具有多个图标的 Google 地图 API 标记

Arj*_*Arj 5 javascript css svg google-maps html5-canvas

我想使用 Google Maps JavaScript API 实现一个复杂的标记,该 API 结合了静态图像(PNG 文件)和可“动态”编辑的图像(例如 SVG)。这就是我的目标:

Google 地图标记 PNG + SVG

我已经将“士兵”构建为 PNG 文件标记,并且一切正常。但是,我似乎找不到一种方法将多个元素添加到标记的“图标”属性。我已阅读所有 Google Maps API 文档、参考和示例,并查看了此链接:

如何在 v3 中为 Google 地图标记放置多个图标?

该链接似乎并没有完全帮助,因为我希望士兵下方的红条能够动态更改,因为它代表士兵的健康状况。

有人有可行的解决方案吗?我不介意它不使用SVG而使用CSS甚至Canvas,只要它呈现一个简单的矩形,并且长度可以动态调整。

谢谢。

Arj*_*Arj 0

正如所承诺的,我已经包含了完整的工作代码。此函数将标记绘制为画布图像。士兵和他的生命条是分开绘制的,因为士兵通常是静态的(除非我们想为他设置动画,我们可以通过画布来实现),但是当他被击中时生命条会发生变化。我已经在游戏中测试了代码,它运行良好。

geocodezip,我最终没有采纳你的建议,主要原因是出于性能原因不想将游戏中的标记数量加倍。一名玩家可以在游戏中拥有数百个单位,并且同时可以有数百名玩家,因此将标记加倍以实现我想要的效果可能会影响性能。不过,您的代码很棒,我可能会在加倍标记不会对性能产生影响的情况下使用它。

代码如下:

function createUnitMarker(latLng, unitData) {
    var img = new Image();
    img.crossOrigin = "Anonymous";
    img.src = 'http://yourservername.com/' + unitData.icon;

    img.onload = function() {
        // google maps markers can only be created inside the onload function, otherwise nothing is drawn

        // source: GitHub, viktorkelemen/Custom canvas google maps marker
        // create the marker and all associated elements
        var canvas, context;
        var color = "blue";
        var healthBar = { // this object controls aspects of the unit health bar
            width: 62,
            height: 10,
            x: 5,
            y: 82
        }

        canvas = document.createElement("canvas");
        context = canvas.getContext("2d");

        canvas.width = unitData.width;
        canvas.height = unitData.height;

        function drawBar(percent, color) {
            // this function draws the unit health bar

            // colours the health bar background grey
            context.fillStyle = "gray";
            context.fillRect(healthBar.x, healthBar.y, healthBar.width, healthBar.height);

            // fills the health bar with the passed colour, or empty it if the unit dies
            if (typeof percent == undefined || percent == null || percent == NaN) {
                percent = 100;
            }

            if (typeof color == undefined || color == null || color == NaN) {
                color = "green";
            }

            // we want to ensure that the health bar fill is always contained within the health bar width
            var width = Math.min(percent * healthBar.width, healthBar.width);
            width = Math.max(width, 0);

            // colour-code the health bar depending on health
            if (percent < 0.4) {
                color = "red";
            }

            else if (percent < 0.7) {
                color = "orange";
            }

            else {
                color = "green";
            }

            context.fillStyle = color;
            context.fillRect(healthBar.x, healthBar.y, width, healthBar.height);

            // places a black stroke around the health bar for greater visibility
            context.lineWidth = 2;
            context.strokeStyle = "black";
            context.strokeRect(healthBar.x, healthBar.y, healthBar.width, healthBar.height);
        }

        function drawIcon(img, width, height) {
            // this function draws the unit

            if (typeof img === "undefined" || img === null || img === "" || img === NaN) {
                img = img;
            }

            if (typeof width === "undefined" || width === null || width === "" || width === NaN) {
                width = unitData.width;
            }

            if (typeof height === "undefined" || height === null || height === "" || height === NaN) {
                height = unitData.height;
            }

            context.clearRect(0, 0, width, height);

            // save the canvas context
            context.save();

            // draw the image
            context.drawImage(img, 0, 0);

            context.restore();
        }

        drawIcon(img, unitData.width, unitData.height);

        // create an icon based on the png we want to use
        var icon = {
            url: canvas.toDataURL(),
            size: new google.maps.Size(unitData.width, unitData.height), // the dimensions in pixels of the marker image
            origin: new google.maps.Point(0, 0), // the origin for this image, where top left is (0, 0)
            labelOrigin: new google.maps.Point(25, 40), // the position of the label relative to the icon
            anchor: new google.maps.Point(unitData.width / 2, unitData.height / 2) // the anchor for this image, or where the "base point" is located
        }

        // this is the key unit object. it should store all information directly related to this unit
        var marker = new google.maps.Marker({
            position: latLng, // the lat/lon where the marker is drawn
            label: {
                color: "yellow",
                fontFamily: "Oswald",
                fontSize: "20px",
                fontWeight: "bold", // use CSS font-weight properties
                text: unitData.unit_ID.toString(),
                visibility: "hidden"
            },
            title: "Infantry", // title on hover
            icon: icon, // the icon to be drawn, using an image file or canvas
            animation: google.maps.Animation.DROP, // a bit of flair :)
            // every element below this point is game-specific and not part of the google maps api
            unitID: unitData.unit_ID, // the unique unit id for this unit as returned by the server
            etc: 0
        });

        // to add the marker to the map, call setMap()          
        marker.setMap(gv.map);

        // draw the health bar last so that it's always on top, and after we know the unit's current/max health
        var healthPercent = marker.current_health / marker.max_health;
        drawBar(healthPercent);

        // these are the key commands required every time we need to re-draw something on the unit
        icon.url = canvas.toDataURL(); // re-draws the canvas, usually because we have changed something above this line
        icon = JSON.parse(JSON.stringify(icon)); // stringifies the icon properties
        marker.setIcon(icon); // applies the changed icon properties to the icon

        marker.addListener('label_changed', function() {
            // this listener is intended to update the unit's health bar on attack. it's a bit of a hack as it relies on changes to the marker's label to fire an event. other options are changing a marker's title, or writing a custom event (which is more involved)
            // draw the health bar last so that it's always on top, and after we know the unit's current/max health
            healthPercent = this.current_health / this.max_health;
            drawBar(healthPercent);

            icon = {
                url: canvas.toDataURL(),
                size: new google.maps.Size(unitData.width, unitData.height), // the dimensions in pixels of the marker image
                origin: new google.maps.Point(0, 0), // the origin for this image, where top left is (0, 0)
                labelOrigin: new google.maps.Point(25, 40), // the position of the label relative to the icon
                anchor: new google.maps.Point(unitData.width / 2, unitData.height / 2) // the anchor for this image, or where the "base point" is located
            }

            // all we want to do is change the icon url, but we can't just pass it to setIcon as it will lose the other icon properties. instead, we clone the icon object and change the url in the clone, passing it to setIcon when selected
            icon = JSON.parse(JSON.stringify(icon));

            this.setIcon(icon);
        });
    }
}
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