Ich versuche, die Bilder gegeneinander rennen zu lassen und sobald eines der Bilder die Ziellinie passiert, wird der Gewinner angezeigt.Animieren von Bildern mit Javascript
Ich habe etwas alten Code, den ich für die Animation verwendet habe, aber ich weiß nicht, wie man die Bilder damit umsetzt.
<html>
<head>
<title>Canvas Race</title>
<script src="jquery-2.2.3.js"></script>
<style type="text/css">
canvas {
border: 1px solid black;
background-image: url("http://www.gamefromscratch.com/image.axd?picture=road2048v2.png");
background-size: 200px 300px;
background-position-y: -81px;
}
</style>
</head>
<body>
<canvas id="canvas" width="1100" height="150" >
<script>
var blueCar = new Image();
var redCar = new Image();
// images
function image(){
blueCar.src = "http://worldartsme.com/images/car-top-view clipart-1.jpg";
redCar.src = "http://images.clipartpanda.com/car-clipart-top-view-free-vector-red-racing-car-top-view_099252_Red_racing_car_top_view.png";
}
window.onload = function draw(){
var ctx = document.getElementById('canvas').getContext('2d');
ctx.globalCompositeOperation = 'destination-over';
window.requestAnimationFrame(draw);
window.requestAnimationFrame(animate);
// finish line
ctx.beginPath();
ctx.moveTo(1020, 150);
ctx.lineTo(1020, 0);
ctx.strokeStyle = "#FFEF0E";
ctx.stroke();
//blue car
ctx.save();
if(blueCar.complete){
ctx.drawImage(blueCar, 10, 10, 100, 60);
}
// red car
if(redCar.complete){
ctx.drawImage(redCar, 10, 80, 100, 60);
}
}
image();
</script>
</canvas>
<div id="winner"></div>
</body>
</html>
Alter Code:
Ich möchte diesen alten Code verwenden, aber ich weiß nicht, was zu entfernen und wie die Bilder hinzufügen, dass ich oben für die Autos. Wie Sie für diesen Code sehen können, habe ich Quadrate anstelle von Bildern erstellt.
window.requestAnimFrame = (function(callback) {
return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame ||
function(callback) {
window.setTimeout(callback, 1000/60);
};
})();
// drawing red square
function drawRedRect(redCar, ctx) {
ctx.beginPath();
ctx.drawImage(redCar, 5, 5);
}
// finish line
function drawFinishLine(ctx){
ctx.beginPath();
ctx.moveTo(1040, 150);
ctx.lineTo(1040, 0);
ctx.stroke();
}
// this is drawing the blue square
function drawBlueRect(blueRectangle, ctx){
ctx.beginPath();
ctx.rect(blueRectangle.x, blueRectangle.y, blueRectangle.width, blueRectangle.height);
ctx.fillStyle = 'blue';
ctx.fill();
}
// red square animation
function animate(lastTime, redCar, blueRectangle, runAnimation, canvas, ctx) {
if(runAnimation.value) {
// update
var time = (new Date()).getTime();
var timeDiff = time - lastTime;
// pixels/second
var redSpeed = Math.floor((Math.random() * 400) + 1);
var blueSpeed = Math.floor((Math.random() * 400) + 1);
var linearDistEachFrameRed = redSpeed * timeDiff/1000;
var linearDistEachFrameBlue = blueSpeed * timeDiff/1000;
var currentX = redRectangle.x;
var currentZ = blueRectangle.x;
if(currentX < canvas.width - redRectangle.width - redRectangle.borderWidth/2) {
var newX = currentX + linearDistEachFrameRed;
redRectangle.x = newX;
}
if(currentZ < canvas.width - blueRectangle.width - blueRectangle.borderWidth/2) {
var newZ = currentZ + linearDistEachFrameBlue;
blueRectangle.x = newZ;
}
console.log(redSpeed);
console.log(blueSpeed);
// clear
ctx.clearRect(0, 0, canvas.width, canvas.height);
// draw
drawFinishLine(ctx);
drawRedRect(redRectangle, ctx);
drawBlueRect(blueRectangle, ctx);
//winner(win);
// request new frame
requestAnimFrame(function() {
animate(time, redRectangle, blueRectangle, runAnimation, canvas, ctx);
});
}
}
var canvas = document.getElementById('myCanvas');
var ctx = canvas.getContext('2d');
var win = document.getElementById('Winner')
//blue square
var blueRectangle = {
x: 5, y: 30, width: 45, height: 25, borderWidth:5
};
//red square
var redRectangle = {
x: 5,
y: 90,
width: 45,
height: 25,
borderWidth: 5
};
/!*
* define the runAnimation boolean as an obect
* so that it can be modified by reference
*!/
var runAnimation = {
value: false
};
// add click listener to canvas
document.getElementById('myCanvas').addEventListener('click', function() {
// flip flag
runAnimation.value = !runAnimation.value;
if(runAnimation.value) {
var date = new Date();
var time = date.getTime();
animate(time, redRectangle, blueRectangle, runAnimation, canvas, ctx);
}
});
drawFinishLine(ctx);
drawRedRect(redRectangle, ctx);
drawBlueRect(blueRectangle, ctx);
//winner(win);