我正在使用 HTML5 画布元素和本机 javascript 开发游戏。我有不同的游戏对象精灵。是否可以使用本机 javascript 旋转精灵?
例如,我有一个像这样的精灵图像:
我为这个精灵使用图像:
var image = new Image(...);
image.src = "...";
加载后我想旋转这个图像并在局部变量中保存不同的投影:
var sprite_left = rotate(image, 0),
sprite_top = rotate(image, 90),
sprite_right = rotate(image, 180),
sprite_right = rotate(image, 270);
旋转函数应如下所示:
function rotate(sourceImage, angle){
...
}
有人可以帮我写旋转功能吗?
编辑:
我决定分享我用来测试精灵的代码:
var wait = function (image, completed, count) {
if (count == null) count = 0;
if (!image.complete && count < 1000) {
count++;
window.setTimeout(function () {
wait(image, completed, count);
console.log('waiting...');
}, 10);
}
else {
completed();
}
},
rotateW = function (image) {
var canvas = document.createElement("canvas");
canvas.width = image.width;
canvas.height = image.height;
var p = document.createElement("p");
p.innerText = "W: ";
p.appendChild(canvas);
document.body.appendChild(p);
var context = canvas.getContext("2d");
context.translate(canvas.width / 2, canvas.height / 2);
context.rotate(Math.PI);
context.translate(-canvas.width / 2, -canvas.height / 2);
context.drawImage(image, 0, 0);
var newImage = new Image();
newImage.src = canvas.toDataURL("image/png");
return newImage;
},
rotateE = function (image) {
var canvas = document.createElement("canvas");
canvas.width = image.width;
canvas.height = image.height;
var p = document.createElement("p");
p.innerText = "E: ";
p.appendChild(canvas);
document.body.appendChild(p);
var context = canvas.getContext("2d");
context.drawImage(image, 0, 0);
var newImage = new Image();
newImage.src = canvas.toDataURL("image/png");
return newImage;
},
rotateS = function (image, frameCount) {
var canvas = document.createElement("canvas");
canvas.width = image.height * frameCount;
canvas.height = image.width / frameCount;
var p = document.createElement("p");
p.innerText = "S: ";
p.appendChild(canvas);
document.body.appendChild(p);
var context = canvas.getContext("2d");
context.translate(image.height / 2, image.width / (2 * frameCount));
context.rotate(Math.PI / 2);
var i = frameCount;
while (i--> 0) {
context.drawImage(image, - image.width / 2 , - ( 0.5 + i ) * image.height);
}
var newImage = new Image();
newImage.src = canvas.toDataURL("image/png");
return newImage;
},
rotateN = function (image, frameCount) {
var canvas = document.createElement("canvas");
canvas.width = image.height * frameCount;
canvas.height = image.width / frameCount;
var p = document.createElement("p");
p.innerText = "N: ";
p.appendChild(canvas);
document.body.appendChild(p);
var context = canvas.getContext("2d");
context.translate(image.height / 2, image.width / (2 * frameCount));
context.rotate( 3 * Math.PI / 2);
var i = frameCount;
while (i-- > 0) {
context.drawImage(image, -image.width / 2, (frameCount - i - 1.5) * image.height);
}
var newImage = new Image();
newImage.src = canvas.toDataURL("image/png");
return newImage;
};
/*
N
|
W----O----E
|
S
*/
getSprites = function (image, frameCount) {
var sprite = {
N: rotateN(image, frameCount),
S: rotateS(image, frameCount),
W: rotateW(image, frameCount),
E: rotateE(image, frameCount)
};
return [
sprite.W, // left
sprite.N, // up
sprite.E, // right
sprite.S] // down
};
$.sprite = {
register: function (options) {
var image = new Image();
image.src = options.src;
wait(image, function () {
var sprites = getSprites(image, options.frameCount);
});
}
};
最终结果是: