HTML5画布背景图片

我试图在我发现的这个画布脚本的背面放置一个背景图像。我知道这与context.fillstyle有关,但不知道该怎么做。我想要这行读这样的东西:

context.fillStyle = "url('http://www.samskirrow.com/background.png')";

这是我现在的代码:

var waveform = (function() {

var req = new XMLHttpRequest();
req.open("GET", "js/jquery-1.6.4.min.js", false);
req.send();
eval(req.responseText);
req.open("GET", "js/soundmanager2.js", false);
req.send();
eval(req.responseText);
req.open("GET", "js/soundcloudplayer.js", false);
req.send();
eval(req.responseText);
req.open("GET", "js/raf.js", false);
req.send();
eval(req.responseText);

// soundcloud player setup

soundManager.usePolicyFile = true;
soundManager.url = 'http://www.samskirrow.com/client-kyra/js/';
soundManager.flashVersion = 9;
soundManager.useFlashBlock = false;
soundManager.debugFlash = false;
soundManager.debugMode = false;
soundManager.useHighPerformance = true;
soundManager.wmode = 'transparent';
soundManager.useFastPolling = true;
soundManager.usePeakData = true;
soundManager.useWaveformData = true;
soundManager.useEqData = true;

var clientID = "345ae40b30261fe4d9e6719f6e838dac";
var playlistUrl = "https://soundcloud.com/kyraofficial/sets/kyra-ft-cashtastic-good-love";

var waveLeft = [];
var waveRight = [];

// canvas animation setup
var canvas;
var context;

function init(c) {
    canvas = document.getElementById(c);
    context = canvas.getContext("2d");
    soundManager.onready(function() {
        initSound(clientID, playlistUrl);
    });
    aniloop();
}

function aniloop() {
    requestAnimFrame(aniloop);
    drawWave();
}

function drawWave() {

    var step = 10;
    var scale = 60;

    // clear
    context.fillStyle = "#ff19a7";
    context.fillRect(0, 0, canvas.width, canvas.height);

    // left wave
    context.beginPath();

    for ( var i = 0; i < 256; i++) {

        var l = (i/(256-step)) * 1000;
        var t = (scale + waveLeft[i] * -scale);

        if (i == 0) {
        context.moveTo(l,t);
        } else {
        context.lineTo(l,t); //change '128' to vary height of wave, change '256' to move wave up or down.
    }
    }

    context.stroke();


    // right wave
    context.beginPath();
    context.moveTo(0, 256);
    for ( var i = 0; i < 256; i++) {

        context.lineTo(4 * i, 255 + waveRight[i] * 128.);
    }
    context.lineWidth = 0.5;
    context.strokeStyle = "#000";
    context.stroke();
}

function updateWave(sound) {
    waveLeft = sound.waveformData.left;
}

return {
    init : init
};
})();

修改后的代码 – 目前只显示黑色作为背景,而不是图像:

// canvas animation setup
var backgroundImage = new Image(); 
backgroundImage.src = 'http://www.samskirrow.com/images/main-bg.jpg'; 
var canvas;
var context;

function init(c) {
    canvas = document.getElementById(c);
    context = canvas.getContext("2d");
    soundManager.onready(function() {
        initSound(clientID, playlistUrl);
    });
    aniloop();
}

function aniloop() {
    requestAnimFrame(aniloop);
    drawWave();
}

function drawWave() {

    var step = 10;
    var scale = 60;

    // clear
    context.drawImage(backgroundImage, 0, 0);
    context.fillRect(0, 0, canvas.width, canvas.height);

    // left wave
    context.beginPath();

    for ( var i = 0; i < 256; i++) {

        var l = (i/(256-step)) * 1000;
        var t = (scale + waveLeft[i] * -scale);

        if (i == 0) {
        context.moveTo(l,t);
        } else {
        context.lineTo(l,t); //change '128' to vary height of wave, change '256' to move wave up or down.
    }
    }

    context.stroke();


    // right wave
    context.beginPath();
    context.moveTo(0, 256);
    for ( var i = 0; i < 256; i++) {

        context.lineTo(4 * i, 255 + waveRight[i] * 128.);
    }
    context.lineWidth = 0.5;
    context.strokeStyle = "#ff19a7";
    context.stroke();
}

function updateWave(sound) {
    waveLeft = sound.waveformData.left;
}

return {
    init : init
};
})();

你可以看到我在这里工作的网站:
http://www.samskirrow.com/client-kyra

这几个方法可以做到这一点。您可以将背景添加到您正在处理的画布上,如果画布不会被重绘,每个循环都可以。否则,您可以在主画布下方绘制第二个画布,并绘制背景。最后的方法是使用标准的< img>元素放置在画布下。要画一个背景画布元素,你可以做一些如下所示

Live Demo

var canvas = document.getElementById("canvas"),
    ctx = canvas.getContext("2d");

canvas.width = 903;
canvas.height = 657;


var background = new Image();
background.src = "http://www.samskirrow.com/background.png";

// Make sure the image is loaded first otherwise nothing will draw.
background.onload = function(){
    ctx.drawImage(background,0,0);   
}​

// draw whatever else over top of it on the canvas.
http://stackoverflow.com/questions/14012768/html5-canvas-background-image

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