trr*_*rrm 5 javascript jquery html5 canvas
我试图从左到右划出一条穿过画布的线.即时通讯还处于早期阶段,要做到这一点,使用以下功能来做一步一步的动画
timer = window.setInterval(draw_line, 30);
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我的绘图功能是这样的
function draw_line()
{
context.fillStyle = "#000";
context.fillRect(0, 0, canv.width, canv.height);
context.beginPath();
context.lineWidth = 2;
context.strokeStyle = '#fff';
//Where p1, p2, cp1, cp2 are point objects that has x & y values already defined
context.moveTo(p1.x, p1.y);
context.bezierCurveTo(cp1.x,cp1.y,cp2.x,cp2.y,p2.x,p2.y);
context.stroke();
context.closePath();
// now i have to move p1, p2 ,cp1,cp2
// now here is my problem
}
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我明白我需要移动 p1.x+= a random number;,同样对于cp1和cp2,但是p2的终点应该遵循相同的轨道!我怎么能实现这一目标?
谢谢
编辑后的答案
\n\n有了你的澄清,我想我现在可以适当地回答这个问题了。
\n\n为了让终点沿着起点穿过画布的路径移动,您必须存储历史值。在此示例中,http://jsfiddle.net/mobidevelop/bGgHQ/,我使用鼠标移动来填充最后 16 个位置的缓冲区,然后使用它通过迭代 RingBuffer 来形成通过点的贝塞尔曲线。
\n\nfunction RingBuffer(length) {\n this.length = length;\n this.pointer = 0;\n this.buffer = [];\n}\nRingBuffer.prototype.get = function(index) {\n if (index < 0) {\n index += this.length; \n }\n return this.buffer[index];\n}\nRingBuffer.prototype.push = function(value) {\n this.buffer[this.pointer] = value;\n this.pointer = (this.length + this.pointer +1) % this.length; \n}\n\nvar c = document.getElementById("myCanvas");\nvar context =c.getContext("2d");\n\ntimer = window.setInterval(draw_line, 30);\nfunction Point(x,y) {\n this.x = x;\n this.y = y;\n}\nPoint.prototype.translateX = function(x) {\n return this.x += x;\n};\nPoint.prototype.translateY = function(y) {\n return this.y += y;\n};\n\nfunction draw_line()\n{\n context.fillStyle = "#000";\n context.fillRect(0, 0, c.width, c.height);\n\n var pointer = history.pointer;\n context.beginPath();\n context.lineWidth = 2;\n context.strokeStyle = \'#F00\'; \n for (iteration = 0, count = 15; iteration < count; iteration += 3) {\n var p1 = history.get(--pointer);\n var p2 = history.get(--pointer);\n var p3 = history.get(--pointer);\n var p4 = history.get(--pointer); \n\n if (p1 && p2 && p3 && p4) {\n\n context.moveTo(p1.x, p1.y);\n context.bezierCurveTo(p2.x, p2.y, p3.x, p3.y, p4.x, p4.y);\n\n }\n pointer++;\n }\n context.stroke();\n context.closePath(); \n\n}\n\nvar history = new RingBuffer(16);\nvar lastGrab = new Date();\nc.addEventListener(\'mousemove\', function() {\n now = new Date();\n if (now - lastGrab > 15) {\n history.push(new Point(event.clientX - c.offsetLeft, event.clientY - c.offsetTop)); \n lastGrab = now;\n } \n});\xe2\x80\x8b\nRun Code Online (Sandbox Code Playgroud)\n\n出于历史目的,之前的答案留在下面。
\n\n我不确定我完全理解你想要实现的目标,但我认为你需要做的就是将你的所有观点转化为相同的值。这将导致穿过画布的线保持相同的形状。像这样的东西:
\n\n\n\nvar c = document.getElementById("myCanvas");\nvar context =c.getContext("2d");\n\ntimer = window.setInterval(draw_line, 30);\nfunction Point(x,y) {\n this.x = x;\n this.y = y;\n}\nPoint.prototype.translateX = function(x) {\n return this.x += x;\n};\nPoint.prototype.translateY = function(y) {\n return this.y += y;\n};\n\nvar p1 = new Point(0,0);\nvar p2 = new Point(100,100);\nvar cp1 = new Point(15,45);\nvar cp2 = new Point(85,45);\n\nfunction draw_line()\n{\n context.fillStyle = "#000";\n context.fillRect(0, 0, c.width, c.height);\n\n context.beginPath();\n context.lineWidth = 2;\n context.strokeStyle = \'#fff\';\n\n //Where p1, p2, cp1, cp2 are point objects that has x & y values already defined \n context.moveTo(p1.x, p1.y);\n context.bezierCurveTo(cp1.x,cp1.y,cp2.x,cp2.y,p2.x,p2.y);\n context.stroke();\n context.closePath();\n\n p1.translateX(1);\n p2.translateX(1);\n cp1.translateX(1);\n cp2.translateX(1);\n\n if (p1.x > 300) {\n p1.translateX(-400);\n p2.translateX(-400);\n cp1.translateX(-400);\n cp2.translateX(-400); \n }\n}\nRun Code Online (Sandbox Code Playgroud)\n\n除非我误解了目标......
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