将选中的模式添加到动态绘制的3人棋盘中

Spi*_*2k6 4 javascript math html5 canvas

你好,你是一群精彩的天才!

我似乎已经达到了我的知识高峰,并希望有人能指出我正确的方向.

我正在尝试使用JavaScript和HTML 5画布动态绘制3人棋/棋盘.

到目前为止,我已经想出了这个;

var canvas = document.getElementById('canvas')
var length = canvas.height / 2;
var center = canvas.width / 2;

var rotation = ToRadians(60);

var angle = ToRadians(30);
var height = length * Math.cos(angle);
var width = length * Math.sin(angle);
while (rotation < Math.PI * 2) {
    a = [center, length];
    b = [a[0] - height * Math.sin(rotation), a[1] + height * Math.cos(rotation)];
    c = [b[0] + width * Math.cos(rotation), b[1] + width * Math.sin(rotation)];
    d = [c[0] + width * Math.sin(angle + rotation), c[1] - width * Math.cos(angle + rotation)];

    //Drawing Main Frame and 6 segments
    var c2 = canvas.getContext('2d');
    c2.fillStyle = '#f00';
    c2.strokeStyle = "#0f0";
    c2.beginPath();
    c2.moveTo(a[0], a[1]);
    c2.lineTo(b[0], b[1]);
    c2.lineTo(c[0], c[1]);
    c2.lineTo(d[0], d[1]);
    c2.closePath();
    c2.stroke();

    //Drawing first set of divides
    ab1=[((a[0]+b[0])/2),((a[1]+b[1])/2)]
    cd1=[((c[0]+d[0])/2),((c[1]+d[1])/2)]
    ab2=[((a[0]+ab1[0])/2),((a[1]+ab1[1])/2)]
    cd2=[((d[0]+cd1[0])/2),((d[1]+cd1[1])/2)]
    ab3=[((b[0]+ab1[0])/2),((b[1]+ab1[1])/2)]
    cd3=[((c[0]+cd1[0])/2),((c[1]+cd1[1])/2)]

    c2.beginPath();
    c2.moveTo(ab1[0], ab1[1]);
    c2.lineTo(cd1[0], cd1[1]);        
    c2.moveTo(ab2[0], ab2[1]);
    c2.lineTo(cd2[0], cd2[1]);    
    c2.moveTo(ab3[0], ab3[1]);
    c2.lineTo(cd3[0], cd3[1]);   
    c2.stroke();

    //Drawing second set of divides
    bc1=[((c[0]+b[0])/2),((c[1]+b[1])/2)]
    ad1=[((a[0]+d[0])/2),((a[1]+d[1])/2)]
    bc2=[((c[0]+bc1[0])/2),((c[1]+bc1[1])/2)]
    ad2=[((d[0]+ad1[0])/2),((d[1]+ad1[1])/2)]
    bc3=[((b[0]+bc1[0])/2),((b[1]+bc1[1])/2)]
    ad3=[((a[0]+ad1[0])/2),((a[1]+ad1[1])/2)]

    c2.beginPath();
    c2.moveTo(bc1[0], bc1[1]);
    c2.lineTo(ad1[0], ad1[1]);        
    c2.moveTo(bc2[0], bc2[1]);
    c2.lineTo(ad2[0], ad2[1]);    
    c2.moveTo(bc3[0], bc3[1]);
    c2.lineTo(ad3[0], ad3[1]);   
    c2.stroke();

    rotation += ToRadians(60);
}
function ToRadians(degrees) {
    return degrees / (180 / Math.PI);
}
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小提琴:http://jsfiddle.net/yd7Wv/6529/

到目前为止,我对代码非常满意,但是当我需要添加已检查的模式时,我已经到了这一点,我完全被难倒了.我真的不知道如何去做这件事,所以想知道是否有人可以指出我正确的方向.我知道这里有一个普遍的共识,人们应该尝试自己做,但我根本不能!任何指针将不胜感激.

干杯

小智 5

您所看到的与四边形变换密切相关.

您可以将一个片段("三角形")视为仅在视角中扭曲的象限.

小提琴演示

产生这个结果:

板

让我们从定义计算和循环所需的一些变量开始.

var w = canvas.width,                // width
    h = canvas.height,               // height
    cx = w * 0.5,                    // center of board
    cy = h * 0.5,
    r = cx * 0.9,                    // radius of board
    pi2 = Math.PI * 2,               // cache
    segments = 6,                    // a hexagon based shape so 6
    segment = pi2 / segments,        // angle of each segment
    hSegment = segment * 0.5,        // half segment for center line
    ul, ur, bl, br,                  // quad. corners
    check = 0.25,                    // interpolation interval (one check)
    yc = 0, xc = 0,                  // interpolation counters
    toggle = false,                  // for color
    x, y = 0, i = 0;                 // counters...
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让我们通过定义其外边界的角来定义单个四边形正方形:

第一个角落是棋盘的中心,这样一个很简单:

var ul = {
    x: cx,
    y: cy}
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第二个角落在右上角:

ur = {
    x: cx + r * Math.cos(hSegment) * 0.865,
    y: cy + r * Math.sin(hSegment) * 0.865
};
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右下角:

br = {
    x: cx + r * Math.cos(segment),
    y: cy + r * Math.sin(segment)
};
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最后,左下角:

bl = {
    x: cx + r * Math.cos(hSegment + segment) * 0.865,
    y: cy + r * Math.sin(hSegment + segment) * 0.865
};
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如果我们绘制出这个形状,我们会得到这个:

四边形轮廓

现在我们有了角,我们简单地用"检查间隔"(0.25)插入"方形"中的每一行,这将给我们总共5行.我们只计算4,但我们也会使用当前值的下一行.

为了插入两个点,我们使用一个简单的函数,它取两个点和一个归一化的值[0.0,1.0]:

function getInt(p1, p2, t) {
    return {
        x: p1.x + (p2.x - p1.x) * t,
        y: p1.y + (p2.y - p1.y) * t,
    }
}
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我们创建一个循环来迭代y和x点,这样我们就可以系统地做到这一点:

for(y = 0, yc = 0; y < 4; y++) {
    for(x = 0, xc = 0; x < 4; x++) {

        // for upper lines (ul-ur), get first row:
        var l1a = getInt(ul, bl, yc), 
            l1b = getInt(ur, br, yc),
            l2a = getInt(ul, bl, yc + check),
            l2b = getInt(ur, br, yc + check),

            c1 = getInt(l1a, l1b, xc),
            c2 = getInt(l1a, l1b, xc + check),
            c3 = getInt(l2a, l2b, xc + check),
            c4 = getInt(l2a, l2b, xc);

        ... draw shape ...

        xc += check;
    }
    yc += check;        
}
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这个部分:

var l1a = getInt(ul, bl, yc),          // current line [0, 3]
    l1b = getInt(ur, br, yc),
    l2a = getInt(ul, bl, yc + check),  // next line [1, 4]
    l2b = getInt(ur, br, yc + check),
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计算外垂直线上的插值点.这给了我们两个新的点,然后我们用它来计算水平线上的一个点,并使我们能够计算每个角点的"检查":

c1 = getInt(l1a, l1b, xc),          // corner 1 UL
c2 = getInt(l1a, l1b, xc + check),  // corner 2 UR (next line)
c3 = getInt(l2a, l2b, xc + check),  // corner 3 BR (next line)
c4 = getInt(l2a, l2b, xc);          // corner 4 BL
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现在我们只需在这些角之间绘制一个多边形并填充:

ctx.beginPath();
ctx.moveTo(c1.x, c1.y);
ctx.lineTo(c2.x, c2.y);
ctx.lineTo(c3.x, c3.y);
ctx.lineTo(c4.x, c4.y);

ctx.fillStyle = toggle ? '#000' : '#fff';
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要改变颜色,我们使用切换开关.

这一段看起来像这样:

单段

下一步是绘制所有细分.我们重复使用上面的代码,只需每次旋转画布一段,然后进行额外的切换.

当所有代码放在一起时,我们得到这个:

for(; i < segments; i++) {    // loop six segments
    toggle = !toggle;         // alter color each segment
    // loop quadrilateral grid 4x4 cells (5x5 lines exclusive)
    for(y = 0, yc = 0; y < 4; y++) {
        for(x = 0, xc = 0; x < 4; x++) {

            // for upper lines (ul-ur), get first row:
            var l1a = getInt(ul, bl, yc),
                l1b = getInt(ur, br, yc),
                l2a = getInt(ul, bl, yc + check),
                l2b = getInt(ur, br, yc + check),
                c1 = getInt(l1a, l1b, xc),
                c2 = getInt(l1a, l1b, xc + check),
                c3 = getInt(l2a, l2b, xc + check),
                c4 = getInt(l2a, l2b, xc);

            ctx.beginPath();
            ctx.moveTo(c1.x, c1.y);
            ctx.lineTo(c2.x, c2.y);
            ctx.lineTo(c3.x, c3.y);
            ctx.lineTo(c4.x, c4.y);
            ctx.fillStyle = toggle ? '#000' : '#fff';
            ctx.fill();
            toggle = !toggle;
            xc += check;
        }
        yc += check;          // next segment line
        toggle = !toggle;     // toggle per line as well
    }
    ctx.translate(cx, cy);    // translate to center
    ctx.rotate(segment);      // rotate one segment
    ctx.translate(-cx, -cy);  // translate back
}
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现在,您可以根据需要简单地绘制轮廓等等.