在画布中更改URL图像的不透明度

时间:2022-09-04 09:09:04

I have a few lines of code that add a plant into my canvas game:

我有几行代码将植物添加到我的画布游戏中:

function drawPlant() {
    base_image = new Image();
    base_image.src = 'http://i.imgur.com/xOupnQp.png';
    if (treeLoaded) {
        ctx.drawImage(base_image, 20, 333, 60, base_image.height * (60/base_image.width));
    }
    else {
    base_image.onload = function(){
        treeLoaded = true;
    };
}

This puts the image into my game. However, I also want to make it faded out a bit. Could I use GlobalAlpha for this? And if so, how do I do it? Thanks.

这会将图像放入我的游戏中。但是,我也想让它淡出一点。我可以使用GlobalAlpha吗?如果是这样,我该怎么做?谢谢。

1 个解决方案

#1


Yes, globalAlpha is a good choice. It takes a value in the range [0, 1].

是的,globalAlpha是一个不错的选择。它取一个[0,1]范围内的值。

For example:

(example also corrects loading pattern)

(例子也纠正了加载模式)

function drawPlant() {
    base_image = new Image();
    base_image.onload = function(){
        treeLoaded = true;
        ctx.globalAlpha = 0.5; // 50% opacity
        ctx.drawImage(this, 20, 333, 60, base_image.height * (60/base_image.width));
        ctx.globalAlpha = 1; // normal full opacity
    };
    base_image.src = 'http://i.imgur.com/xOupnQp.png';
}

You might want to consider a callback too as loading images happens asychronously, for example, a modified example with callback-ability could look like:

您可能也想考虑回调,因为加载图像是异步发生的,例如,具有回调能力的修改示例可能如下所示:

function drawPlant(callback) {
    base_image = new Image();
    base_image.onload = function(){
        treeLoaded = true;
        ctx.globalAlpha = 0.5; // 50% opacity
        ctx.drawImage(this, 20, 333, 60, base_image.height * (60/base_image.width));
        ctx.globalAlpha = 1;  // normal full opacity
        callback(this);       // invoke callback with image as argument
    };
    base_image.src = 'http://i.imgur.com/xOupnQp.png';
}

Then:

drawPlant(function(img) {
    // continue from here...
});

#1


Yes, globalAlpha is a good choice. It takes a value in the range [0, 1].

是的,globalAlpha是一个不错的选择。它取一个[0,1]范围内的值。

For example:

(example also corrects loading pattern)

(例子也纠正了加载模式)

function drawPlant() {
    base_image = new Image();
    base_image.onload = function(){
        treeLoaded = true;
        ctx.globalAlpha = 0.5; // 50% opacity
        ctx.drawImage(this, 20, 333, 60, base_image.height * (60/base_image.width));
        ctx.globalAlpha = 1; // normal full opacity
    };
    base_image.src = 'http://i.imgur.com/xOupnQp.png';
}

You might want to consider a callback too as loading images happens asychronously, for example, a modified example with callback-ability could look like:

您可能也想考虑回调,因为加载图像是异步发生的,例如,具有回调能力的修改示例可能如下所示:

function drawPlant(callback) {
    base_image = new Image();
    base_image.onload = function(){
        treeLoaded = true;
        ctx.globalAlpha = 0.5; // 50% opacity
        ctx.drawImage(this, 20, 333, 60, base_image.height * (60/base_image.width));
        ctx.globalAlpha = 1;  // normal full opacity
        callback(this);       // invoke callback with image as argument
    };
    base_image.src = 'http://i.imgur.com/xOupnQp.png';
}

Then:

drawPlant(function(img) {
    // continue from here...
});