导航
[[深刻01] 执行上下文](https://juejin.im/post/684490...
[[深刻02] 原型链](https://juejin.im/post/684490...
[[深刻03] 继承](https://juejin.im/post/684490...
[[深刻04] 事件循环](https://juejin.im/post/684490...
[[深刻05] 柯里化 偏函数 函数记忆](https://juejin.im/post/684490...
[[深刻06] 隐式转换 和 运算符](https://juejin.im/post/684490...
[[深刻07] 浏览器缓存机制(http缓存机制)](https://juejin.im/post/684490...
[[深刻08] 前端平安](https://juejin.im/post/684490...
[[深刻09] 深浅拷贝](https://juejin.im/post/684490...
[[深刻10] Debounce Throttle](https://juejin.im/post/684490...
[[深刻11] 前端路由](https://juejin.im/post/684490...
[[深刻12] 前端模块化](https://juejin.im/post/684490...
[[深刻13] 观察者模式 公布订阅模式 双向数据绑定](https://juejin.im/post/684490...
[[深刻14] canvas](https://juejin.im/post/684490...
[[深刻15] webSocket](https://juejin.im/post/684490...
[[深刻16] webpack](https://juejin.im/post/684490...
[[深刻17] http 和 https](https://juejin.im/post/684490...
[[深刻18] CSS-interview](https://juejin.im/post/684490...
[[深刻19] 手写Promise](https://juejin.im/post/684490...
[[深刻20] 手写函数](https://juejin.im/post/684490...
[[react] Hooks](https://juejin.im/post/684490...
[[部署01] Nginx](https://juejin.im/post/684490...
[[部署02] Docker 部署vue我的项目](https://juejin.im/post/684490...
[[部署03] gitlab-CI](https://juejin.im/post/684490...
[[源码-webpack01-前置常识] AST形象语法树](https://juejin.im/post/684490...
[[源码-webpack02-前置常识] Tapable](https://juejin.im/post/684490...
[[源码-webpack03] 手写webpack - compiler简略编译流程](https://juejin.im/post/684490...
[[源码] Redux React-Redux01](https://juejin.im/post/684490...
[[源码] axios ](https://juejin.im/post/684490...
[[源码] vuex ](https://juejin.im/post/684490...
[[源码-vue01] data响应式 和 初始化渲染 ](https://juejin.im/post/684490...
[[源码-vue02] computed 响应式 - 初始化,拜访,更新过程 ](https://juejin.im/post/684490...
前置常识
一些单词
canvas:画布triangle:三角形rectangle:矩形arc:弧anti:拥护,反clockwise:顺时针方向anticlockwise:逆时针方向curve:曲线quadratic:平方的
弧长 弧度
<font color=red>弧度 = 弧长 / 半径</font>
弧度 = 弧长 / 半径圆的弧长 = 2PI * R //即周长1°的弧长 = 2PI * R / 360 = PI * R / 1801°的弧度 = PI / 180
canvas
属性
只有两个属性:with 和 height
默认的width=300,height=150
<canvasid="canvas" width="200" height="200"style="border: 1px solid red;"></canvas>
- 规范形式:canvas 标签自带的 width 和 height 属性
- css形式
js形式: domTarget.width 和 domTarget.height
在不反对canvas的浏览器中显示 (替换内容)
- 替换内容:写在canvas便签内
- 不反对的浏览器将显示替换内容,而反对的浏览器会疏忽标签内的内容
留神:<font color=red>canvas必须有完结标签,如果没有,前面的内容将被认为是替换的内容</font>
<canvas id="canvas" width="200" height="200">替换的内容// <img src="images/clock.png" width="150" height="150" alt=""/></canvas>
渲染上下文 - the render context
<font color=red>getContext() 办法</font>
- 获取 ( <font color=red>渲染上下文</font> ) 和 ( <font color=red>绘画性能</font> )
- 参数:示意( <font color=red>上下文的格局</font> )
2d
,3d
如何判断浏览器是否反对canvas标签
var canvas = document.getElementById('canvas');if (canvas.getContext) { // ------------------------ 通过判断 getContext 办法是否存在来判断 console.log('你的浏览器反对Canvas!');} else { console.log('你的浏览器不反对Canvas!');}
模块
<canvas id="canvas" width="200" height="200" style="border: 1px solid red;" > 替换的内容 </canvas><script> window.addEventListener('load', draw, false) // load事件:在页面加载实现时候触发,包含DOM,图片,视频等所有资源加载结束时执行 // DOMContentLoaded:在DOM加载实现时触发 // 或者 <body onload="draw();">...</body> function draw() { var canvas = document.getElementById('canvas'); if (canvas.getContext) { // ------------------------ getCotext办法存在,阐明浏览器反对canvas console.log('你的浏览器反对Canvas!'); var ctx = canvas.getContext('2d'); // 实现绘画的逻辑... } else { console.log('你的浏览器不反对Canvas!'); } }
绘制的过程
- <font color=red>先定义状态,后绘制</font>
绘制 <font color=red>矩形</font> rectangle:矩形
- fillRect(x, y, width, height) -------- 填充矩形,
x y 示意矩形左上角的坐标,原点是左上角 0 0 地位
- strokeRect(x, y, width, height) ---- 边框矩形
clearRect(x, y, width, height) ------ 革除矩形区域,使其革除局部齐全通明
// 矩形ctx.fillRect(300, 100, 100, 100) // 填充矩形ctx.clearRect(350, 150, 30, 30); // 革除矩形区域,使其革除局部齐全通明ctx.strokeRect(400, 200, 50, 50) // 矩形边框
画 一条 <font color=red>直线</font> 和 一个 <font color=red>三角形</font>
- beginPath() ---------- 新建门路,新建后能够绘制
- closePath() ----------- 闭合门路,闭合后能够从新绘制,( <font color=red>非必须,从新beginPath也行</font> )
- <font color=red>stroke() --------------- 用线条绘制</font>
- <font color=red>fill() ------------------- 填充绘制</font>
- moveTo() ------------- 起始地位
- lineTo() --------------- 绘制直线,是一个点
- <font color=red>lineWidth:----------- 直线的宽度,是一个数字</font>
- <font color=red>lineCap:------------- 直线的末端线帽款式,'round'</font>
- save()---------------- 保留整个环境
restore() ------------ 复原之前的环境,如旋转canvas后,须要复原之前的环境,不然所有后续的绘图都会旋转
function drawLineAndTriangle(ctx) {// 三角形ctx.beginPath() //------------------------------------------ 一个门路的开始ctx.moveTo(100, 100) // ----- 起始点ctx.lineTo(80, 120) // ------ 直线的第二个点ctx.lineTo(120, 120) // ----- 直线的第三个点ctx.closePath() // ----------------------------------------- 一个门路的完结ctx.lineWidth = 4 // -------- 直线的宽度ctx.strokeStyle = 'red' // ------ 直线的色彩,须要在绘画前设置ctx.stroke() // --------------------------------------------- 描边 (绘制)ctx.fillStyle= 'yellow' // ------ 填充的色彩,须要在绘画前设置ctx.fill() // ----------------------------------------------- 填充 (绘制)// 直线ctx.beginPath()ctx.moveTo(30, 30)ctx.lineTo(100, 30)ctx.closePath()ctx.lineWidth = 2 !!!!!!!!!!!!!!!!!!!ctx.strokeStyle = 'blue'ctx.stroke()}
画 <font color=red>弧线</font> 和 <font color=red>圆</font>
arc(x, y, radius, startAngle, endAngle, anticlockwise)
以x,y为圆心,radius为半径, startAngle和endAngle为角度,anticlockwise为方向的圆弧(圆)
- anticlockwise:布尔值,示意是否逆时针方向,
默认的方向是顺时针
- startAngle, endAngle代表的是( <font color=red>弧度</font> ),而不是角度
- 留神:<font color=red>起始角度为三点钟地位,并且是以弧度计算的</font>
弧度=(Math.PI/180)*角度
arcTo(x1, y1, x2, y2, radius)
依据给定的控制点和半径画一段圆弧,再以直线连贯两个控制点。
arc:是弧的意思
// 圆弧ctx.beginPath()ctx.arc(200, 150, 40, 90 * Math.PI/180, 1.5 * Math.PI, false)ctx.stroke()// 圆ctx.beginPath()ctx.arc(200, 350, 40, 0, 2 * Math.PI, false)ctx.fill()
画一个笑脸
function drawLineAndTriangle(ctx) { ctx.beginPath() ctx.arc(300, 300, 200, 0, 2 * Math.PI) // --------------------- 大圆 ctx.stroke() // ctx.closePath() 可要可不要 ctx.beginPath() ctx.arc(250, 200, 6, 0, 2* Math.PI) // ------------------------ 左眼 ctx.stroke() ctx.beginPath() ctx.arc(350, 200, 6, 0, 2* Math.PI) // ------------------------ 右眼 ctx.stroke() ctx.beginPath() ctx.arc(300, 300, 150, 0, 1 * Math.PI) ------------------------- 嘴 ctx.stroke()}
二次贝塞尔曲线,三次贝塞尔曲线
<font color=red>quadraticCurveTo(cp1x, cp1y, x, y)</font> ------------------ 绘制二次贝塞尔曲线
- cp1x,cp1y为一个控制点,x,y为完结点
<font color=red>bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y)</font> --------- 绘制三次贝塞尔曲线
- cp1x,cp1y为控制点一
- cp2x,cp2y为控制点二
- x,y为完结点
- 留神:起始点通过moveTo()获取
color
- fillStyle
- strokeStyle
globalAlpha - 透明度
- globalAlpha:设置透明度
0-1之间
- 留神:<font color=red>globalAlpha 和 fillStyle 和 strokeStyle 须要在绘画前设置</font>
lineCap:线段起点的样子
- butt
- round:圆头
square
ctx.beginPath();ctx.moveTo(100, 100)ctx.lineTo(100, 300)ctx.strokeStyle = 'red'ctx.lineWidth = 20ctx.lineCap = 'round' // ------------------ 设置线段起点的样子为圆形// 留神:所有的状态设置都必须在 stroke绘画后面ctx.stroke()
<font color=red>实例1:canvas实现生成一张图片保留到本地</font>
drawImage
- context.drawImage(img,x,y)
- <font color=red>context.drawImage(img, x, y, width, height)</font>
- context.drawImage(img,sx,sy,swidth,sheight,x,y,width,height)
img:图片
x:在画布上搁置图像的 x 坐标
y:在画布上搁置图像的 y 坐标
witdh:图像的宽度
height:图像的高度
- sx:剪切图像的 x 坐标
- sy:剪切图像的 y 坐标
- swidth:剪切图像的宽度
- sheight:剪切图像的高度
- <font color=red>留神:剪切局部是去掉的局部,不显示</font>
fillText 和 font
<font color=red>context.fillText(text,x,y,maxWidth)</font> 在画布上绘制填色的文本
- tetx文本,xy坐标,maxWidth容许的最大文本宽度
context.font = "" 设置或返回字体属性
canvas.toDataURL()
- <font color=red>canvas.toDataURL(type, encoderOptions):返回一个蕴含图片展现的URI</font>
- type:图片的类型
image/png
- encoderOptions:图片品质
- 返回值:一个蕴含图片展现的URI,默认为 PNG 格局,图片的分辨率为96dpi
new Image()
new Image(width, height) 用于生成 HTMLImageElement 实例
- 留神:用js生成的img实例,并不在文档中,须要手动插入
- 属性:src,currentSrc
办法:
- onload:图像加载实现,会触发onload属性指定的回调函数
- onerror:图像加载实现,同时也会触发onerror属性指定的回调函数
new Image(width, heght) mounted() { const limg = require('../images/1.jpg'); const img = new Image(200, 200); ------------- 参数别离是 width 和 height img.src = limg; ---------------- 除了src,还有currentSrc示意以后src,因为src能够动静指定 img.onload = function() { console.log('加载实现'); document.body.appendChild(img); -------------- 插入文档 } img.onerror = function() { console.log('谬误') }}
------canvas实现生成图片保留到本地实例:<!DOCTYPE html><html lang="en"><head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Document</title> <style> #imgContainer { width: 400px; height: 400px; border: 1px solid black; } </style></head><body> <div> <img src="./002.jpg" alt="002.jpg" id="imgx"> <button id="button">生成图片</button> <div id="imgContainer"></div> </div> <script> window.onload = function() { const imgx = document.getElementById('imgx') const button = document.getElementById('button') const imgContainer = document.getElementById('imgContainer') button.addEventListener('click', clickButton, false) function clickButton() { combine() } function combine() { const canvas = document.createElement('canvas') // -------- 创立canvas标签 canvas.width = 500 canvas.height = 500 canvas.style = "border: 1px solid red" document.documentElement.appendChild(canvas) // ------------ 增加到HTML的DOM中 const context = canvas.getContext('2d') // ----------------- 获取渲染上下文和绘画性能 context.drawImage(imgx, 0, 0, 300, 300) // ----------------- drawImage() 生成图片 context.fillStyle = 'white'; context.font = '30px Georgia'; context.fillText('生成的图片', 60, 60) // ------------------- 填充文字 const currentUrl = canvas.toDataURL('image/png') // -------- toDataURL() 返回图片的 URI imgContainer.innerHTML = `<img src=${currentUrl}>` // ------ 填充内容 } } </script></body></html>
<font color=red>实例2:实现一个粒子文字动画</font>
getImageData()
context.getImageData(x,y,width,height)
- getImageData() 返回 ( ImageData对象 ),获取画布指定矩形的 <font color=red>像素数据</font>
putImageData()
- 将 ImageData对象 绘制到 canvas 上
ImageData对象
- 蕴含
width
height
data
三个属性 <font color=red>data属性:是一个数组( Uint8ClampedArray ),蕴含以 RGBA 程序的数据,数据应用 0 至 255(蕴含)的整数示意</font>
- 图像是二维的,由height决定行数,width决定列数
- R - 红色 (0-255)
- G - 绿色 (0-255)
- B - 蓝色 (0-255)
- A - alpha 通道 (0-255; 0 是通明的, 255 是齐全可见的)
- <font color=red>alpha的值大于128,即为有色彩的点</font>
- <font color=red>留神:data中点的排列程序是 从左到右,从上到下的程序,而每个点占数组的四个成员</font>
context.save() 和 context.restore()
context.save()用来保留canvas的状态
- save后能够调用canvas的平移,缩放,旋转,裁剪等操作
context.restore()
- 复原之前保留的状态
实现动态粒子文字
<!DOCTYPE html><html lang="en"><head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Document</title></head><body> <script> class CanvasPartiular { constructor() { this.clientWidth = null // html宽度 this.clientHeight = null // html高度 this.sx = null // canvas的drawImage画图的x坐标,同时也是图片的宽度 this.sy = null // canvas的drawImage画图的y坐标,同时也是图片的高度 this.canvas = null // canvas实例 this.context = null // canvas的渲染上下文 this.img = null // new Image() 生成的图片 this.imageData = null // iamgeData对象,包含width,height,data数组 this.dotArr = [] // ------------------------------ 用来收集像素点,成员是一个蕴含x,y, cricle的对象 this.createCanvas() // 创立函数 this.createImage() // 创立函数 } createCanvas = () => { const HTML = document.documentElement const clientWidth = HTML.clientWidth const clientHeight = HTML.clientHeight const canvas = this.canvas = document.createElement('canvas') // ------------- 创立canvas canvas.width = this.clientWidth = clientWidth canvas.height = this.clientHeight = clientHeight canvas.style.border = '1px solid black'; this.context = canvas.getContext('2d') // ------------------------------------ 获取context document.body.appendChild(canvas) } createImage = () => { const img = this.img = new Image() img.src = './5.jpg' if (img.complete) { // -------------------------- if else保障了图片加载实现后再执行 init 办法 this.init() } else { img.onload = this.init } } init = () => { const sx = this.sx = this.clientWidth/2 - this.img.width/2; // 横坐标和宽,能够本人用两个正方形验证 const sy = this.sy = this.clientHeight/2 - this.img.height/2; this.context.drawImage(this.img, sx, sy) // 画图 const imageData = this.imageData = this.context.getImageData(sx, sy, this.img.width, this.img.height) // 获取 imageData 对象 this.getDotList() } // 重点是该函数,获取dotList数组 getDotList = () => { const dataArr = this.imageData.data const imgWidth = this.imageData.width for(let x = 0; x < imgWidth; x = x + 6) { // x 示意横轴的点,每次减少6则每个点之间有间隙 for(let y = 0; y < this.imageData.height; y = y + 6 ) { // y 示意纵轴 const iDotPositionInArray = (y * imgWidth + x) * 4 // (1) y * imgWidth:示意该点的地位曾经是第y行了,即有 y * imgWidth个点 // (2) y * imgWidth + x:示意该点的具体位置,即后面有 y * imgWidth + x 个点 // (3) (y * imgWidth + x) * 4:示意再data数组中,该点的地位。因为每个点占据data数组的4个成员 if(dataArr[iDotPositionInArray + 3] > 256/2 && dataArr[iDotPositionInArray] < 100) { // iDotPositionInArray + 3:示意该点的 Alpha 透明度 // Alpha在0 - 256之间 // 256/2:示意该点可见,不是通明的 this.dotArr.push({x, y, radius: 2}) // x,y示意坐标,radius半径,半径轻易设适合即可 } } } this.draw() } draw = () => { const context = this.context // context.clearRect(0, 0, this.clientWidth, this.clientHeight); // clearRect革除矩形的canvas,即革除drawImage的图片,上面从新画点图 context.fillStyle = 'black' this.dotArr.forEach(({x,y,radius}) => { context.save() context.beginPath() context.arc(x, y, radius, 0, 360 * Math.PI/180) // 画圆 context.fill() context.restore() }) } } new CanvasPartiular() </script></body></html>
实例3:时钟动画
- 弧度 = 弧长 / 半径
context.translate()
- <font color=red>context.translate(x, y), 从新映射画布上的 (0, 0) 地位</font>
context.font
- <font color=red>context.font = "40px Arial" 设置文本内容的字体属性</font>
context.textAlign
- <font color=red>context.textAlign = 'center' --------- 设置文本 ( 左右对齐 ) 形式</font>
context.textBaseline
- <font color=red>context.textBaseline = 'middle' ----- 设置文本的 ( 高低对齐 ) 形式</font>
context.fillText()
- <font color=red>context.fillText(text, x, y, maxWidth) 在画布上绘制填色的文本</font>,默认彩色
sin函数,cos 函数
cos(180° - a) = - cos(a)
sin(180° - a) = sin(a)
sin(2a) = 2 * sin(a) * cos(a)
context.rotate()
- <font color=red>context.rotate(angle) 旋转以后绘图,参数以弧度计算</font>
context.lineWidth
- <font color=red>context.lineWidth = 10 设置线条宽度,以像素计算</font>
context.lineCap
- <font color=red>context.lineCap = 'round' 设置线条末端线帽的款式</font>
context.save() 和 context.restore()
- context.save() 保留以后环境状态
- context.restore() 返回之前保留过的门路状态和属性
<!DOCTYPE html><html lang="en"><head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Document</title> <style> * { margin: 0; padding: 0; } html { height: 100%; } body { height: 100%; display: flex; justify-content: center; align-items: center; } #canvas { border: 1px solid red; } </style></head><body> <canvas id="canvas" width=600 height=600></canvas> <script> const canvas = document.getElementById('canvas') const cWidth = canvas.width const cHeight = canvas.height const context = canvas.getContext('2d') const center = context.translate(cWidth/2, cHeight/2) const arcRadius = cWidth/2; const rate = cWidth / 600; // -------- 比例,以以后大小600为基准,如果cWidth = 1200则rate为2,放大一倍 function clockBorder() { // 时钟外圆边框 context.beginPath() context.arc(0, 0, (arcRadius - 20/2) * rate, 0, 360 * Math.PI/180) // 时钟大圆 context.strokeStyle='blue' context.lineWidth = 20 * rate; context.stroke() context.closePath() } function clockNumber() { // 数字刻度 var numberArr = [3,4,5,6,7,8,9,10,11,12,1,2]; context.font = `${30 * rate}px Arail`; context.textAlign = 'center'; context.textBaseline = 'middle'; context.fillStyle = 'black'; numberArr.forEach((item, index) => { const rad = 2 * Math.PI / 12 * index; // ----------------------------------------------------- 2 * Math.PI / 12 示意一个小时所占的弧度 // ----------------------------------------------------- rad示意以后点数的弧度 const x = Math.cos(rad) * (arcRadius - 60) * rate; const y = Math.sin(rad) * (arcRadius - 60) * rate; context.fillText(item, x, y) // ------------------------ 填充数字 }) } function clockDot() { // 60份的刻度,和下面一样 for(let i = 0; i < 60; i++) { const rad = 2 * Math.PI / 60 * i; const x = Math.cos(rad) * ( arcRadius - 34) * rate; const y = Math.sin(rad) * ( arcRadius - 34) * rate; context.beginPath() context.arc(x, y, 4 * rate, 0, 360 * Math.PI/180) if (i % 5 === 0) { context.fillStyle = '#000' // 整点的数字对应的刻度色彩高亮 } else { context.fillStyle = '#ccc' } context.fill() // -------------------------------------- 画圆填充色彩 } } function clockPointer(hour, minute, second) { // ----------- 时针分针秒针 // 时针 const radHour = 2 * Math.PI / 12 * hour; // ----------------------------------------- 一小时的弧度 const radHourMinute = 2 * Math.PI / 12 / 60 * minute; // ---------------------------- 一分钟的弧度 const radHourtMinuteSecond = 2 * Math.PI / 12 / 60 / 60 * second; // ---------------- 一秒钟的弧度 context.save() // --------------------- 保留以后环境状态,因为画别的分针,秒针时不能用当初的旋转后的环境 context.rotate(radHour + radHourMinute + radHourtMinuteSecond) // -------------------- 旋转的总角度 context.beginPath() context.lineWidth = 10 * rate; context.lineCap = 'round'; context.strokeStyle='black' context.moveTo(0, 10 * rate) context.lineTo(0, (-arcRadius/2 + 20) * rate) context.stroke() context.restore() // ---------------------------------------------------- 旋转后,获取旋转之前的状态 // 分针 const radMinute = 2 * Math.PI / 60 * minute; context.save() context.beginPath() context.rotate(radMinute) context.lineCap = 'round' context.strokeStyle='black' context.lineWidth = 6 * rate; context.moveTo(0, 10 * rate) context.lineTo(0, (-arcRadius + 120) * rate) context.stroke() context.restore() // 秒针 const radSecond = 2 * Math.PI / 60 * second; context.save() context.beginPath() context.rotate(radSecond) context.lineCap = 'round' context.lineWidth = 5 * rate; context.moveTo(-3 * rate, 14 * rate) context.lineTo(3 * rate, 14 * rate) context.lineTo(1* rate, (-arcRadius + 90) * rate) context.lineTo(-1* rate, (-arcRadius + 90) * rate) context.fillStyle = 'blue' context.fill() context.restore() // 圆点 context.beginPath() context.arc(0, 0, 4 * rate, 0, 2 * Math.PI) context.fillStyle = '#fff' context.fill() } clockDot() clockBorder() clockNumber() clockPointer(4, 15, 60) setInterval(() => { context.clearRect(-300, -300, 600, 600) // ------------------------------ 革除后,从新绘制 clockBorder() clockDot() clockNumber() const date = new Date() const hour = date.getHours() const minute = date.getMinutes() const second = date.getSeconds() clockPointer(hour, minute, second) }, 1000) </script></body></html>
实例4:缩放图像
HTML5滑动条
<input type="range"> 滑动条
- 留神:input标签是单标签,即没有完结标签
- html单标签有:
<input>
,<img>
,<link>
,<br>
,<hr>
,<meta>
<input type="range" min="1" max="10" step="1" value="3" />
- min:容许的最小值
- max:容许的最大值
- step:数字距离
- value:默认值
context.drawImage() --- 重点了解这9个参数
context.drawImage(img,sx,sy,swidth,sheight,x,y,width,height)
- sx:要裁剪的原图像的起始点x坐标
- sy:要裁剪的原图像的起始点y坐标
- swidth:要裁剪的原图像的宽度
- sheight:要裁剪的原图像的高度
- x:裁剪完的图像要放在canvas上的起始点的x坐标
- y:裁剪完的图像要放在canvas上的起始点的y坐标
- width:裁剪完的图像要放在canvas上的宽度
- height:裁剪完的图像要放在canvas上的高度
<!DOCTYPE html><html lang="en"><head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Document</title></head><body style="background: #777;"> <canvas id="canvas" width="400" height="400" style="border: 1px solid red; display: block; margin: 0 auto;" ></canvas> <input type="range" id="range" style="display: block;margin: 20px auto;width: 400px" min="0.1" max="3.0" step="0.01" value="1.0" > <script> const canvas = document.getElementById('canvas') const slider = document.getElementById('range') const context = canvas.getContext('2d') const img = new Image() img.src = './002.jpg' if (img.complete) { init() } else { img.onload = init } function init() { const scale = slider.value drawImageByScale(scale) } function drawImageByScale(scale) { const imgWidth = img.width * scale; const imgHeight = img.height * scale; const canvasWidth = canvas.width; const canvasHeight = canvas.height; const dx = canvasWidth/2 - imgWidth/2; const dy = canvasHeight/2 - imgHeight/2; context.clearRect(0, 0, canvasWidth, canvasWidth) context.save() context.beginPath() context.drawImage(img, dx, dy, imgWidth, imgHeight) context.restore() } slider.onmousemove = function() { const scale = slider.value drawImageByScale(scale) } </script></body></html>
实例5:刮刮卡
<font color=red>content.globalCompositeOperation</font>
- <font color=red>context.globalCompositeOperation = 'source-over' 设置如何将源(新的)图像设置到指标(已有)图像上</font>
- Composite:组合,合成
- destination:指标,起点
n
- 红色色示意源(新的)图像,蓝色示意指标(已有)图像
context.lineJoin
- <font color=red>context.lineJoin = 'round' 设置当两条线相交时,边角的类型</font>
- context.linWidth = 40
- context.linCap = 'round'
canvas中获取鼠标的坐标有很大的偏移,不准确?
- <font color=red>canvas的宽高必须在canvas标签中设置,不能用css设置,不然会偏移</font>
代码
<!DOCTYPE html><html lang="en"><head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Document</title> <style> * { margin: 0; padding: 0; } #canvas { // 设置canvas的背景,能够用别的图片作为底层,将canvas挪动到图片上重叠 background-image: url('./4.jpg'); background-position: center; background-repeat: no-repeat; background-size: cover; border: 1px solid red; } </style></head><body> <canvas id="canvas" width=400 height=330></canvas> <script> const canvas = document.getElementById('canvas') const canvasWidth = canvas.width const canvasHeight = canvas.height if (canvas.getContext) { // ----------------------------------- 浏览器是否反对canvas const context = canvas.getContext('2d') const img = new Image() img.src = './002.jpg' if (img.complete) { // --------------------------------- if...else保障图标加载实现后执行drawImages() drawImages() } else { img.onload = drawImages } let isEmit = false // 用于标记挪动时时候能够画线条了,因为只有鼠标按下后或者touch后失效,完结后又设为false let drawDots = 0 // 用来记录当初画的线段后,canvas源图像通明的点,>2/3则显示整个canvas背景 function drawImages() { context.drawImage(img, 0, 0, canvas.width, canvas.height) context.globalCompositeOperation = 'destination-out' // ---------------------------------- context.globalCompositeOperation // ---------------------------------- 'destination-out' 指标图被源图占据的局部将通明 // 监听鼠标和touch事件 canvas.addEventListener('mousedown', moveStart, false); canvas.addEventListener('touchstart', moveStart, false); canvas.addEventListener('mousemove', move, false); canvas.addEventListener('touchmove', move, false); canvas.addEventListener('mouseup', moveEnd, false); canvas.addEventListener('touchend', moveEnd, false); context.lineWidth = 30 context.lineCap = 'round' context.lineJoin = 'round' context.strokeStyle = 'white' } function moveStart(e) { isEmit = true // 点击后才准许挪动时画图 drawLineFn(e) } function move(e) { if (!isEmit) return; // 不成立,则返回 drawLineFn(e) } function moveEnd(e) { isEmit = false // 完结后挪动不能再画图 drawLineFn(e) paintAll() // 判断是否全副显示背景图,当画到肯定水平,间接能够显示全副 } function getDot(e) { const dotx = e.type.match('mouse') ? e.clientX : e.changedTouches[0].clientX; const doty = e.type.match('mouse') ? e.clientY : e.changedTouches[0].clientY; return { dotx, doty } } function drawLineFn(e) { const {dotx, doty} = getDot(e) context.save() context.beginPath() context.moveTo(dotx, doty) context.lineTo(dotx + 0.11, doty + 0.1) // 画线 context.stroke() context.closePath() context.restore() } function paintAll() { const imageData = context.getImageData(0, 0, canvasWidth, canvasHeight) const allDots = imageData.width * imageData.height; // ----------- 图片所有的点 for(let i = 0; i < allDots; i++) { if(imageData.data[i*4 + 3] === 0) { // ------------------------- 统计通明的点 drawDots++ // 统计通明的点 } } if (drawDots > allDots * 2/3) { // 通明占总数点的比例 context.save() context.beginPath() context.fillRect(0, 0, canvasWidth, canvasHeight) // 用源图占满整个指标图,globalCompositeOperation的使用 context.closePath() context.restore() } } }; </script></body></html>
材料
canvas-api:https://www.w3school.com.cn/t...
MDN:https://developer.mozilla.org...
ImageData对象:https://developer.mozilla.org...
canvas转成图片保留:https://segmentfault.com/a/11...
粒子动画3:https://juejin.im/post/684490...
粒子动画1:https://juejin.im/post/684490...
时钟动画:https://www.imooc.com/video/1...
globalCompositeOperation1:https://www.w3school.com.cn/t...
globalCompositeOperation2:https://www.w3school.com.cn/t...
刮刮卡1:https://juejin.im/post/684490...
刮刮卡2:https://juejin.im/post/684490...