我制作了一个窗口大小的画布元素并用随机值填充它(这样我可以很容易地看到它更新)。它会在窗口使用时调整大小,<body onresize="updateCanvas();">
而且速度很慢。这就是它的样子还是有更好的方法来做到这一点?
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Window Sized Canvas</title>
<!-- <link href="style.css" rel="stylesheet" type="text/css"/>
Relevant style below: -->
<style type="text/css">
body {margin:0; padding:0;}
canvas {display:block;}
</style>
</head>
<body onresize="updateCanvas();">
<canvas id="hCanvas">Your browser does not support the canvas tag</canvas>
<script type="text/javascript">
var jCanvas = document.getElementById("hCanvas");
var jc2D = jCanvas.getContext("2d");
updateCanvas();
function updateCanvas() {
jCanvas.width = window.innerWidth;
jCanvas.height = window.innerHeight;
var jcW = jCanvas.width;
var jcH = jCanvas.height;
var jcWH4 = (jcW*jcH)<<2;
var jcImageData = jc2D.createImageData(jcW, jcH);
for (i = 0; i < jcWH4; i += 4) {
jcImageData.data[i] = (Math.random()*255)|0;
jcImageData.data[i+1] = (Math.random()*255)|0;
jcImageData.data[i+2] = (Math.random()*255)|0;
jcImageData.data[i+3] = 255;
}
jc2D.putImageData(jcImageData, 0, 0);
}
</script>
</body>
</html>
编辑:我发现了一些很好的限制代码onresize()
。我将发布与上面不同的内容:
...
<body onresize="resizeTimer();">
...
var resizeDelay;
function resizeTimer() {
clearTimeout(resizeDelay);
resizeDelay = setTimeout("updateCanvas()", 200);
}
...