\/\/dl.dropboxusercontent.com\/u\/3618143\/sprite2.jpg","https:\/\/dl.dropboxusercontent.com\/u\/3618143\/sprite3.jpg"],
"frames":"115",
"framerate":"23.976",
"width":"426",
"height":"240"
}
}
},
"2":{
"file":{
"ios":{
"filename":"video2",
"sprite":["https:\/\/dl.dropboxusercontent.com\/u\/3618143\/sprite1.jpg","https:\/\/dl.dropboxusercontent.com\/u\/3618143\/sprite2.jpg","https:\/\/dl.dropboxusercontent.com\/u\/3618143\/sprite3.jpg"],
"frames":"115",
"framerate":"23.976",
"width":"426",
"height":"240"
}
}
},
}
}

setTimeout(function() {
PS.init(1);
PS.init(2);
},500)
</script>

最佳答案

我无法弄清楚具体原因,但问题在于 sprite.js 使用图像缓存和预加载来初始化 Sprite 的方式。由于两个 canvas 元素显示同一组图像,因此在初始化第二个 Canvas 时它们会相互冲突,因此它会以某种方式损坏。

最简单的解决方案似乎是禁用 Sprite 图像缓存:

// override Sprite caching to prevent images conflicting
Sprite.getImageFromCache = function(src) {
//return images[src] ? images[src] : null;
return null;
};

Sprite.saveImageToCache = function(src, image) {
//images[src] = image;
};

这是一个更新的 fiddle ,显示它的工作原理。 http://jsfiddle.net/xbcw7sbb/4/

请注意,我还重命名了一些变量,以便更容易理解它是什么,并将 filename 作为 data() 对象附加到 Canvas 中将所有内容放在一起。

此外,单击Play两次会导致动画循环在 Canvas 中运行两次,因此出现问题,因此我创建了一个 start(id) 方法,该方法仅调用draw() 如果它没有运行。 draw() 本身只需要上下文(您的 filename 对象),因此您可以每次传递它,这样您就不必从每次的其他位置检索它循环。

/* override Sprite caching to prevent images conflicting */
// (original code commented)

Sprite.getImageFromCache = function(src) {
//return images[src] ? images[src] : null;
return null;
};

Sprite.saveImageToCache = function(src, image) {
//images[src] = image;
};


var PS = {

init: function (id) {
// setup the premise for the canvases,
// this data is needed to animate the sprites.
var sprites = [];
var ios = src.entries[id].file.ios;
var canvas = document.getElementById(ios.filename);
$(canvas).attr('width', ios.width);
$(canvas).attr('height', ios.height);
var context = canvas.getContext('2d');

var imgList = ios.sprite;
for (var i = 0; i < imgList.length; i++) {
sprites[i] = new Sprite(imgList[i], {
frameW: ios.width,
frameH: ios.height,
interval: ios.framerate,
useTimer: false
}); // sprite.js, associates each sprite with given settings.
}

// attach the context to the canvas so we can retrieve it again
$(canvas).data('spritecontext', {
"context": context,
"activeSprite": sprites[0],
"framesDrawn": 0,
"f": 0,
"sprites": sprites,
"sprite": 0,
"framerate": ios.framerate,
"frames": ios.frames
});
},

start: function(id) {
var canvasId = src.entries[id].file.ios.filename;
var canvas = $('#' + canvasId);
var spritecontext = canvas.data('spritecontext');
if(!spritecontext.player) {
PS.draw(id, spritecontext);
}
},

draw: function (id, spritecontext) {
spritecontext.player = setTimeout(function () {
// I'm here to throttle to approriate framerate
requestAnimationFrame(function () {
PS.draw(id, spritecontext);
});

spritecontext.framesDrawn++;
spritecontext.f++;
spritecontext.activeSprite.draw(spritecontext.context, 0, 0);

if (spritecontext.f == spritecontext.frames) {
// you've reached the total frames of animation,
// reset to first spritesheet
spritecontext.sprite = 0;
spritecontext.activeSprite = spritecontext.sprites[spritecontext.sprite];
spritecontext.framesDrawn = 0;
spritecontext.f = 0;
}

if (spritecontext.framesDrawn == 50) {
// each sprite contains 50 images, thus change to new spritesheet
spritecontext.sprite++;
spritecontext.activeSprite = spritecontext.sprites[spritecontext.sprite];
spritecontext.framesDrawn = 0;
}

}, 1000 / 23.976);
},

stop: function (id) {
var canvasId = src.entries[id].file.ios.filename;
var canvas = $('#' + canvasId);
var spritecontext = canvas.data('spritecontext');
// some other better way? - probably not
clearTimeout(spritecontext.player);
// so we know its stopped
spritecontext.player = null;
}
}

var src = {
"entries": {
"1": {
"file": {
"ios": {
"filename": "video1",
"sprite":
["https:\/\/dl.dropboxusercontent.com\/u\/3618143\/sprite1.jpg",
"https:\/\/dl.dropboxusercontent.com\/u\/3618143\/sprite2.jpg",
"https:\/\/dl.dropboxusercontent.com\/u\/3618143\/sprite3.jpg"],
"frames": "115",
"framerate": "23.976",
"width": "426",
"height": "240"
}
}
},
"2": {
"file": {
"ios": {
"filename": "video2",
"sprite":
["https:\/\/dl.dropboxusercontent.com\/u\/3618143\/sprite1.jpg",
"https:\/\/dl.dropboxusercontent.com\/u\/3618143\/sprite2.jpg",
"https:\/\/dl.dropboxusercontent.com\/u\/3618143\/sprite3.jpg"],
"frames": "115",
"framerate": "23.976",
"width": "426",
"height": "240"
}
}
},
}
}

setTimeout(function () {
PS.init(1);
PS.init(2);
}, 500);

关于javascript - 单个 Canvas Sprite 动画可以工作,但如果有两个 Canvas 则不行,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/26045680/

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