Sob*_*bra 5 javascript html5 canvas
我需要有一个函数在画布上绘制几个圆圈,从mousedown at center = x,y开始,并将鼠标拖动到deltaX,deltaY,从而为每个圆圈创建半径r.圆圈无法填充(需要它们透明),因此用户可以清楚地看到圆圈截取的位置.我的当前代码在拖动鼠标的同时绘制圆圈,这是预期的,但它也留下了那些额外的圆圈.我只需要在mouseup上留下圆圈.任何帮助表示赞赏.谢谢 :).
<html>
<head>
</head>
<body style="margin:0">
<canvas id="canvas" width="500" height="500" style="border:1px solid"></canvas>
<script>
var canvas=document.getElementById('canvas');
var context=canvas.getContext('2d');
var radius=50;
var nStartX = 0;
var nStartY = 0;
var bIsDrawing = false;
var putPoint = function(e){
nStartX = e.clientX;nStartY = e.clientY;
bIsDrawing = true;
radius = 0;
}
var drawPoint = function(e){
if(!bIsDrawing)
return;
var nDeltaX = nStartX - e.clientX;
var nDeltaY = nStartY - e.clientY;
radius = Math.sqrt(nDeltaX * nDeltaX + nDeltaY * nDeltaY)
context.beginPath();
context.arc(nStartX, nStartY, radius, 0, Math.PI*2);
context.strokeStyle="#000000";
//context.fillStyle="#FFFFFF";
context.fillStyle = 'rgba(0, 0, 0, 0)';
context.stroke();
context.fill();
}
var stopPoint = function(e){
//context.clip();
//context.clearRect(0, 0, canvas.width, canvas.height);
bIsDrawing = false;
}
canvas.addEventListener('mousedown',putPoint);
canvas.addEventListener('mousemove',drawPoint);
canvas.addEventListener('mouseup',stopPoint);
</script>
</body>
</html>Run Code Online (Sandbox Code Playgroud)
您需要跟踪您绘制的圆圈(和其他对象) - 一种方法是在鼠标按下时将它们推入数组中。然后,每次绘制之前都应先清除画布并重新绘制已保存的圆圈。
var circles = [];
...
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清除画布
...
radius = Math.sqrt(nDeltaX * nDeltaX + nDeltaY * nDeltaY)
context.clearRect(0, 0, canvas.width, canvas.height);
...
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绘制已保存的圆圈
...
context.fill();
// drawing saved circles
circles.forEach(function(circle){
context.beginPath();
context.arc(circle.nStartX, circle.nStartY, circle.radius, 0, Math.PI*2);
context.strokeStyle="#000000";
context.fillStyle="#FFFFFF";
context.fillStyle = 'rgba(0, 0, 0, 0)';
context.stroke();
context.fill();
})
...
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保存完成的圆圈
...
bIsDrawing = false;
// saving completed circles
var nDeltaX = nStartX - e.clientX;
var nDeltaY = nStartY - e.clientY;
radius = Math.sqrt(nDeltaX * nDeltaX + nDeltaY * nDeltaY);
circles.push({ nStartX: nStartX, nStartY: nStartY, radius: radius });
...
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小提琴 - https://jsfiddle.net/9x77sg2h/