我正在尝试创建一个简单的 Canvas 程序,用户可以在其中不断地创建新形状。这只是一个基本的矩形创建器(我希望将它扩展到更多的圆、线,甚至其他东西)。现在虽然我创造了一些以非常奇怪的方式工作的东西。
<html>
<head>
<meta chartset="utf-8">
<title>Dragging a square</title>
<script type="text/javascript">
var canvas, context, startX, endX, startY, endY;
var mouseIsDown = 0;
function init() {
canvas = document.getElementById("canvas");
context = canvas.getContext("2d");
canvas.addEventListener("mousedown", mouseDown, false);
canvas.addEventListener("mousemove", mouseXY, false);
document.body.addEventListener("mouseup", mouseUp, false);
}
function mouseUp() {
mouseIsDown = 0;
//mouseXY();
}
function mouseDown() {
mouseIsDown = 1;
startX = event.clientX;
startY = event.clientY;
mouseXY();
}
function mouseXY(eve) {
if (!eve) {
var eve = event;
}
endX = event.pageX - canvas.offsetLeft;
endY = event.pageY - canvas.offsetTop;
drawSquare();
}
function drawSquare() {
// creating a square
var width = Math.abs(startX - endX);
var height = Math.abs(startY - endY);
context.beginPath();
context.rect(startX, startY, width, height);
context.fillStyle = "yellow";
context.fill();
context.lineWidth = 7;
context.strokeStyle = 'black';
context.stroke();
}
</script>
</head>
<body onload="init()">
<canvas id="canvas" width="400" height="400" style="border: 1px solid black; cursor: pointer;"></canvas>
</body>
</html>
对于复制和粘贴我的代码时格式有点奇怪的问题,我深表歉意。我认为问题出在我的 mouseXY 函数上。我想要的是用户在 Canvas 上的某个地方单击并拖动鼠标以创建一个矩形,当用户放手时该操作结束,他们可以立即创建一个全新的矩形。在这一点上,程序只是让我点击并创建一个新的矩形,但如果我松开鼠标按钮它不会停止,事实上我必须再次点击让它停止,然后创建一个新的矩形。我对此还是很陌生,我遇到了很多麻烦,我会继续努力,如果我弄明白了,我会让网站知道。谢谢你,祝你有美好的一天!
好吧,我让这个工作(感谢@Ken),但现在我正在尝试解决一个新问题。我希望能够在 Canvas 上放置多个矩形。我创建了一个表示 Rectangle 的函数,然后在 rectangle 函数中创建了一个 draw 函数来绘制一个矩形。我创建了一个名为 addShape() 的新函数,它理想地创建了矩形对象并插入一个名为 square 和 drawShapes() 的数组,该数组应该删除 Canvas 上的所有内容并重绘所有内容。这是我目前所拥有的:
<html>
<head>
<meta chartset="utf-8">
<title>Dragging a square</title>
<script type="text/javascript">
function Rectangle(canvas, x, y, width, height,color) {
//this.context = canvas.getContext("2d");
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.color = color;
this.draw = function() {
this.context.globalAlpha = 0.85;
this.context.beginPath();
this.context.rect(this.x, this.y, this.width, this.height);
this.context.fillStyle = this.color;
this.context.strokeStyle = "black";
this.context.lineWidth = 1;
this.context.fill();
this.context.stroke();
};
};
// hold the canvas and context variable, as well as the
// starting point of X and Y and the end ones
var canvas, context, startX, endX, startY, endY;
var mouseIsDown = 0;
// An array that holds all the squares
var squares = [];
window.onload = function() {
canvas = document.getElementById("canvas");
context = canvas.getContext("2d");
canvas.addEventListener("mousedown", mouseDown, false);
canvas.addEventListener("mousemove", mouseXY, false);
canvas.addEventListener("mouseup", mouseUp, false);
}
function mouseUp(eve) {
if (mouseIsDown !== 0) {
mouseIsDown = 0;
var pos = getMousePos(canvas, eve);
endX = pos.x;
endY = pos.y;
//Square(); //update on mouse-up
addShape(); // Update on mouse-up
}
}
function mouseDown(eve) {
mouseIsDown = 1;
var pos = getMousePos(canvas, eve);
startX = endX = pos.x;
startY = endY = pos.y;
// Square(); //update
addShape();
}
function mouseXY(eve) {
if (mouseIsDown !== 0) {
var pos = getMousePos(canvas, eve);
endX = pos.x;
endY = pos.y;
//Square();
addShape();
}
}
function getMousePos(canvas, evt) {
var rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top
};
}
function addShape() {
var w = endX - startX;
var h = endY - startY;
var offsetX = (w < 0) ? w : 0;
var offsetY = (h < 0) ? h : 0;
var width = Math.abs(w);
var height = Math.abs(h);
var s = new Rectangle(startX + offsetX, startY + offsetY, width, height, "yellow");
squares.push(s);
// Update the display
drawShapes();
}
function drawShapes() {
context.clearRect(0,0,canvas.width,canvas.height);
for (var i = 0; i < squares.length; i++) {
var shape = squares[i];
shape.draw();
};
}
function clearCanvas() {
squares = [];
drawShapes();
}
</script>
</head>
<body onload="addShape()">
<canvas id="canvas" width="400" height="400" style="border: 1px solid black; cursor: pointer;"></canvas><br>
<button onclick="clearCanvas()">Clear Canvas</button>
</body>
</html>
我很确定我破坏了原始代码...感谢您的帮助!
最佳答案
你需要修改代码中的一些东西:(编辑:这段代码有很多问题。我在这里通过内联检查了其中的一些,但还没有测试。如果你把它放在 fiddle 里会更容易供我们检查)..
当鼠标按下时初始化起点和终点。调用不依赖于事件本身的通用绘制函数:
function mouseDown(eve) {
mouseIsDown = 1;
var pos = getMousePos(canvas, eve);
startX = endX = pos.x;
startY = endY = pos.y;
drawSquare(); //update
}
在鼠标松开时,仅当 isMouseDown 为真时才注册,否则此函数将处理所有传入的向上事件(因为您已将其附加到文档,这是正确的 - 也可以使用窗口):
function mouseUp(eve) {
if (mouseIsDown !== 0) {
mouseIsDown = 0;
var pos = getMousePos(canvas, eve);
endX = pos.x;
endY = pos.y;
drawSquare(); //update on mouse-up
}
}
仅当 mouseisdown 为真时绘制:
function mouseXY(eve) {
if (mouseIsDown !== 0) {
var pos = getMousePos(canvas, eve);
endX = pos.x;
endY = pos.y;
drawSquare();
}
}
此外,您需要在绘制新矩形之前清除矩形的先前区域,否则当您绘制更大的矩形然后将鼠标移回以绘制较小的矩形时,它不会显示。
为简单起见,您可以这样做:
function drawSquare() {
// creating a square
var width = Math.abs(startX - endX);
var height = Math.abs(startY - endY);
context.clearRect(0, 0, context.width, context.height);
//or use fillRect if you use a bg color
context.beginPath();
context.rect(startX, startY, width, height);
context.fillStyle = "yellow";
context.fill();
context.lineWidth = 7;
context.strokeStyle = 'black';
context.stroke();
}
将其用于鼠标位置:
function getMousePos(canvas, evt) {
var rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top
};
}
关于javascript - 在 Canvas 上绘制矩形,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/17226133/