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Javascript 单画布精灵动画可以工作,但如果存在';这是两张画布_Javascript_Jquery_Html_Canvas - Fatal编程技术网

Javascript 单画布精灵动画可以工作,但如果存在';这是两张画布

Javascript 单画布精灵动画可以工作,但如果存在';这是两张画布,javascript,jquery,html,canvas,Javascript,Jquery,Html,Canvas,使用canvas元素处理一些动画精灵 我已经成功地设置了一个工作出色的测试用例,但是只有一个canvas元素,最终将有任意数量的动画精灵 不知道为什么 <canvas id="video1"></canvas> <input type="button" onclick="PS.draw(1)" value="Play"> <input type="button" onclick="PS.stop(1)" value="Stop">

使用canvas元素处理一些动画精灵

我已经成功地设置了一个工作出色的测试用例,但是只有一个canvas元素,最终将有任意数量的动画精灵

不知道为什么


  <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>

变量PS={
init:function(id){//设置画布的前提,需要这些数据来设置精灵的动画。
变量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;
对于(var i=0;i
我还没有弄清楚确切的原因,但问题是sprite.js使用缓存和预加载图像的方式来初始化
sprite
。因为两个
canvas
元素都显示相同的图像集,所以在初始化第二个canvas时,它们会相互冲突,因此它会以某种方式受损

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;
};
这里是一个更新的小提琴显示它的工作

请注意,我还重命名了一些变量,使其更易于理解what is what,并将
文件名
作为
data()
对象附加到画布中,以将其保持在一起

另外,两次单击“播放”时出现问题,导致动画循环在画布中双倍运行,因此我创建了一个
start(id)
方法,该方法仅在未运行时调用
draw()
draw()
本身只需要上下文(您的
filename
对象),因此每次都可以传递该上下文,这样就不必从每个循环的其他位置检索它

/* 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);
/*覆盖精灵缓存以防止图像冲突*/
//(原代码已注释)
Sprite.getImageFromCache=函数(src){
//返回图像[src]?图像[src]:空;
返回null;
};
Sprite.saveImageToCache=函数(src,image){
//图像[src]=图像;
};
变量PS={
初始化:函数(id){
//设置画布的前提,
//为精灵设置动画需要此数据。
变量sprites=[];
var ios=src.entries[id].file.ios;
var canvas=document.getElementById(ios.filename);
$(canvas.attr('width',ios.width);
$(canvas.attr('height',ios.height);