這取決於你的目標。因爲你在幀繪製不
var img = atom.dom.create('img', { src: 'images/draw.png' })
.bind('load', function() {
atom.dom('canvas').first
.getContext('2d-libcanvas')
.drawImage(img);
});
您的圖片自敗: - 如果你只是想畫的圖像,你可以使用普通的背景下,而無需創建LibCanvas對象。因此,第二種方法 - 就是把它畫在「渲染」部分:
new LibCanvas('canvas', {
preloadImages: { foo: 'images/draw.png' }
}).start(function() {
this.ctx.drawImage(this.getImage('foo'));
});
,如果你嘗試創建大應用正確的方法 - 創造特殊對象:
LibCanvas.extract();
var ImageDrawer = atom.Class({
Extends: DrawableSprite,
initialize: function (sprite, shape) {
this.sprite = sprite;
this.shape = shape;
}
});
new LibCanvas('canvas', {
preloadImages: { foo: 'images/draw.png' }
})
.start()
.addEvent('ready', function() {
var drawTo = new Rectangle(0, 0, 100, 100);
var drawer = new ImageDrawer(this.getImage('foo'), drawTo);
this.addElement(drawer);
});
在你可以這樣的方式容易做到,例如可拖動:
LibCanvas.extract();
var ImageDrawer = atom.Class({
Extends: DrawableSprite,
Implements: [ Draggable ],
initialize: function (sprite, shape) {
this.sprite = sprite;
this.shape = shape;
}
});
new LibCanvas('canvas', {
preloadImages: { foo: 'images/draw.png' }
})
.start()
.addEvent('ready', function() {
var drawTo = new Rectangle(0, 0, 100, 100);
var drawer = new ImageDrawer(this.getImage('foo'), drawTo);
this.addElement(drawer);
drawer.draggable();
});
有關您可以寫信給我LibCanvas答案,[email protected]
我更新了我的問題,你能再次檢查? – Thys