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如何在Kinetic.js中使用画布图像制作动画?

[英]How to make animation out of canvas images in Kinetic.js?

I have the following code that is supposed to be three frames of an animation, how can I turn them into an animation in Kinetic.js? 我有以下代码应该是动画的三帧,我怎么能把它们变成Kinetic.js中的动画? It's a hex like pacman, that opens and closes its mouth. 这是一个像pacman一样的六角形,可以打开和关闭它的嘴。 I have three canvas images, as three frames, is there any built in function in Kinetic.js to do this? 我有三个画布图像,作为三个帧,Kinetic.js中是否有内置函数来执行此操作? or should I create one from scratch? 或者我应该从头开始创建一个? after I made the sprite, how can I do other animations like move it around, or rotate it, without breaking the animation(the pacman should still open and close its mouth)? 在制作精灵之后,我怎么能做其他动画,比如移动它,或者旋转它,而不会破坏动画(pacman应该仍然打开并关闭它的嘴)?

        pacMan1 = new Kinetic.Shape({
            x: 15,
            y: 13,
            //fill: 'rgb(62, 53, 67)',
            // a Kinetic.Canvas renderer is passed into the drawFunc function
            drawFunc: function (canvas) {
                var context = canvas.getContext();
                // layer1/Compound Path
                context.save();
                context.beginPath();

                // layer1/Compound Path/Path
                context.moveTo(54.0, 12.8);
                context.lineTo(34.2, 1.4);
                context.bezierCurveTo(31.2, -0.3, 27.6, -0.3, 24.7, 1.4);
                context.lineTo(4.9, 12.8);
                context.bezierCurveTo(1.9, 14.5, 0.1, 17.7, 0.1, 21.0);
                context.lineTo(0.1, 43.9);
                context.bezierCurveTo(0.1, 47.3, 1.9, 50.5, 4.9, 52.1);
                context.lineTo(24.7, 63.6);
                context.bezierCurveTo(27.6, 65.3, 31.2, 65.3, 34.2, 63.6);
                context.lineTo(54.0, 52.1);
                context.bezierCurveTo(56.9, 50.5, 58.7, 47.3, 58.7, 43.9);
                context.lineTo(58.7, 21.0);
                context.bezierCurveTo(58.7, 17.7, 56.9, 14.5, 54.0, 12.8);
                context.closePath();

                // layer1/Compound Path/Path
                context.moveTo(32.3, 10.8);
                context.bezierCurveTo(30.7, 10.8, 29.5, 9.5, 29.5, 8.0);
                context.bezierCurveTo(29.5, 6.4, 30.7, 5.1, 32.3, 5.1);
                context.bezierCurveTo(33.9, 5.1, 35.1, 6.4, 35.1, 8.0);
                context.bezierCurveTo(35.1, 9.5, 33.9, 10.8, 32.3, 10.8);
                context.closePath();
                context.fillStyle = "rgb(62, 53, 67)";
                context.fill();
                context.lineWidth = 0.3;
                context.stroke();
                canvas.fillStroke(this);
                context.restore();
            }
        });
        pacMan2 = new Kinetic.Shape({
            x: 15,
            y: 13,
            //fill: 'rgb(62, 53, 67)',
            // a Kinetic.Canvas renderer is passed into the drawFunc function
            drawFunc: function (canvas) {
                var context = canvas.getContext();
                // layer1/Compound Path
                context.save();
                context.beginPath();

                // layer1/Compound Path/Path
                context.moveTo(29.1, 36.9);
                context.bezierCurveTo(27.6, 36.0, 26.7, 34.5, 26.7, 32.8);
                context.bezierCurveTo(26.7, 31.2, 27.6, 29.6, 29.1, 28.8);
                context.lineTo(55.2, 13.7);
                context.bezierCurveTo(54.8, 13.4, 54.4, 13.1, 54.0, 12.8);
                context.lineTo(34.2, 1.4);
                context.bezierCurveTo(31.2, -0.3, 27.6, -0.3, 24.7, 1.4);
                context.lineTo(4.9, 12.8);
                context.bezierCurveTo(1.9, 14.5, 0.1, 17.7, 0.1, 21.0);
                context.lineTo(0.1, 43.9);
                context.bezierCurveTo(0.1, 47.3, 1.9, 50.5, 4.9, 52.1);
                context.lineTo(24.7, 63.6);
                context.bezierCurveTo(27.6, 65.3, 31.2, 65.3, 34.2, 63.6);
                context.lineTo(54.0, 52.1);
                context.bezierCurveTo(54.2, 52.0, 54.5, 51.8, 54.7, 51.7);
                context.lineTo(29.1, 36.9);
                context.closePath();

                // layer1/Compound Path/Path
                context.moveTo(32.3, 5.1);
                context.bezierCurveTo(33.9, 5.1, 35.1, 6.4, 35.1, 8.0);
                context.bezierCurveTo(35.1, 9.5, 33.9, 10.8, 32.3, 10.8);
                context.bezierCurveTo(30.7, 10.8, 29.5, 9.5, 29.5, 8.0);
                context.bezierCurveTo(29.5, 6.4, 30.7, 5.1, 32.3, 5.1);
                context.closePath();
                context.fillStyle = "rgb(62, 53, 67)";
                context.fill();
                context.lineWidth = 0.3;
                context.stroke();
                canvas.fillStroke(this);
                context.restore();
            }
        });
        pacMan3 = new Kinetic.Shape({
            x: 15,
            y: 13,
            //fill: 'rgb(62, 53, 67)',
            // a Kinetic.Canvas renderer is passed into the drawFunc function
            drawFunc: function (canvas) {
                var context = canvas.getContext();
                    // layer1/Compound Path
                    context.save();
                    context.beginPath();

                    // layer1/Compound Path/Path
                    context.moveTo(32.0, 36.9);
                    context.bezierCurveTo(28.7, 36.0, 26.7, 34.5, 26.7, 32.8);
                    context.bezierCurveTo(26.7, 31.2, 28.7, 29.6, 32.0, 28.8);
                    context.lineTo(58.7, 22.0);
                    context.lineTo(58.7, 21.0);
                    context.bezierCurveTo(58.7, 17.7, 56.9, 14.5, 54.0, 12.8);
                    context.lineTo(34.2, 1.4);
                    context.bezierCurveTo(31.2, -0.3, 27.6, -0.3, 24.7, 1.4);
                    context.lineTo(4.9, 12.8);
                    context.bezierCurveTo(1.9, 14.5, 0.1, 17.7, 0.1, 21.0);
                    context.lineTo(0.1, 43.9);
                    context.bezierCurveTo(0.1, 47.3, 1.9, 50.5, 4.9, 52.1);
                    context.lineTo(24.7, 63.6);
                    context.bezierCurveTo(27.6, 65.3, 31.2, 65.3, 34.2, 63.6);
                    context.lineTo(54.0, 52.1);
                    context.bezierCurveTo(56.9, 50.5, 58.7, 47.3, 58.7, 43.9);
                    context.lineTo(58.7, 43.7);
                    context.lineTo(32.0, 36.9);
                    context.closePath();

                    // layer1/Compound Path/Path
                    context.moveTo(32.3, 5.1);
                    context.bezierCurveTo(33.9, 5.1, 35.1, 6.4, 35.1, 8.0);
                    context.bezierCurveTo(35.1, 9.5, 33.9, 10.8, 32.3, 10.8);
                    context.bezierCurveTo(30.7, 10.8, 29.5, 9.5, 29.5, 8.0);
                    context.bezierCurveTo(29.5, 6.4, 30.7, 5.1, 32.3, 5.1);
                    context.closePath();
                    context.fillStyle = "rgb(62, 53, 67)";
                    context.fill();
                    context.lineWidth = 0.3;
                    context.stroke();
                    canvas.fillStroke(this);
                    context.restore();
                }
        });

Here's how to create a Kinetic.Sprite animation from your “chomping hexes” 以下是如何从“chomping hexes”创建Kinetic.Sprite动画

Since you already have the hex + mouth coordinates, you don't even need a pre-created spritesheet. 由于您已经有了hex +口坐标,因此您甚至不需要预先创建的spritesheet。

You can dynamically create your "chomping" spritesheet using an html canvas element. 您可以使用html canvas元素动态创建“chomping”spritesheet。

The method: 方法:

  • Start with a temporary html canvas element 从临时html canvas元素开始
  • Draw all your chomping hexes on that canvas 在画布上绘制所有抠图
  • Use canvas.toDataURL to convert that canvas into a spritesheet image 使用canvas.toDataURL将该画布转换为spritesheet图像
  • Use that spritesheet normally to run Kinetic.Sprite animations 通常使用该spritesheet来运行Kinetic.Sprite动画

This is the dynamically created spritesheet created from the html canvas 这是从html画布创建的动态创建的spritesheet

在此输入图像描述

The following code shows the canvas on-screen for illustration purposes, but you would create your temporary canvas offscreen. 以下代码在屏幕上显示画布用于说明目的,但您将在屏幕外创建临时画布。

Here is code and a Fiddle: http://jsfiddle.net/m1erickson/sEjvx/ 这是代码和小提琴: http//jsfiddle.net/m1erickson/sEjvx/

<!DOCTYPE html>
<html>
  <head>
    <meta charset="utf-8">
    <title>Prototype</title>
    <script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
    <script src="http://d3lp1msu2r81bx.cloudfront.net/kjs/js/lib/kinetic-v4.5.5.min.js"></script>

<style>
#container{
  border:solid 1px #ccc;
  margin-top: 10px;
  width:400px;
  height:400px;
}
</style>        
<script>
$(function(){

    var stage = new Kinetic.Stage({
        container: 'container',
        width: 400,
        height: 400
    });
    var layer = new Kinetic.Layer();
    stage.add(layer);


    // get a reference to the temp canvas
    // it will be used to dynamically create a spritesheet
    var tempCanvas=document.getElementById("canvas");
    var context=tempCanvas.getContext("2d");

    // define the sprites
    var pac;
    var translateX=0;
    var y1=18;
    var y2=46;
    var ychange=2.5;
    var width=70;
    var height=70;
    var chomping=[];
    var animations={
        stopped:[{x:0,y:0,width:width,height:height}],
        chomp:chomping
    };


    // draw the sprites on the canvas
    // also add the sprite definitions (x,y,width,height) 
    // to the chomping animation
    for(var i=0;i<8;i++){
        drawSprite(translateX,y1,y2);
        translateX+=70;
        y1+=2;
        y2-=2;
        if(i<7){
            chomping.push({x:translateX,y:0,width:width,height:height});
        }
    }


    // convert the sprites on the canvas to a spritesheet image
    // and create a Kinetic.Sprite
    var spritesheet=new Image();
    spritesheet.onload=function(){
        pac=new Kinetic.Sprite({
            x:100,
            y:75,
            image:spritesheet,
            animations:animations,
            framerate:15,
            index:0
        });
        layer.add(pac);

        pac.setAnimation("stopped");
        pac.start();

        layer.draw();
    }
    spritesheet.src=tempCanvas.toDataURL();


    // wire up the buttons to start the chomp and stopped animations
    $("#chomp").click(function(){ pac.setAnimation("chomp"); });
    $("#stopped").click(function(){ pac.setAnimation("stopped"); });


    // draw 1 sprite on the canvas
    function drawSprite(translateX,y1,y2){

        // draw hexagon
        context.save();
        context.translate(translateX,0);
        context.beginPath();
        context.moveTo(54.0, 12.8);
        context.lineTo(34.2, 1.4);
        context.bezierCurveTo(31.2, -0.3, 27.6, -0.3, 24.7, 1.4);
        context.lineTo(4.9, 12.8);
        context.bezierCurveTo(1.9, 14.5, 0.1, 17.7, 0.1, 21.0);
        context.lineTo(0.1, 43.9);
        context.bezierCurveTo(0.1, 47.3, 1.9, 50.5, 4.9, 52.1);
        context.lineTo(24.7, 63.6);
        context.bezierCurveTo(27.6, 65.3, 31.2, 65.3, 34.2, 63.6);
        context.lineTo(54.0, 52.1);
        context.bezierCurveTo(56.9, 50.5, 58.7, 47.3, 58.7, 43.9);
        context.lineTo(58.7, 21.0);
        context.bezierCurveTo(58.7, 17.7, 56.9, 14.5, 54.0, 12.8);
        context.closePath();
        context.fillStyle="blue";
        context.fill();

        // draw eye
        context.beginPath();
        context.arc(34,10,3,0,Math.PI*2,false);
        context.closePath();
        context.fillStyle="white";
        context.fill();
        context.strokeStyle="orange";
        context.lineWidth=1.5;
        context.stroke();

        // draw mouth in various stages of chomping
        context.beginPath();                
        context.moveTo(59,y1);
        context.lineTo(25,32);
        context.lineTo(59,y2);
        context.closePath();   
        context.fillStyle="white";             
        context.fill();
        context.restore();

    }


}); // end $(function(){});

</script>       
</head>

<body>
    <button id="chomp">Chomp</button>
    <button id="stopped">Stop</button>
    <div id="container"></div><br>
    <canvas id="canvas" width=600 height=100></canvas>
</body>
</html>

You can use a Kinetic.Animation with a switch statement to determine which frame to show, something like this: 您可以使用带有switch语句的Kinetic.Animation来确定要显示的帧,如下所示:

    var group = new Kinetic.Group({
        x:10,
        y:10
    });

    group.add(pacMan1);
    group.add(pacMan2);
    group.add(pacMan3);
    layer.add(group);
    layer.draw();

    pacMan2.hide();
    pacMan3.hide();

    var frameCount = 0;
    var anim = new Kinetic.Animation(function (frame) {
        frameCount++;
        var mod = frameCount % 30;
        switch (mod) {
            case 0:
                pacMan1.show();
                pacMan2.hide();
                pacMan3.hide();
                break;
            case 10:
                pacMan1.hide();
                pacMan2.show();
                pacMan3.hide();
                break;
            case 20:
                pacMan1.hide();
                pacMan2.hide();
                pacMan3.show();
                break;
        }
        group.setX(group.getX()+1);
    }, layer);

    anim.start();

You can make the frames go by faster by changing the modulo formula and the case numbers. 通过更改模数公式和案例编号,您可以更快地使帧变得更快。

//Faster
var mod = frameCount % 3;
switch (mod) {
    case 0:
        break;
    case 1:
        break;
    case 2:
        break;
}

//Slower
var mod = frameCount % 300;
switch (mod) {
    case 0:
        break;
    case 100:
        break;
    case 200:
        break;
}

And if you want him to move faster than change the interval that x increases by: 如果你想让他移动得比改变x增加的间隔更快:

//Move 5 pixels every frame.
group.setX(group.getX()+5);

JSFIDDLE 的jsfiddle

It's not a great answer, but it's a start. 这不是一个好的答案,但它是一个开始。


The other way 另一种方法

I thought of using the toImage() method to turn your hex shapes into images, then using that in a Kinetic.Sprite 我想过使用toImage()方法将你的hex变成图像,然后在Kinetic.Sprite使用它

http://kineticjs.com/docs/Kinetic.Shape.html#toImage http://kineticjs.com/docs/Kinetic.Shape.html#toImage

http://kineticjs.com/docs/Kinetic.Sprite.html http://kineticjs.com/docs/Kinetic.Sprite.html

And a tutorial: http://www.html5canvastutorials.com/kineticjs/html5-canvas-kineticjs-sprite-tutorial/ 和教程: http//www.html5canvastutorials.com/kineticjs/html5-canvas-kineticjs-sprite-tutorial/

But, I think the problem with that is you need to have an image set up for sprites (something like: http://www.html5canvastutorials.com/demos/assets/blob-sprite.png ) 但是,我认为问题在于你需要为精灵设置一个图像(例如: http//www.html5canvastutorials.com/demos/assets/blob-sprite.png

Ideally though for your purpose, I think that using a Kinetic.Sprite is what you're looking for so if you can set up that sprite based image with your pac man shapes then you'll be set to do a whole ton of things with the sprite . 理想情况下,虽然为了您的目的,我认为使用Kinetic.Sprite是您正在寻找的,所以如果您可以使用您的pac man形状设置基于精灵的图像,那么您将被设置为执行大量的事情精灵

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