<!-- with thanks to http://stackoverflow.com/questions/25407926/spawn-random-images-
in-canvas-in-javascript-->
<!--http://www.freesfx.co.uk/download/?type=mp3&id=11028
--audio loader--
http://stackoverflow.com/questions/18826147/javascript-audio-play-on-
click-->
<html>
<head>
<link rel="stylesheet" type="text/css" href="css/style.css" />
<title>Street</title>
<script type="text/javascript">
var can, ctx;
var sprite = new Array();
var counter = 0;
var rot = 0;
var centerX = -320;
var centerY = -170;
var sprite = new Array(id); // Array to hold the filenames
function init() {
can = document.getElementById("can");
ctx = can.getContext("2d");
// get images into array
sprite[0] = document.getElementById("b1");
sprite[1] = document.getElementById("b2");
sprite[2] = document.getElementById("b3");
sprite[3] = document.getElementById("b4");
// draw lights out
draw();
// wait 3 sec, then begin animation
var t = setTimeout(light, 30);
}
function light() {
var wait = 600;
counter++;
if (counter == 4) {
counter = 0;
wait += (Math.random() * 1500);
rot += .01;
}
draw();
setTimeout(light, wait);
}
function draw() {
ctx.clearRect(0, 0, can.width, can.height);
ctx.save();
ctx.translate(can.width / 2, can.height / 2);
ctx.drawImage(sprite[counter], centerX, centerY);
ctx.restore();
}
function choseRandom(range) {
if (Math.random)
return Math.round(Math.random() * (range-1));
else {
var now = new Date();
return (now.getTime() / 1000) % range;
}
}
var choice = choseRandom(id);
</script>
</head>
<body onload="init()">
<audio id="Mp3Me" autoplay autobuffer controls>
<source src="au1.mp3">
<source src="au1.ogg">
</audio>
<img id="b1" style="display:none" src="1.png" >
<img id="b2" style="display:none" src="2.png" >
<img id="b3" style="display:none" src="3.png" >
<img id="b4" style="display:none" src="4.png" >
<canvas class="canvas" id="can" width="640" height="350" style=" border:1px solid #6F2E0D; ">
</canvas>
<script>
function play(){
var audio = document.getElementById("audio");
audio.play();
}
</script>
<input type="button" value="PLAY" onclick="play()">
<audio id="audio" src="door.mp3" ></audio>
<div id="container"></div>
<script language="JavaScript">
document.writeln('<td' + '><img src="'
+ ranimage[choice] + '" height="180" width="160" border="0" ><' +
'/td>');
</script>
<div id='container'>
<img id = "image2" src='door.png' />
</body>
</html>由于堆栈溢出,上面的代码可以工作。
基本上,目前这段代码以非随机顺序显示图像,它使用数组来获取它们,并显示它们。然后,代码控制图像显示的速度。还有一个声音播放器,还有一个带有声音的按钮。
经过大量搜索后,我设法将一个简单的png文件序列动画化。然而,我一直试图广告开始停止按钮和数学随机函数(最好的音乐点击会启动一切进行)。
我想向数组中添加一个随机函数,这样它就可以随机地显示图像。无论如何,我所能做的就是,不刹车代码,或得到的是加快动画。是否有人可以修改我的代码来添加这些功能,或者请给我指点什么地方会有帮助。
随机阵列将非常有用。
发布于 2014-11-26 05:29:34
演示: http://jsfiddle.net/techsin/dtz0yj4y/
码
function shuffle (arr) {
arr.forEach(function(e,i){
var rand = ~~(Math.random()*(arr.length-1));
arr[i] = arr[rand];
arr[rand] = e;
});
}
var myArr = [1,2,3,4,5];
shuffle(myArr); //myArr is now shuffled!示例.

发布于 2014-11-26 05:08:19
(有一个错误,更新)
例如,
var array = [1,2,3,4,5]
for(i=0; i<array.length;i++){
var dist = Math.floor( Math.random() * array.length )
var swp = array[i]
array[i] = array[dist]
array[dist] = swp
}
console.log(array) //=> shuffledhttps://stackoverflow.com/questions/27141198
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