基于HTML5画布滚动的动画参与和脱离

HTML5 canvas scroll-based animation engaging and disengaging

本文关键字:动画 HTML5 布滚动 滚动 基于      更新时间:2023-09-26

我正试图通过本教程将图像从集合动态添加到画布中,以在滚动经过画布时呈现动画效果。页面从上到下有三个div:div_1是整页静态图像,div_2是画布,div_3是整页静止图像。滚动经过div_1后,所需的行为为:
-一旦div_1不在视图中,鼠标/触控板的滚动操作将停止向下滚动页面
-在div2/画布上暂停
-鼠标/触控板将开始循环浏览集合中的所有图像(通过画布显示),直到显示最后一个图像
-滚动动作将继续以继续向下翻页到div3

我不知道如何接合/脱离我正在绑定的mouseWheel事件;从页面的顶部开始,它(可以理解)与循环图像有关,但我不知道如何在div_1不在视图中时触发它,然后在基于滚动的动画完成后解除它。

非常感谢您的帮助。

html.erb

<body>
  <div class="div_1">
    <!-- Full screen image to  scroll past -->
  </div>
  <div class="div_2">
    <canvas id="background" width="1280" height="720"></canvas>
  </div>
  <div class="div_3">
    <!-- Full screen image to scroll to once animation is complete -->
  </div>
</body>

Javascript

var totalImages = IMAGE_URLS.length; 
var images = new Array();
for(var i = 0; i < totalImages; i++) {
    var img = new Image;
    img.src = IMAGE_URLS[i];
    images.push(img);
}

var currentLocation = 0;
var canv;
var context;
$(document).ready(function(){
  canv = document.getElementById('background');
  context = canv.getContext('2d');
  mouseWheel();
  // See above for where this gets called
});
var mouseWheel = function() {
  window.addEventListener('mousewheel', function(e) {
    e.preventDefault(); // No scroll
    // The following equation will return either a 1 for scroll down
    // or -1 for a scroll up
    var delta = Math.max(-1, Math.min(1, e.wheelDelta));
    // This code mostly keeps us from going too far in either direction
    if(delta == -1) currentLocation += .5;
    if(delta == 1) currentLocation -= .5`;
    if(currentLocation < 0) currentLocation = 0;
    if(currentLocation > images.length)
      currentLocation = images.length;
    // See below for the details of this function
    setImage(currentLocation);
  });
}
var setImage = function(newLocation) {
    // drawImage takes 5 arguments: image, x, y, width, height
    context.drawImage(images[newLocation], 0, 0, 1280, 720);
}

jsFiddle:https://jsfiddle.net/jvLk0vhp/1/

javascript:

var images = new Array();
var currentLocation = 0;
var totalImages = 7;
for (var i = 0; i < totalImages; i++) {
    var img = new Image;
    switch (i) {
        case 0:
            img.src = "http://img.pokemondb.net/sprites/black-white/normal/mewtwo.png";
            break;
        case 1:
            img.src = "http://img.pokemondb.net/sprites/black-white/normal/keldeo-ordinary.png";
            break;
        case 2:
            img.src = "http://img.pokemondb.net/sprites/black-white/normal/darkrai.png";
            break;
        case 3:
            img.src = "http://floatzel.net/pokemon/black-white/sprites/images/5.png";
            break;
        case 4:
            img.src = "http://vignette1.wikia.nocookie.net/capx/images/0/03/001.png/revision/latest?cb=20140322003659";
            break;
        case 5:
            img.src = "http://img.pokemondb.net/sprites/black-white/normal/absol.png";
            break;
        case 6:
            img.src = "http://img.pokemondb.net/sprites/black-white/normal/dewgong.png";
            break;
        case 7:
            img.src = "http://orig05.deviantart.net/e770/f/2013/008/c/6/froakie_by_baconboy914-d5qvrjo.gif";
            break;
    }
    images.push(img);
}
var c = document.getElementById("background");
var ctx = c.getContext("2d");
var mouseWheel = function () {
    window.addEventListener('mousewheel', function (e) {
        e.preventDefault(); // No scroll
        // The following equation will return either a 1 for scroll down
        // or -1 for a scroll up
        var delta = Math.max(-1, Math.min(1, e.wheelDelta));
        // This code mostly keeps us from going too far in either direction
        if (delta == -1) currentLocation += 1;
        if (delta == 1) currentLocation -= 1;
        if (currentLocation < 0) currentLocation = 0;
        if (currentLocation >= (totalImages - 1)) currentLocation = (totalImages - 1);
        console.log("Current location " + currentLocation);
        // See below for the details of this function
        setImage(currentLocation);
    });
}
var setImage = function (newLocation) {
    // drawImage takes 5 arguments: image, x, y, width, height
    ctx.fillRect(0, 0, c.width, c.height);
    ctx.drawImage(images[newLocation], 0, 0, 150, 150);
}
images[0].onload = function () {
    ctx.fillRect(0, 0, c.width, c.height);
    ctx.drawImage(images[currentLocation], 0, 0, 150, 150);
    mouseWheel();
};

我刚刚使用了一个画布来实现预期的输出,如果你仍然想在第一次和最后一次使用div,请检查下面的第二个答案

jsfiddle:https://jsfiddle.net/jvLk0vhp/2/

javascript(也使用div)

var images = new Array();
var currentLocation = 0;
var totalImages = 7;
var div1 = document.getElementById("id_1");
var div2 = document.getElementById("id_2");
var div3 = document.getElementById("id_3");
div2.style.display = "none";
div3.style.display = "none";
for (var i = 0; i < totalImages; i++) {
    var img = new Image;
    switch (i) {
        case 1:
            img.src = "http://img.pokemondb.net/sprites/black-white/normal/keldeo-ordinary.png";
            break;
        case 2:
            img.src = "http://img.pokemondb.net/sprites/black-white/normal/darkrai.png";
            break;
        case 3:
            img.src = "http://floatzel.net/pokemon/black-white/sprites/images/5.png";
            break;
        case 4:
            img.src = "http://vignette1.wikia.nocookie.net/capx/images/0/03/001.png/revision/latest?cb=20140322003659";
            break;
        case 5:
            img.src = "http://img.pokemondb.net/sprites/black-white/normal/absol.png";
            break;
        case 6:
            img.src = "http://img.pokemondb.net/sprites/black-white/normal/dewgong.png";
            break;
    }
    images.push(img);
}
var c = document.getElementById("background");
var ctx = c.getContext("2d");
var mouseWheel = function () {
    window.addEventListener('mousewheel', function (e) {
        e.preventDefault(); // No scroll
        // The following equation will return either a 1 for scroll down
        // or -1 for a scroll up
        var delta = Math.max(-1, Math.min(1, e.wheelDelta));
        // This code mostly keeps us from going too far in either direction
        if (delta == -1) currentLocation += 1;
        if (delta == 1) currentLocation -= 1;
        if (currentLocation < 0) currentLocation = 0;
        if (currentLocation >= (totalImages - 1)) currentLocation = (totalImages - 1);
        console.log("Current location " + currentLocation);
        // See below for the details of this function
        setImage(currentLocation);
    });
}
var setImage = function (newLocation) {
    // drawImage takes 5 arguments: image, x, y, width, height
    if (newLocation == 0) {
        div1.style.display = "block";
        div2.style.display = "none";
        div3.style.display = "none";
    } else if (newLocation == (totalImages - 1)) {
        div1.style.display = "none";
        div2.style.display = "none";
        div3.style.display = "block";
    } else {
        div1.style.display = "none";
        div2.style.display = "block";
        div3.style.display = "none";
        ctx.fillRect(0, 0, c.width, c.height);
        ctx.drawImage(images[newLocation], 0, 0, 150, 150);
    }
}

ctx.fillRect(0, 0, c.width, c.height);
ctx.drawImage(images[currentLocation], 0, 0, 150, 150);
mouseWheel();