问题
i'm trying to animate a faux pixelated map of the world so that it transitions between different colors smoothly. i originially did this with jquery and tables but the cpu usage was very high so i thought i'd try html5 canvas instead. However, i still get very high cpu usage for this. i'm wondering if its the large array in the code (which i use to indicate where a square should be filled). any help would be deeply appreciated.
<!DOCTYPE html>
<html>
<head>
<title>canvas version</title>
<script src="raphael.js"></script>
<script type="text/javascript" src="https://ajax.googleapis.com/ajax/libs/jquery/1.4.4/jquery.min.js"></script>
</head>
<body>
<div id="canvasesdiv" style="position:relative; width:864px; height:456px">
<canvas id="world-map" width="864" height="456" style="position:absolute; left:0px; top:0px; z-index:1;">
</canvas>
<canvas id="backdrop" width="864" height="456" style="position:absolute; left:0px; top:0px; z-index:0;"></canvas>
<script type="text/javascript">
//declare vars
var ctx1
var ctx2
var layer1
var layer2
var red = 255;
var dr = 1;
//initialization
function init() {
layer1 = document.getElementById("backdrop");
ctx1 = layer1.getContext("2d");
//layer2 = document.getElementById("world-map");
//ctx2 = layer2.getContext("2d");
drawMap(red);
setInterval(function(){red = drawMap(red);},1);
}
//LOOP THROUGH THE ARRAY IT SHOULD BE 38 ROWS EACH WITH 72 COLUMN ENTRIES make each one 12x12 and then fill according to array non zero entries
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//Draw the map and animate the background in red only for now
function drawMap(){
ctx1.clearRect(0,0, 864, 456);
red -= dr
if (red < 0 || red > 255){
dr = -dr
}
ctx1.fillStyle = 'rgb('+red+',0,0)';
ctx1.strokeStyle = '#000';
for (var row = 0; row < 38; row+=1){
for (var col = 0; col < 72; col+=1){
if (array[row][col] != 0.0){
ctx1.fillRect(col*12,row*12,12,12);
ctx1.strokeRect(col*12,row*12,12,12);
}
}
}
return red;
}
init();
</script>
</div>
</body>
</html>
回答1:
Here's how I would modify your code. Major changes:
- Do not call
drawMap
as fast as possible, instead maxing out at 30fps (and in practice slightly less). - Precalculate the xy offsets, skipping zeroes, once only. This significantly shortens the number of iterations you loop through in
drawMap
. (~970 vs. ~2700) - Use the fact that
drawMap
is a closure to modifyred
directly with no need to return/assign it. - Remove the hard-coding of
12
, instead letting you setsquareSize
in one spot and have your code and canvas updated accordingly. - Change the offset per 'frame' to
5
instead of1
to account for lower fps. In reality, the best choice would be to specify a redPerSecond variable and calculate the inter-frame delay between calls todrawMap
so that the color pulsing happens at the same world speed regardless of framerate. - Remove all decimals from your map array for shorter code, and introduce reasonable linebreaks so that my text editor doesn't cry.
- No need to set the
strokeStyle
to the same value each call todrawMap()
.
var map = [
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[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,21,22,0,0,25,26,27,28,29,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,18,19,20,21,22,23,24,25,26,27,28,29,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
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[0,0,0,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,0,22,23,24,25,26,0,0,0,0,0,0,33,34,35,36,37,0,0,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,0,0,0,0,0,0,0,0,0,0,0],
[0,0,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,0,0,22,23,0,0,0,27,28,0,0,0,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,0,0,0,0,0,0,0,0,0],
[0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,0,0,0,0,0,0,0,0,0,0,0,0,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,0,0,0,0,0,0,0,0,0,0,0],
[0,1,2,0,0,0,6,7,8,9,10,11,12,13,14,15,16,17,18,19,0,0,0,0,0,0,0,0,0,0,30,0,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,0,0,0,60,0,0,0,0,0,0,0,0,0,0,0],
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[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,16,17,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,17,18,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
];
var squareSize = 12;
var nonZeroIndices = [];
var rows = map.length, cols=map[0].length;
for (var row=0; row<rows; ++row){
for (var col=0; col<cols; ++col){
if (map[row][col]) nonZeroIndices.push( [col*squareSize,row*squareSize] );
}
}
var nonZeroes = nonZeroIndices.length;
window.onload = function(){
var layer1 = document.getElementById("backdrop");
var ctx1 = layer1.getContext('2d');
var red=255, offset=5;
var w = layer1.width = map[0].length * squareSize;
var h = layer1.height = map.length * squareSize;
ctx1.strokeStyle = '#000';
var drawMap = function(){
ctx1.clearRect(0,0,w,h);
red -= offset;
ctx1.fillStyle = 'rgb('+red+',0,0)';
for (var i=0; i<nonZeroes; ++i){
var xy = nonZeroIndices[i];
ctx1.fillRect(xy[0],xy[1],squareSize,squareSize);
ctx1.strokeRect(xy[0],xy[1],squareSize,squareSize);
}
if (red<0 || red>255) offset *= -1;
};
setInterval( drawMap, 1000/30 );
};
<div id="canvasesdiv" style="position:relative; width:864px; height:456px">
<canvas id="world-map" width="864" height="456" style="position:absolute; left:0px; top:0px; z-index:1;"></canvas>
<canvas id="backdrop" width="864" height="456" style="position:absolute; left:0px; top:0px; z-index:0;"></canvas>
</div>
回答2:
Well, you are scheduling the fill/stroking of 38 * 72 = 2736 rectangles every millisecond (setInterval takes args in milliseconds, not seconds). So you're forcing the browser to try and draw 2,736,000 rectangles a second.
That's not much for a GPU, but it is a fairly heavy load for a software renderer, which is what most browsers have for Canvas elements, until stuff like Direct2D and whatnot catches on.
来源:https://stackoverflow.com/questions/4765600/html5-canvas-animation-uses-88-98-of-cpu