这取决于你的目标。因为你在帧绘制不
var img = atom.dom.create('img', { src: 'images/draw.png' })
.bind('load', function() {
atom.dom('canvas').first
.getContext('2d-libcanvas')
.drawImage(img);
});
您的图片自败: - 如果你只是想画的图像,你可以使用普通的背景下,而无需创建LibCanvas对象。因此,第二种方法 - 就是把它画在“渲染”部分:
new LibCanvas('canvas', {
preloadImages: { foo: 'images/draw.png' }
}).start(function() {
this.ctx.drawImage(this.getImage('foo'));
});
,如果你尝试创建大应用正确的方法 - 创造特殊对象:
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);
});
在你可以这样的方式容易做到,例如可拖动:
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();
});
有关您可以写信给我LibCanvas答案,[email protected]
我更新了我的问题,你能再次检查? – Thys