慕盖茨4494581
这是由硬件加速 (HWA)(即 GPU)引起的。您可以在自己的浏览器上禁用它,您会看到它会按预期工作。遗憾的是,您无法要求所有用户禁用 HWA。解决这个问题的一种简单方法是创建一个仅包含图像所需部分的 ImageBitmap。这非常简单,因为该createImageBitmap()方法接受 5 个参数版本createImageBitmap( source, sourceX, sourceY, sourceWidth, sourceHeight );并且drawImage()接受 5 参数版本drawImage( source, destinationX, destinationY, destinationWidth, destinationHeight );因此,您可以将 9 个参数版本重写drawImage()为drawImage( await createImageBitmap( source, sourceX, sourceY, sourceWidth, sourceHeight ), destinationX, destinationY, destinationWidth, destinationHeight)var rawImage = false;var testCanvas = document.createElement('canvas');testCanvas.width = 300;testCanvas.height = 20;var testContext = testCanvas.getContext("2d");testContext.imageSmoothingEnabled = false;document.body.appendChild( testCanvas );function loadImage(){ rawImage = new Image(); rawImage.onload = function(){ // Create the sprite image createSpriteImage(); document.body.appendChild( rawImage ); } rawImage.src = 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function createSpriteImage(){ testContext.drawImage( await createImageBitmap(rawImage, 2, // Source X for this part of the Sprite 1 , // Source Y for this part of the Sprite 1 , // Width of this part of the Sprite 2 // Height of this part of the Sprite ), 0, // The X position where to draw 0, // The Y position where to draw 300 , // Width of the line 2 // Height of the line ); testContext.drawImage( await createImageBitmap(rawImage, 2, // Source X for this part of the Sprite 1 , // Source Y for this part of the Sprite 1 , // Width of this part of the Sprite 2 // Height of this part of the Sprite ) , 0 , // The X position where to draw 3 , // The Y position where to draw 298 , // Width of the line 2 // Height of the line ); testContext.drawImage( await createImageBitmap(rawImage, 2, // Source X for this part of the Sprite 1 , // Source Y for this part of the Sprite 1 , // Width of this part of the Sprite 2 // Height of this part of the Sprite ) , 0, // The X position where to draw 6, // The Y position where to draw 264 , // Width of the line 2 // Height of the line ); testContext.drawImage( await createImageBitmap(rawImage, 2, // Source X for this part of the Sprite 1 , // Source Y for this part of the Sprite 1 , // Width of this part of the Sprite 2 // Height of this part of the Sprite ), 0, // The X position where to draw 9, // The Y position where to draw 256 , // Width of the line 2 // Height of the line ); testContext.drawImage( await createImageBitmap(rawImage, 2, // Source X for this part of the Sprite 1 , // Source Y for this part of the Sprite 1 , // Width of this part of the Sprite 2 // Height of this part of the Sprite ), 0, // The X position where to draw 12, // The Y position where to draw 255 , // Width of the line 2 , // Height of the line ); testContext.drawImage( await createImageBitmap(rawImage, 2, // Source X for this part of the Sprite 1 , // Source Y for this part of the Sprite 1 , // Width of this part of the Sprite 2 // Height of this part of the Sprite ), 0, // The X position where to draw 15, // The Y position where to draw 100 , // Width of the line 2 , // Height of the line ); testContext.drawImage( await createImageBitmap(rawImage, 2, // Source X for this part of the Sprite 1 , // Source Y for this part of the Sprite 1 , // Width of this part of the Sprite 2 // Height of this part of the Sprite ), 0, // The X position where to draw 18, // The Y position where to draw 10 , // Width of the line 2 , // Height of the line );}//loadImage();body,html { margin: 0px; background-color: #4f4f4f;}img{ display: block; width: 50px; height: 50px; margin: 0px auto; image-rendering: pixelated;}canvas{ display: block; width: 300px; height: 20px; box-shadow: 1px 1px 4px black; margin: 15px auto; background-color: white; border: 1px solid white;}而对于不支持 ImageBitmap 接口的浏览器,至少可以通过使用其他画布来对这种用法进行猴子修补。