我很想为此创建一个 fiddle 来展示,但我正在使用 php,它不允许我在其中使用 php,所以我希望有人仍然知道发生了什么!
我有一个 javascript,它本身就可以完全正常工作。它是一个 HTML 单击并拖动 Canvas 。当您单击 Canvas 旁边的按钮时,单击和拖动会被限制在一个圆圈内,并将图像绘制到 Canvas 上。此按钮调用将图像绘制到 Canvas 上并使其可单击和拖动的方法。我已经亲自对此进行了测试,效果非常好。当我添加一行简单的 php 代码时,我的单击并拖动 Canvas 将停止移动图像。当您单击按钮来绘制图像时,这可以工作,但您无法移动图像。
我很困惑,因为我使用的 php 与 Canvas 中发生的事情无关。这是代码:
还需要指出的是,这段代码在 safari 中运行良好,但在 chrome 中根本不起作用,所以我知道它与 chrome 有关,我只是不明白问题是什么。
我的问题主要是,是否有一种方法可以让 safari 加载与 chrome 相比,从而影响在同一页面上运行 javascript 和 php,因为它在一个浏览器中工作正常,而在另一个浏览器中则不然。我刚刚添加了代码,以便人们知道我指的是什么。
这是 PHP
<dl class="header">
<?php
$name = $_GET['id'];
if ($name=="bracelet") {
echo "<li>Design x!</li>";
}
elseif ($name=="purse") {
echo "<li>Design y!</li>";
}
elseif ($name=="ring") {
echo "<li>Design z!</li>";
}
?>
</dl>
这是完整的代码
<HTML>
<HEAD>
<style>
#canvas {
border:1px solid red;
}
</style>
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<link rel="stylesheet" type="text/css" href="styles.css">
</HEAD>
<BODY>
<dl class="header">
<?php
$name = $_GET['id'];
if ($name=="bracelet") {
echo "<li>Design x!</li>";
}
elseif ($name=="purse") {
echo "<li>Design y!</li>";
}
elseif ($name=="ring") {
echo "<li>Design z!</li>";
}
?>
</dl>
<h5>Add Images and Canvases with the buttons<br>
Click to select which image to move.<br>
Then move the mouse to desired drop location<br>
and click again to drop the image there.</h5>
<canvas id="canvas" width=300 height=300></canvas>
<input type="image" src="http://s25.postimg.org/tovdg674b/crystal_003.png" id="button1" width="35" height="20"></input>
<input type="image" src="http://s25.postimg.org/ph0l7f5or/crystal_004.png" id="button2" width="35" height="20"></input>
<input type="image" src="http://s25.postimg.org/60fvkwakr/crystal_005.png" id="button3" width="35" height="20"></input>
<input type="image" src="http://s25.postimg.org/fz5fl49e3/crystal_006.png" id="button4" width="35" height="20"></input>
<button id="save">save</button>
<br>
<script>
// canvas stuff
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var centerX = canvas.width / 2;
var centerY = canvas.height / 2;
var radius = 50;
var contexts = [];
var points = [];
// image stuff
var states = [];
var img = new Image();
img.onload = function () {}
img.src = "http://s25.postimg.org/5qs46n4az/crystal_009.png";
setUpCanvas();
setUpPoints();
function setUpCanvas() {
contexts.push(canvas.getContext("2d"));
// link the new canvas to its context in the contexts[] array
canvas.contextIndex = contexts.length;
// wire up the click handler
canvas.onclick = function (e) {
handleClick(e, this.contextIndex);
};
// wire up the mousemove handler
canvas.onmousemove = function (e) {
handleMousemove(e, this.contextIndex);
};
canvas.addEventListener('dblclick', function() {
removeState(this.contextIndex);
});
}
function setUpPoints() {
//points that make up a circle circumference to an array
points = [];
for (var degree=0; degree<360; degree++) {
var radians = degree * Math.PI/180;
var TO_RADIANS = Math.PI/180;
var xpoint = centerX + radius * Math.cos(radians);
var ypoint = centerY + radius * Math.sin(radians);
points.push({
x: xpoint,
y: ypoint
});
}
ctx.beginPath();
ctx.moveTo(points[0].x + 4, points[0].y + 4)
//draws the thin line on the canvas
for (var i = 1; i < points.length; i++) {
var pt = points[i];
ctx.lineTo(pt.x + 4, pt.y + 4);
}
ctx.stroke(); //end of drawing the thin line
}
function addCircle() {
ctx.beginPath();
ctx.moveTo(points[0].x + 4, points[0].y + 4)
//draws the thin line on the canvas
for (var i = 1; i < points.length; i++) {
var pt = points[i];
ctx.lineTo(pt.x + 4, pt.y + 4);
}
ctx.stroke(); //end of drawing the thin line
}
function clearAll() {
//Clear all canvases
for (var i = 0; i < contexts.length; i++) {
var context = contexts[i];
context.clearRect(0, 0, canvas.width, canvas.height);
}
}
function handleClick(e, contextIndex) {
e.stopPropagation();
var mouseX = parseInt(e.clientX - e.target.offsetLeft);
var mouseY = parseInt(e.clientY - e.target.offsetTop);
for (var i = 0; i < states.length; i++) {
var state = states[i];
console.log(state);
if (state.dragging) {
state.dragging = false;
state.draw();
continue;
}
if (state.contextIndex == contextIndex && mouseX > state.x && mouseX < state.x + state.width && mouseY > state.y && mouseY < state.y + state.height) {
state.dragging = true;
state.offsetX = mouseX - state.x;
state.offsetY = mouseY - state.y;
state.contextIndex = contextIndex;
}
state.draw();
}
}
function handleMousemove(e, contextIndex) {
e.stopPropagation();
var mouseX = parseInt(e.clientX - e.target.offsetLeft);
var mouseY = parseInt(e.clientY - e.target.offsetTop);
clearAll();
addCircle();
var minDistance = 1000;
var minPoint = -1;
for (var i = 0; i < states.length; i++) {
var state = states[i];
if (state.dragging) {
for (var i = 0; i < points.length; i++) {
var pt = points[i];
var dx = mouseX - pt.x;
var dy = mouseY - pt.y;
if ((dx > 0 && dx>120)) {
state.x = mouseX - state.offsetX;
state.y = mouseY - state.offsetY;
state.contextIndex = contextIndex;
} else if ((dx < 0 && dx < -120)) {
state.x = mouseX - state.offsetX;
state.y = mouseY - state.offsetY;
state.contextIndex = contextIndex;
}
else {
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < minDistance) {
minDistance = distance;
//points in relation to the constrained line (where it will be drawn to)
//reset state.x and state.y to closest point on the line
state.x = pt.x - img.width / 2;
state.y = pt.y - img.height / 2;
state.contextIndex = contextIndex;
}
}
}
}
state.draw();
}
}
function removeState(contextIndex) {
for (var i = 0; i < states.length; i++) {
var state = states[i];
state.remove();
}
}
function addState(image) {
var ptxy = points[1];
state = {}
state.dragging = false;
state.contextIndex = 1;
state.image = image;
state.x = ptxy.x - image.width / 2;
state.y = ptxy.y - image.height / 2;
state.width = image.width;
state.height = image.height;
state.offsetX = 0;
state.offsetY = 0;
state.draw = function () {
var context = contexts[this.contextIndex - 1];
if (this.dragging) {
context.strokeStyle = 'black';
context.strokeRect(this.x, this.y, this.width + 2, this.height + 2)
}
context.drawImage(this.image, this.x, this.y);
}
state.draw();
return (state);
}
function save() {
// var data = ctx.getImageData(0, 0, canvas.width, canvas.height);
}
$("#button1").click(function () {
states.push(addState(img));
});
$("#button2").click(function () {
states.push(addState(img));
});
$("#button3").click(function () {
states.push(addState(img));
});
$("#button4").click(function () {
states.push(addState(img));
});
$("#save").click(function () {
save();
});
</script>
</BODY>
</HTML>
最佳答案
任何好奇并想知道我如何解决这个问题的答案的人都可以在这里。我对 HTML5 canvas 及其工作原理不熟悉。经过大量的试验和错误,我发现一旦 Canvas 从屏幕顶部更改到其他位置, Canvas 偏移量就会错误。就这么简单......
关于javascript - Chrome 上的 HTML5 canvas 和 php 无法正常工作,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/26048617/