Using HTML5 canvas I'm trying to load images and create a 'crossfade' effect where the first image fades into view then, after a short delay, the second image fades in over top of first image, etc.
With the help of answers to similar questions on this forum I've got 2 separate bits of code working ... one which loads an array of images and a second which animates a 'fade in' effect. My problem is that I don't know how to combine these 2 scripts to load an array of images AND ALSO have each image in array fade in as it loads.
Here are the 2 separate scripts I've got working:
LOAD IMAGE ARRAY INTO CANVAS:
HTML
<canvas id="canvas" width=600 height=350></canvas>
JS
window.onload = function() {
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
var delay=2000;
var nextTime=0;
var nextImage=0;
var imageURLs=[];
imageURLs.push("img/sunflower0.jpg");
imageURLs.push("img/sunflower1.jpg");
imageURLs.push("img/sunflower2.jpg");
var imgs=[];
var imagesOK=0;
loadAllImages(start);
function loadAllImages(callback){
for (var i=0; i<imageURLs.length; i++) {
var img = new Image();
imgs.push(img);
img.onload = function(){
imagesOK++;
if (imagesOK >= imageURLs.length ) {
callback();
}
};
img.src = imageURLs[i];
}
}
function start(){
requestAnimationFrame(animate);
}
function animate(currentTime){
requestAnimationFrame(animate);
if(currentTime<nextTime){return;}
ctx.clearRect(0,0,cw,ch);
ctx.drawImage(imgs[nextImage],0,0);
nextTime=currentTime+delay;
nextImage++;
if(nextImage>imgs.length-1){nextImage=0;}
}
} // close window.onload
FADE IN IMAGES AS THEY LOAD INTO CANVAS:
I managed to get a separate bit of code working that does this using Canvas and Greensock TweenMax:
<script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/1.18.0/TweenMax.min.js"> </script>
<script>
var ctx, img;
function init() {
ctx = document.getElementById("canvas").getContext("2d");
img = new Image();
img.src = "img/sunflower0.jpg";
img.xpos = 0;
img.ypos = 0;
img.globalAlpha = 0;
img.onload = function() {
TweenMax.ticker.addEventListener("tick",loop);
}
TweenMax.to(img, 5 ,{globalAlpha:1});
}
function loop(){
ctx.clearRect(0,0,500,336);
ctx.globalAlpha = img.globalAlpha;
ctx.drawImage(img, img.xpos, img.ypos);
}
init();
Can anyone show me how to combine these two scripts to get a crossfade effect?
Many thanks!
I would use three canvases for this :
var imgs = [];
var rand = Math.random;
var common = "http://lorempixel.com/500/300?";
var imageURLs = [common + rand(), common + rand(), common + rand(), common + rand(), common + rand()];
var imagesOK = 0;
function loadAllImages(callback) {
for (var i = 0; i < imageURLs.length; i++) {
var img = new Image();
imgs.push(img);
img.onload = function() {
imagesOK++;
if (imagesOK >= imageURLs.length) {
callback();
}
};
img.src = imageURLs[i];
}
}
var ctx = main.getContext('2d');
var last = main.cloneNode(true).getContext('2d');
var next = main.cloneNode(true).getContext('2d');
var current = 0;
var op = 1;
function nextImage() {
if (current++ >= imgs.length - 1) current = 0;
op = 1;
fade();
}
function fade() {
op -= .01;
last.clearRect(0, 0, main.width, main.height);
last.globalAlpha = op;
last.drawImage(imgs[current], 0, 0);
next.clearRect(0, 0, main.width, main.height);
next.globalAlpha = 1 - op;
next.drawImage(imgs[(current + 1) % (imgs.length)], 0, 0);
ctx.clearRect(0, 0, main.width, main.height);
ctx.drawImage(last.canvas, 0, 0);
ctx.drawImage(next.canvas, 0, 0);
if (op <= 0) setTimeout(nextImage, 1500);
else requestAnimationFrame(fade);
}
loadAllImages(fade);
<canvas id="main" width="500" height="300"></canvas>
来源:https://stackoverflow.com/questions/33558354/canvas-image-animation-crossfade