下面是用HTML5的
HTML code:
JavaScript code:
const FPS = 30; const SECONDS_BETWEEN_FRAMES = 1 / FPS; var bg0 = new Image(); var bg1 = new Image(); var bg2 = new Image(); var x = 0; const RATE = 50 * SECONDS_BETWEEN_FRAMES; const WIDTH = 600; const HEIGHT = 320; var canvas; var canvasBuffer; var context; var contextBuffer; window.onload = init; function init() { bg0.src = "b0.png"; bg1.src = "b1.png"; bg2.src = "b2.png"; canvas = document.getElementById("canvas"); canvasBuffer = document.createElement("canvas"); canvasBuffer.width = canvas.width; canvasBuffer.height = canvas.height; context = canvas.getContext("2d"); contextBuffer = canvasBuffer.getContext("2d"); context.clearRect(0, 0, canvas.width, canvas.height) contextBuffer.clearRect(0, 0, canvasBuffer.width, canvasBuffer.height); setInterval(animation, SECONDS_BETWEEN_FRAMES); } function animation() { x += RATE; context.clearRect(0, 0, canvas.width, canvas.height) contextBuffer.clearRect(0, 0, canvasBuffer.width, canvasBuffer.height); drawBuffer(bg0, 0, 0, 0.5); drawBuffer(bg1, 0, 100, 0.75); drawBuffer(bg2, 0, 100, 1); context.drawImage(canvasBuffer, 0, 0); } function drawBuffer(image, dx, dy, factor) { var left = (x * factor) % image.width; if (left + WIDTH >= image.width) { var d0 = image.width - left; var d1 = WIDTH - d0; contextBuffer.drawImage(image, left, 0, d0, HEIGHT, dx, dy, d0, HEIGHT); contextBuffer.drawImage(image, 0, 0, d1, HEIGHT, dx + d0, dy, d1, HEIGHT); } else { contextBuffer.drawImage(image, left, 0, WIDTH, HEIGHT, dx, dy, WIDTH, HEIGHT); } }
其中的setInternal()方法是动画动起来的核心方法。其原型如下:
int setInternal(code, millisec[, lang]);
其中code表示需要循环执行的代码或者方法(名),必需;millisec表示周期性循环的周期,单位是毫秒,必需;lang表示脚本语言的类型,如JScript、VBScript、JavaScript,可选,不过一般都直接忽略。返回值为一个可以传递给clearInternal()方法的值,从而取消循环。
setInternal()方法是HTML DOM的一个内建方法,其作用是按照指定的周期循环调用某一段代码或者某个方法,直到窗口关闭或者调用clearInternal()方法结束循环。
顺带一提的是在Canvas画布中绘制图形,一般情况下后绘制的会覆盖先绘制的,所以在绘制图像的时候需要先绘制远景b0,再绘制中景b1,最后绘制近景b2。