怎么把CanvasLoading插件嵌入你的游戏

一.简介

CanvasLoading插件适用于任何基于Canvas游戏的loading过程展示。

Untitled

二.插件源码

        Loading = function (text, fontSize,baseFontSize, color, position, interval, font, bolder) {
            this.text = text;
            this.fontSize = fontSize;
            this.baseFontSize=baseFontSize;
            this.color = color;
            this.position = position;
            this.interval = interval;
            this.font = font;
            this.bolder = bolder;
            return this.init();
        }
   
        Loading.prototype.init = function () {
            var text = [];
            var _this = this;
            var words = _this.text.split("");
            for (i in words) {
                text.push({
                    "text": words[i],
                    "fontSize": _this.fontSize,
                    "baseFontSize":_this.baseFontSize,
                    "color": _this.color,
                    "position": new Vector2(_this.position.x + i * _this.interval, _this.position.y),
                    "font": _this.font,
                    "bolder":_this.bolder
                });

            }
            return text;
        }

        Vector2 = function (x, y) {
            this.x = x || 0;
            this.y = y || 0;
        };


        var loading = new Loading("this is loading canvas", 30, 30,"#ffffff", new Vector2(20, 80), 15, "宋体", "bolder");
        var loadingCanvas = document.createElement('canvas');
        loadingCanvas.width = 420;
        loadingCanvas.height = 100;

        var cxt = loadingCanvas.getContext("2d");
        cxt.fillStyle = loading[0].color;
        function drawLoading() {
            for (i in loading) {            
                cxt.font = loading[i].bolder + " " + loading[i].fontSize + "px " + loading[i].font;
                cxt.fillText(loading[i].text, loading[i].position.x, loading[i].position.y);
            }

        }
        var currentMap = 0;
        function changeFontSize() {
            if (currentMap > 895) currentMap = 0;
            currentMap += 5;
            if (parseInt(currentMap / 40) <= loading.length - 1) {
                loading[parseInt(currentMap / 40)].fontSize = 2 * loading[0].baseFontSize - currentMap % 40;
            }
            if (parseInt(currentMap / 40) + 1 <= loading.length - 1) {

                loading[parseInt(currentMap / 40) + 1].fontSize = currentMap % 40 + loading[0].baseFontSize;
            }
        }
        function draw() {
            cxt.clearRect(0, 0, loadingCanvas.width, loadingCanvas.height);
            drawLoading();
            changeFontSize();
        }
        setInterval(draw, 10);

三.插件使用

        var canvas = document.getElementById("myCanvas");
        var context = canvas.getContext('2d');
        context.font = "bolder 40px 宋体";
        context.fillStyle = "#ffffff";
        var gameLoadingAsync = eval(Jscex.compile("async", function () {
            while (true) {
                context.clearRect(0, 0, canvas.width, canvas.height);
                context.drawImage(loadingCanvas, 0, 0);
                context.fillText("this is game canvas!", 10, 38);
                $await(Jscex.Async.sleep(10));
            }
        }))
        gameLoadingAsync().start();

四.插件讲解

在上面出现了两个Canvas,一个是页面当中的Canvas,用于显示游戏内容。另外一个是create出来的canvas,用于存储loading里动态信息以便写到页面当中的canvas.

原理:把内存中的动态loadingCanvas写入你的游戏Canvas当中。这其实和把视频写入canvas一个思路,也是把动态的内容写入canvas.比如HTML5实验室【二十八】—Canvas+Video打造酷炫播放体验

五.在线演示

Your browser does not support the canvas element.

六.同步

本文已同步更新至:

HTML5实验室【目录】:   http://www.cnblogs.com/iamzhanglei/archive/2011/11/06/2237870.html

原文地址:https://www.cnblogs.com/iamzhanglei/p/2279576.html