如何使用HTML5画布来绘制图像?

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我的问题是,使用drawImage方法绘制图像的最佳方式是什么?目标用途是高级的二维粒子效应(游戏开发),其中粒子随着时间的推移而改变颜色等等。我不是问如何使整个画布变暗,而只是画出我目前的图像。

我已经得出结论,globalAlpha参数会影响当前绘制的图像。

//works with drawImage()
canvas2d.globalAlpha = 0.5;

但是,如何使用任意颜色值对每个图像进行着色?如果有某种globalFillStyle或globalColor或某种事情,这将是非常棒的…

编辑:

以下是我正在使用的应用程序的屏幕截图:
http://twitpic.com/1j2aeg/full
alt text http://web20.twitpic.com/img/92485672-1d59e2f85d099210d4dafb5211bf770f.4bd804ef-scaled.png

解决方法

你有合成操作,其中之一是目的地。如果使用’context.globalCompositeOperation =“destination-atop”’将图像合成为纯色,则它将具有前景图像的alpha和背景图像的颜色。我用这个来完成一个完全有色的副本的图像,然后在原始的顶部绘制完全有色的副本,其透明度等于我想要的色彩。

以下是完整的代码

<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
<html>
    <head>
        <title>HTML5 Canvas Test</title>
        <script type="text/javascript">
var x; //drawing context
var width;
var height;
var fg;
var buffer

window.onload = function() {
    var drawingCanvas = document.getElementById('myDrawing');
    // Check the element is in the DOM and the browser supports canvas
    if(drawingCanvas && drawingCanvas.getContext) {
        // Initaliase a 2-dimensional drawing context
        x = drawingCanvas.getContext('2d');
        width = x.canvas.width;
        height = x.canvas.height;

        // grey Box grid for transparency testing
        x.fillStyle = '#666666';
        x.fillRect(0,width,height);
        x.fillStyle = '#AAAAAA';
        var i,j;
        for (i=0; i<100; i++){
            for (j=0; j<100; j++){
                if ((i+j)%2==0){
                    x.fillRect(20*i,20*j,20,20);
                }
            }
        }

        fg = new Image();
        fg.src = 'http://uncc.ath.cx/LayerCake/images/16/3.png';

        // create offscreen buffer,buffer = document.createElement('canvas');
        buffer.width = fg.width;
        buffer.height = fg.height;
        bx = buffer.getContext('2d');

        // fill offscreen buffer with the tint color
        bx.fillStyle = '#FF0000'
        bx.fillRect(0,buffer.width,buffer.height);

        // destination atop makes a result with an alpha channel identical to fg,but with all pixels retaining their original color *as far as I can tell*
        bx.globalCompositeOperation = "destination-atop";
        bx.drawImage(fg,0);


        // to tint the image,draw it first
        x.drawImage(fg,0);

        //then set the global alpha to the amound that you want to tint it,and draw the buffer directly on top of it.
        x.globalAlpha = 0.5;
        x.drawImage(buffer,0);
    }
}
        </script>
    </head>
    </body>
        <canvas id="myDrawing" width="770" height="400">
            <p>Your browser doesn't support canvas.</p>
        </canvas>
    </body>
</html>

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