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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" >
<head>
<title>图形动画</title>
<style type="text/css">
.de{ font-size:30px; text-decoration:none; font-family:微软雅黑; color:#ccc;}
.de:hover{ color:#933;}
</style>
<script type="text/javascript">
/**
* ImageLoop.js: An ImageLoop class for performing image animations
*
* Constructor Arguments:
* imageId: the id of the <img> tag which will be animated
* fps: the number of frames to display per second
* frameURLs: an array of URLs, one for each frame of the animation
*
* Public Methods:
* start(): start the animation (but wait for all frames to load first)
* stop(): stop the animation
*
* Public Properties:
* loaded: true if all frames of the animation have loaded,
* false otherwise
*/
function ImageLoop(imageId, fps, frameURLs) {
// Remember the image id. Don't look it up yet since this constructor
// may be called before the document is loaded.
this.imageId = imageId;
// Compute the time to wait between frames of the animation
this.frameInterval = 1000 / fps;
// An array for holding Image objects for each frame
this.frames = new Array(frameURLs.length);
this.image = null; // The <img> element, looked up by id
this.loaded = false; // Whether all frames have loaded
this.loadedFrames = 0; // How many frames have loaded
this.startOnLoad = false; // Start animating when done loading?
this.frameNumber = -1; // What frame is currently displayed
this.timer = null; // The return value of setInterval()
// Initialize the frames[] array and preload the images
for (var i = 0; i < frameURLs.length; i++) {
this.frames[i] = new Image(); // Create Image object
// Register an event handler so we know when the frame is loaded
this.frames[i].onload = countLoadedFrames; // defined later
this.frames[i].src = frameURLs[i]; // Preload the frame's image
}
// This nested function is an event handler that counts how many
// frames have finished loading. When all are loaded, it sets a flag,
// and starts the animation if it has been requested to do so.
var loop = this;
function countLoadedFrames() {
loop.loadedFrames++;
if (loop.loadedFrames == loop.frames.length) {
loop.loaded = true;
if (loop.startOnLoad) loop.start();
}
}
// Here we define a function that displays the next frame of the
// animation. This function can't be an ordinary instance method because
// setInterval() can only invoke functions, not methods. So we make
// it a closure that includes a reference to the ImageLoop object
this._displayNextFrame = function () {
// First, increment the frame number. The modulo operator (%) means
// that we loop from the last to the first frame
loop.frameNumber = (loop.frameNumber + 1) % loop.frames.length;
// Update the src property of the image to the URL of the new frame
loop.image.src = loop.frames[loop.frameNumber].src;
};
}
/**
* This method starts an ImageLoop animation. If the frame images have not
* finished loading, it instead sets a flag so that the animation will
* automatically be started when loading completes
*/
ImageLoop.prototype.start = function () {
if (this.timer != null) return; // Already started
// If loading is not complete, set a flag to start when it is
if (!this.loaded) this.startOnLoad = true;
else {
// If we haven't looked up the image by id yet, do so now
if (!this.image) this.image = document.getElementById(this.imageId);
// Display the first frame immediately
this._displayNextFrame();
// And set a timer to display subsequent frames
this.timer = setInterval(this._displayNextFrame, this.frameInterval);
}
};
/** Stop an ImageLoop animation */
ImageLoop.prototype.stop = function () {
if (this.timer) clearInterval(this.timer);
this.timer = null;
};
</script>
<script type="text/javascript">
function de() {
var animation = new ImageLoop("loop", 1, ["img/img_01.jpg", "img/img_02.jpg",]);
var sta = document.getElementById("sta");
var stp = document.getElementById("stp");
sta.onclick = function () {
animation.start();
}
stp.onclick = function () {
animation.stop();
}
}
window.onload = function () {
de();
}
</script>
</head>
<body>
<img src="/UploadFiles/2021-04-02/img_01.jpg"><a href="#" class="de" id="sta">Start</a>
<a href="#" class="de" id="stp">Stop</a>
</body>
</html>
<!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" >
<head>
<title>图形动画</title>
<style type="text/css">
.de{ font-size:30px; text-decoration:none; font-family:微软雅黑; color:#ccc;}
.de:hover{ color:#933;}
</style>
<script type="text/javascript">
/**
* ImageLoop.js: An ImageLoop class for performing image animations
*
* Constructor Arguments:
* imageId: the id of the <img> tag which will be animated
* fps: the number of frames to display per second
* frameURLs: an array of URLs, one for each frame of the animation
*
* Public Methods:
* start(): start the animation (but wait for all frames to load first)
* stop(): stop the animation
*
* Public Properties:
* loaded: true if all frames of the animation have loaded,
* false otherwise
*/
function ImageLoop(imageId, fps, frameURLs) {
// Remember the image id. Don't look it up yet since this constructor
// may be called before the document is loaded.
this.imageId = imageId;
// Compute the time to wait between frames of the animation
this.frameInterval = 1000 / fps;
// An array for holding Image objects for each frame
this.frames = new Array(frameURLs.length);
this.image = null; // The <img> element, looked up by id
this.loaded = false; // Whether all frames have loaded
this.loadedFrames = 0; // How many frames have loaded
this.startOnLoad = false; // Start animating when done loading?
this.frameNumber = -1; // What frame is currently displayed
this.timer = null; // The return value of setInterval()
// Initialize the frames[] array and preload the images
for (var i = 0; i < frameURLs.length; i++) {
this.frames[i] = new Image(); // Create Image object
// Register an event handler so we know when the frame is loaded
this.frames[i].onload = countLoadedFrames; // defined later
this.frames[i].src = frameURLs[i]; // Preload the frame's image
}
// This nested function is an event handler that counts how many
// frames have finished loading. When all are loaded, it sets a flag,
// and starts the animation if it has been requested to do so.
var loop = this;
function countLoadedFrames() {
loop.loadedFrames++;
if (loop.loadedFrames == loop.frames.length) {
loop.loaded = true;
if (loop.startOnLoad) loop.start();
}
}
// Here we define a function that displays the next frame of the
// animation. This function can't be an ordinary instance method because
// setInterval() can only invoke functions, not methods. So we make
// it a closure that includes a reference to the ImageLoop object
this._displayNextFrame = function () {
// First, increment the frame number. The modulo operator (%) means
// that we loop from the last to the first frame
loop.frameNumber = (loop.frameNumber + 1) % loop.frames.length;
// Update the src property of the image to the URL of the new frame
loop.image.src = loop.frames[loop.frameNumber].src;
};
}
/**
* This method starts an ImageLoop animation. If the frame images have not
* finished loading, it instead sets a flag so that the animation will
* automatically be started when loading completes
*/
ImageLoop.prototype.start = function () {
if (this.timer != null) return; // Already started
// If loading is not complete, set a flag to start when it is
if (!this.loaded) this.startOnLoad = true;
else {
// If we haven't looked up the image by id yet, do so now
if (!this.image) this.image = document.getElementById(this.imageId);
// Display the first frame immediately
this._displayNextFrame();
// And set a timer to display subsequent frames
this.timer = setInterval(this._displayNextFrame, this.frameInterval);
}
};
/** Stop an ImageLoop animation */
ImageLoop.prototype.stop = function () {
if (this.timer) clearInterval(this.timer);
this.timer = null;
};
</script>
<script type="text/javascript">
function de() {
var animation = new ImageLoop("loop", 1, ["img/img_01.jpg", "img/img_02.jpg",]);
var sta = document.getElementById("sta");
var stp = document.getElementById("stp");
sta.onclick = function () {
animation.start();
}
stp.onclick = function () {
animation.stop();
}
}
window.onload = function () {
de();
}
</script>
</head>
<body>
<img src="/UploadFiles/2021-04-02/img_01.jpg"><a href="#" class="de" id="sta">Start</a>
<a href="#" class="de" id="stp">Stop</a>
</body>
</html>
标签:
图像动画
相思资源网 Design By www.200059.com
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免责声明:本站文章均来自网站采集或用户投稿,网站不提供任何软件下载或自行开发的软件! 如有用户或公司发现本站内容信息存在侵权行为,请邮件告知! 858582#qq.com
相思资源网 Design By www.200059.com
暂无JavaScript 图像动画的小demo的评论...
稳了!魔兽国服回归的3条重磅消息!官宣时间再确认!
昨天有一位朋友在大神群里分享,自己亚服账号被封号之后居然弹出了国服的封号信息对话框。
这里面让他访问的是一个国服的战网网址,com.cn和后面的zh都非常明白地表明这就是国服战网。
而他在复制这个网址并且进行登录之后,确实是网易的网址,也就是我们熟悉的停服之后国服发布的暴雪游戏产品运营到期开放退款的说明。这是一件比较奇怪的事情,因为以前都没有出现这样的情况,现在突然提示跳转到国服战网的网址,是不是说明了简体中文客户端已经开始进行更新了呢?