はじめに
Canvasを利用して何か開発できないかできないか調査する
サンプルソース
- 無駄にReactのコンポーネント化する
import React , { useEffect } from 'react' const Canvas= (props) => { useEffect(() => { var img = new Image(); img.src = 'https://mdn.mozillademos.org/files/4553/Capitan_Meadows,_Yosemite_National_Park.jpg'; var CanvasXSize = 800; var CanvasYSize = 200; var speed = 30; var scale = 1.05; var y = -4.5; var dx = 0.75; var imgW; var imgH; var x = 0; var clearX; var clearY; var ctx; img.onload = function() { imgW = img.width*scale; imgH = img.height*scale; if (imgW > CanvasXSize) { x = CanvasXSize-imgW; } // image larger than canvas if (imgW > CanvasXSize) { clearX = imgW; } // image larger than canvas else { clearX = CanvasXSize; } if (imgH > CanvasYSize) { clearY = imgH; } // image larger than canvas else { clearY = CanvasYSize; } //Get Canvas Element ctx = document.getElementById('canvas').getContext('2d'); //Set Refresh Rate return setInterval(draw, speed); } function draw() { //Clear Canvas ctx.clearRect(0,0,clearX,clearY); //If image is <= Canvas Size if (imgW <= CanvasXSize) { //reset, start from beginning if (x > (CanvasXSize)) { x = 0; } //draw aditional image if (x > (CanvasXSize-imgW)) { ctx.drawImage(img,x-CanvasXSize+1,y,imgW,imgH); } } //If image is > Canvas Size else { //reset, start from beginning if (x > (CanvasXSize)) { x = CanvasXSize-imgW; } //draw aditional image if (x > (CanvasXSize-imgW)) { ctx.drawImage(img,x-imgW+1,y,imgW,imgH); } } //draw image ctx.drawImage(img,x,y,imgW,imgH); //amount to move x += dx; } }); return ( <> <canvas id="canvas" width="800" height="200"></canvas> </> ) } export default Canvas
画面イメージ
- 上記のソースを動かしてみると実際に画像がくるくると動く