[英]How to make animation out of canvas images in Kinetic.js?
我有以下代碼應該是動畫的三幀,我怎么能把它們變成Kinetic.js中的動畫? 這是一個像pacman一樣的六角形,可以打開和關閉它的嘴。 我有三個畫布圖像,作為三個幀,Kinetic.js中是否有內置函數來執行此操作? 或者我應該從頭開始創建一個? 在制作精靈之后,我怎么能做其他動畫,比如移動它,或者旋轉它,而不會破壞動畫(pacman應該仍然打開並關閉它的嘴)?
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();
}
});
以下是如何從“chomping hexes”創建Kinetic.Sprite動畫
由於您已經有了hex +口坐標,因此您甚至不需要預先創建的spritesheet。
您可以使用html canvas元素動態創建“chomping”spritesheet。
方法:
這是從html畫布創建的動態創建的spritesheet
以下代碼在屏幕上顯示畫布用於說明目的,但您將在屏幕外創建臨時畫布。
這是代碼和小提琴: 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>
您可以使用帶有switch語句的Kinetic.Animation
來確定要顯示的幀,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();
通過更改模數公式和案例編號,您可以更快地使幀變得更快。
//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;
}
如果你想讓他移動得比改變x
增加的間隔更快:
//Move 5 pixels every frame.
group.setX(group.getX()+5);
這不是一個好的答案,但它是一個開始。
我想過使用toImage()
方法將你的hex
變成圖像,然后在Kinetic.Sprite
使用它
http://kineticjs.com/docs/Kinetic.Shape.html#toImage
http://kineticjs.com/docs/Kinetic.Sprite.html
和教程: http : //www.html5canvastutorials.com/kineticjs/html5-canvas-kineticjs-sprite-tutorial/
但是,我認為問題在於你需要為精靈設置一個圖像(例如: http : //www.html5canvastutorials.com/demos/assets/blob-sprite.png )
理想情況下,雖然為了您的目的,我認為使用Kinetic.Sprite
是您正在尋找的,所以如果您可以使用您的pac man形狀設置基於精靈的圖像,那么您將被設置為執行大量的事情精靈 。
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