JavaScript 图像动画的小demo_Javascript教程-查字典教程网
JavaScript 图像动画的小demo
JavaScript 图像动画的小demo
发布时间:2016-12-30 来源:查字典编辑
摘要:复制代码代码如下:图形动画.de{font-size:30px;text-decoration:none;font-family:微软雅黑;...

复制代码 代码如下:

<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">

<html xmlns="http://www.w3.org/1999/xhtml" >

<head>

<title>图形动画</title>

<style type="text/css">

.de{ font-size:30px; text-decoration:none; font-family:微软雅黑; color:#ccc;}

.de:hover{ color:#933;}

</style>

<script type="text/javascript">

/**

* ImageLoop.js: An ImageLoop class for performing image animations

*

* Constructor Arguments:

* imageId: the id of the <img> tag which will be animated

* fps: the number of frames to display per second

* frameURLs: an array of URLs, one for each frame of the animation

*

* Public Methods:

* start(): start the animation (but wait for all frames to load first)

* stop(): stop the animation

*

* Public Properties:

* loaded: true if all frames of the animation have loaded,

* false otherwise

*/

function ImageLoop(imageId, fps, frameURLs) {

// Remember the image id. Don't look it up yet since this constructor

// may be called before the document is loaded.

this.imageId = imageId;

// Compute the time to wait between frames of the animation

this.frameInterval = 1000 / fps;

// An array for holding Image objects for each frame

this.frames = new Array(frameURLs.length);

this.image = null; // The <img> element, looked up by id

this.loaded = false; // Whether all frames have loaded

this.loadedFrames = 0; // How many frames have loaded

this.startOnLoad = false; // Start animating when done loading?

this.frameNumber = -1; // What frame is currently displayed

this.timer = null; // The return value of setInterval()

// Initialize the frames[] array and preload the images

for (var i = 0; i < frameURLs.length; i++) {

this.frames[i] = new Image(); // Create Image object

// Register an event handler so we know when the frame is loaded

this.frames[i].onload = countLoadedFrames; // defined later

this.frames[i].src = frameURLs[i]; // Preload the frame's image

}

// This nested function is an event handler that counts how many

// frames have finished loading. When all are loaded, it sets a flag,

// and starts the animation if it has been requested to do so.

var loop = this;

function countLoadedFrames() {

loop.loadedFrames++;

if (loop.loadedFrames == loop.frames.length) {

loop.loaded = true;

if (loop.startOnLoad) loop.start();

}

}

// Here we define a function that displays the next frame of the

// animation. This function can't be an ordinary instance method because

// setInterval() can only invoke functions, not methods. So we make

// it a closure that includes a reference to the ImageLoop object

this._displayNextFrame = function () {

// First, increment the frame number. The modulo operator (%) means

// that we loop from the last to the first frame

loop.frameNumber = (loop.frameNumber + 1) % loop.frames.length;

// Update the src property of the image to the URL of the new frame

loop.image.src = loop.frames[loop.frameNumber].src;

};

}

/**

* This method starts an ImageLoop animation. If the frame images have not

* finished loading, it instead sets a flag so that the animation will

* automatically be started when loading completes

*/

ImageLoop.prototype.start = function () {

if (this.timer != null) return; // Already started

// If loading is not complete, set a flag to start when it is

if (!this.loaded) this.startOnLoad = true;

else {

// If we haven't looked up the image by id yet, do so now

if (!this.image) this.image = document.getElementById(this.imageId);

// Display the first frame immediately

this._displayNextFrame();

// And set a timer to display subsequent frames

this.timer = setInterval(this._displayNextFrame, this.frameInterval);

}

};

/** Stop an ImageLoop animation */

ImageLoop.prototype.stop = function () {

if (this.timer) clearInterval(this.timer);

this.timer = null;

};

</script>

<script type="text/javascript">

function de() {

var animation = new ImageLoop("loop", 1, ["img/img_01.jpg", "img/img_02.jpg",]);

var sta = document.getElementById("sta");

var stp = document.getElementById("stp");

sta.onclick = function () {

animation.start();

}

stp.onclick = function () {

animation.stop();

}

}

window.onload = function () {

de();

}

</script>

</head>

<body>

<img src="img/img_01.jpg" id="loop" alt="" title="" />

<a href="#" id="sta">Start</a>

<a href="#" id="stp">Stop</a>

</body>

</html>

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