几天前同事给我看了一个特效,是一个拼图游戏,不同的是,拼图里的是动画。他让我看下做个DEMO,于是就自己整了一会,也确实不难。用canvas很容易做。所以这篇博文不适合高手看。。。。就是随便写来玩玩的。
效果图:
至少我刚看到这个的时候觉得挺新颖的,所以才会想到做出来玩玩,觉得楼主out的哥们请轻喷
不多说,先上DEMO:视频拼图 (或许要等一会才能看到效果,我是直接在w3school那里搞了个视频链接过来的,拖动什么的都做的很简单,或许还有些bug,毕竟就只是做一个DEMO玩玩而已,说说原理就行了),还有一点,直接把视频的当前帧画到canvas中在移动设备上好像还不支持。。。至少我用ipad看了一下,发现画不上去,如果有知道肿么解决这问题的大牛请为小弟解答一下,不甚感激
原理:每一块拼图就是一个canvas,同时还需要一个离屏canvas。先整一个video标签
复制代码代码如下:</p>
<p><video id="video" src="/UploadFiles/2021-03-30/mov_bbb.mp4">
并且把video隐藏掉,然后播放视频的时候把每一帧都画到离屏canvas中(离屏canvas就是隐藏了的canvas,用于保存数据),写法很简单:
复制代码代码如下:ctx.drawImage(video , 0 , 0 , vw , vh);
,直接用drawImage方法画上去就行了。为何要先用离屏canvas呢,因为如果直接把每一帧数据同时画到所有拼图块的canvas中,浏览器会瞬间崩掉。所以用一个离屏canvas作为缓冲。先把当前帧的数据保存到canvas,然后再将canvas画到作为拼图块的canvas中。将canvas画到canvas中也很简单,也是用drawImage就可以搞定:
ctx2.drawImage(cs , -this.cols*this.w , -this.rows*this.h , vw , vh);
然后。。。。原理就这么简单,之后提醒一点,用requestAnimationFrame循环取帧时,要限一下速,例如下面所写的,我是每30毫秒取一次,推荐30~50毫秒,太低浏览器容易崩溃,太高的话视频出现卡帧现象了:
复制代码代码如下:
function animate(){
var newTime = new Date();
if(newTime - lastTime > 30){
lastTime = newTime;
ctx.drawImage(video , 0 , 0 , vw , vh);
canvases.forEach(function(){
var ctx2 = this.cas.getContext('2d');
ctx2.drawImage(cs , -this.cols*this.w , -this.rows*this.h , vw , vh);
});
}
if("requestAnimationFrame" in window){
requestAnimationFrame(animate);
}
else if("webkitRequestAnimationFrame" in window){
webkitRequestAnimationFrame(animate);
}
else if("msRequestAnimationFrame" in window){
msRequestAnimationFrame(animate);
}
else if("mozRequestAnimationFrame" in window){
mozRequestAnimationFrame(animate);
}
}
最后贴出所有代码:
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" xml:lang="en">
<head>
<meta http-equiv="Content-Type" content="text/html;charset=UTF-8">
<style>
body{margin:0;padding:0;}
.allCanvas{
position: relative;
margin:50px auto;
width:600px;
}
.vcanvas{
position: absolute;
display: block;
border: 1px solid;
}
</style>
<title>视频拼图</title>
</head>
<body>
<div class="allCanvas">
<canvas id="liping" width="600" height="400" style="display:none"></canvas>
</div>
<video id="video" src="/UploadFiles/2021-03-30/mov_bbb.mp4"> <script>
var video = document.getElementById("video");
var cs = document.getElementById("liping");
var ctx = cs.getContext('2d')
var rows = 3,
cols = 3,
cb = document.querySelector(".allCanvas"),
vw = 600,
vh = 400,
canvases = [];</p>
<p> function createCanvas(){
var num = rows*cols;
for(var i=0;i<cols;i++){
for(var j=0;j<rows;j++){
var canvas = new vCanvas(Math.random()*600, Math.random()*600 , vw/rows , vh/cols , j , i);
canvases.push(canvas);
}
}
}</p>
<p> var vCanvas = function(x,y,w,h,cols,rows){
this.x = x;
this.y = y;
this.w = w;
this.h = h;
this.cols = cols;
this.rows = rows;
this.creat();
this.behavior();
}
vCanvas.prototype = {
creat:function(){
this.cas = document.createElement("canvas");
cb.appendChild(this.cas);
this.cas.className = "vcanvas";
this.cas.id = "vc_"+(this.cols+1)*(this.rows+1);
this.cas.style.left = this.x+"px";
this.cas.style.top = this.y+"px";
this.cas.width = this.w;
this.cas.height = this.h;
},
behavior:function(){
this.cas.onmousedown = function(e){
e = e || window.event;
var that = this;
var om = {
x:e.clientX,
y:e.clientY
}
window.onmousemove = function(e){
e = e || window.event;
var nm = {
x:e.clientX,
y:e.clientY
}
that.style.left = parseInt(that.style.left.replace("px","")) + (nm.x-om.x) + "px";
that.style.top = parseInt(that.style.top.replace("px","")) + (nm.y-om.y) + "px";
om = nm;
}
window.onmouseup = function(){
this.onmousemove = null;
}
}
}
}</p>
<p> Array.prototype.forEach = function(callback){
for(var i=0;i<this.length;i++){
callback.call(this[i]);
}
}</p>
<p> var lastTime = 0;
function initAnimate(){
lastTime = new Date();
createCanvas();
animate();
}</p>
<p> function animate(){
var newTime = new Date();
if(newTime - lastTime > 30){
lastTime = newTime;
ctx.drawImage(video , 0 , 0 , vw , vh);
canvases.forEach(function(){
var ctx2 = this.cas.getContext('2d');
ctx2.drawImage(cs , -this.cols*this.w , -this.rows*this.h , vw , vh);
});
}
if("requestAnimationFrame" in window){
requestAnimationFrame(animate);
}
else if("webkitRequestAnimationFrame" in window){
webkitRequestAnimationFrame(animate);
}
else if("msRequestAnimationFrame" in window){
msRequestAnimationFrame(animate);
}
else if("mozRequestAnimationFrame" in window){
mozRequestAnimationFrame(animate);
}
}</p>
<p> video.play();
initAnimate();
</script>
</body>
</html>
HTML5
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