[英]javascript image slider start
I'm trying to understand javascript before going to jQuery and I made a simple image slider. 我想在去jQuery之前理解javascript并且我制作了一个简单的图像滑块。
I ended up with the following code working well when I manually start it on browser console, and I can't figure out how to start it and if using Promise would do, and how. 当我在浏览器控制台上手动启动它时,我最终得到了以下代码,我无法弄清楚如何启动它,如果使用Promise会这样做,以及如何使用。
Reduced code: 减少代码:
/*some variable declarations and value assignations*/
function cut(p1){
for (var i = 0; i < cuts; i++){
/*canvas working with path pattern and fill*/
slice[p1][i] = new Image();
slice[p1][i].src = canvas.toDataURL();
}
}
function slider(){
/*time based image selection and canvas clear*/
for (var i = 0; i < 10; i++){
y = /*timebased calc*/;
if(y<0){y=0;}
ctx.drawImage(slice[im][i], 0, y);
}
window.requestAnimationFrame(slider);
}
img[0].onload = function() {cut(0);};
img[1].onload = function() {cut(1);};
Full code: 完整代码:
var height = 500, width = 707, cuts = 10, cW = Math.ceil(width/cuts);
var img = [new Image(), new Image()];
var slice = [];
for (var i = 0; i < img.length; i++){
slice[i] = [];
}
var x = [];
for (var i=0; i<cuts; i++){
x[i]=Math.ceil(((i+1)*width)/cuts);
}
function cut(p1){
for (var i = 0; i < cuts; i++){
var canvas = document.createElement('canvas');
canvas.width = width;
canvas.height = height;
var context = canvas.getContext('2d');
var pat = context.createPattern( img[p1], 'no-repeat' );
context.fillStyle = pat;
context.beginPath();
context.moveTo(x[i], 0);
context.lineTo(x[i], height);
context.lineTo(x[i]-cW, height);
context.lineTo(x[i]-cW, 0);
context.closePath();
context.fill();
slice[p1][i] = new Image();
slice[p1][i].src = canvas.toDataURL();
}
}
var canv = document.createElement('canvas');
document.body.appendChild(canv);
canv.width = width;
canv.height = height;
var ctx = canv.getContext('2d');
var sTime= 0;
function slider(){
var t = (performance.now() - sTime) % 10000;
if(t%5000 === 2000){
ctx.clear();
}
var im = 0;
if(t >= 5000){
im = 1;
} else {
im = 0;
}
for (var i = 0; i < 10; i++){
t = t%5000;
y = 2000-((t)+(i*100));
if(y<0){y=0;}
ctx.drawImage(slice[im][i], 0, y);
}
window.requestAnimationFrame(slider);
}
CanvasRenderingContext2D.prototype.clear = function () {this.clearRect(0, 0, this.canvas.width, this.canvas.height);}
img[0].onload = function() {cut(0);};
img[1].onload = function() {cut(1);};
img[0].src = 'mountain.jpg';
img[1].src = 'beach.jpg';
Haven't tested this but it might come close: 没有测试过,但它可能会接近:
function imageLoader(imagePaths, onLoad, onFinished) {
var images = [];
var arrayLength = imagePaths.length;
function callback() {
if(--arrayLength === 0) onFinished();
}
imagePaths.forEach(function(imagePath, index) {
var image = new Image();
image.onload(onLoad(index, callback));
image.src = imagePath;
images[index] = image;
});
return images;
}
modify cut() to: 将cut()修改为:
function cut(p1, cb){
//.
//.
//.
cb();
}
replace 更换
img[0].onload = function() {cut(0);};
img[1].onload = function() {cut(1);};
img[0].src = 'mountain.jpg';
img[1].src = 'beach.jpg';
with: 有:
img = imageLoader(['mountain.jpg', 'beach.jpg'], cut, slider);
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