一,canvas简介
1,我们说canvas,是一个html5的一种元素,通过使用javascript,可用于绘制图形,动画,图表,照片构图,或在飞行的任何其他可视化对象。
2,支持的浏览器,
Internet Explorer (9.0+)
Safari (3.0+)
Firefox (3.0+)
Chrome (3.0+)
Opera (10.0+)
iOS (1.0+)
Android (1.0+)
3,开始使用
<canvas id="canvas1" width="600" height="600"><span>不支持canvas浏览器</span></canvas>
如果这里不定义widht和height默认是宽300,高150
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var oC = document.getElementById(‘c1‘); var oGC = oC.getContext(‘2d‘); //webgl : 3D绘图
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//oGC.fillRect(50,50,100,100);//填充 oGC.strokeRect(50,50,100,100);//带边框的方块(这里会感觉到边框有两像素)换成下面的 (造成的原因:我们的画图跟在ps里面画图是一样的,我们从坐标为50,50处开始画图边框为1像素的方块,他从边框的1像素的中心处开始画,然后分成0.5。。计算机会自动给我填充成1像素。。所以看上去边框有两像素) oGC.strokeRect(50.5,50.5,100,100);
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var oC = document.getElementById(‘c1‘); var oGC = oC.getContext(‘2d‘); oGC.fillStyle = ‘red‘; oGC.strokeStyle = ‘blue‘; oGC.lineWidth = 10; oGC.fillRect(50,50,100,100); oGC.strokeRect(50.5,50.5,100,100);
?这里有个顺序问题。
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边界绘制
oGC.lineJoin = ‘bevel‘;
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oGC.beginPath();//开始 oGC.moveTo(100,100);//移动 oGC.lineTo(200,200);//线 oGC.lineTo(300,200);//另一个线 oGC.closePath();//闭合 oGC.stroke();
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oGC.beginPath(); oGC.rect(100,100,100,100);//矩形 oGC.closePath(); oGC.fill(); oGC.clearRect(0,0,oC.width,oC.height);//删除一个画布的矩形区域的
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oGC.save();//保存路径 oGC.fillStyle = ‘red‘; oGC.beginPath(); oGC.moveTo(100,100); oGC.lineTo(200,200); oGC.lineTo(300,200); oGC.closePath(); oGC.fill(); oGC.restore();//恢复路径
?,鼠标画线
<script> window.onload = function(){ var oC = document.getElementById(‘c1‘); var oGC = oC.getContext(‘2d‘); oC.onmousedown = function(ev){ var ev = ev || window.event; oGC.moveTo(ev.clientX-oC.offsetLeft,ev.clientY-oC.offsetTop); document.onmousemove = function(ev){ var ev = ev || window.event; oGC.lineTo(ev.clientX-oC.offsetLeft,ev.clientY-oC.offsetTop); oGC.stroke(); }; document.onmouseup = function(){ document.onmousemove = null; document.onmouseup = null; }; }; }; </script>
,方块运动
使用定时器来清除画布再次画
<script> window.onload = function(){ var oC = document.getElementById(‘c1‘); var oGC = oC.getContext(‘2d‘); var num = 0; oGC.fillRect(0,0,100,100); setInterval(function(){ num++; oGC.clearRect(0,0,oC.width,oC.height); oGC.fillRect(num,num,100,100); },30); }; </script>
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?,画圆,弧度
window.onload = function(){ var oC = document.getElementById(‘c1‘); var oGC = oC.getContext(‘2d‘); oGC.moveTo(200,200); //弧度 = 角度*Math.PI/180 oGC.arc(200,200,150,0,90*Math.PI/180,true); oGC.stroke(); };
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,可以来画个时钟
<script> window.onload = function(){ var oC = document.getElementById(‘c1‘); var oGC = oC.getContext(‘2d‘); function toDraw(){ var x = 200; var y = 200; var r = 150; oGC.clearRect(0,0,oC.width,oC.height); var oDate = new Date(); var oHours = oDate.getHours(); var oMin = oDate.getMinutes(); var oSen = oDate.getSeconds(); var oHoursValue = (-90 + oHours*30 + oMin/2) * Math.PI/180; var oMinValue = (-90 + oMin*6) * Math.PI/180; var oSenValue = (-90 + oSen*6) * Math.PI/180; /*oGC.moveTo(x,y); oGC.arc(x,y,r,0,6*Math.PI/180,false); oGC.moveTo(x,y); oGC.arc(x,y,r,6*Math.PI/180,12*Math.PI/180,false);*/ oGC.beginPath(); for(var i=0;i<60;i++){ oGC.moveTo(x,y); oGC.arc(x,y,r,6*i*Math.PI/180,6*(i+1)*Math.PI/180,false); } oGC.closePath(); oGC.stroke(); oGC.fillStyle = ‘white‘; oGC.beginPath(); oGC.moveTo(x,y); oGC.arc(x,y,r*19/20,0,360*(i+1)*Math.PI/180,false); oGC.closePath(); oGC.fill(); oGC.lineWidth = 3; oGC.beginPath(); for(var i=0;i<12;i++){ oGC.moveTo(x,y); oGC.arc(x,y,r,30*i*Math.PI/180,30*(i+1)*Math.PI/180,false); } oGC.closePath(); oGC.stroke(); oGC.fillStyle = ‘white‘; oGC.beginPath(); oGC.moveTo(x,y); oGC.arc(x,y,r*18/20,0,360*(i+1)*Math.PI/180,false); oGC.closePath(); oGC.fill(); oGC.lineWidth = 5; oGC.beginPath(); oGC.moveTo(x,y); oGC.arc(x,y,r*10/20,oHoursValue,oHoursValue,false); oGC.closePath(); oGC.stroke(); oGC.lineWidth = 3; oGC.beginPath(); oGC.moveTo(x,y); oGC.arc(x,y,r*14/20,oMinValue,oMinValue,false); oGC.closePath(); oGC.stroke(); oGC.lineWidth = 1; oGC.beginPath(); oGC.moveTo(x,y); oGC.arc(x,y,r*19/20,oSenValue,oSenValue,false); oGC.closePath(); oGC.stroke(); } setInterval(toDraw,1000); toDraw(); }; </script>
?,绘制其他曲线
arcTo(x1,y1,x2,y2,r)
第一组坐标,第二组坐标,半径
quadraticCurveTo(dx,dy,x1,y1);
贝塞尔曲线,第一组控制点,第二组结束坐标
bezierCurveTo(dx1,dy1,dx2,dy2,x1,y1);
贝塞尔曲线,第一组控制点,第二组控制点,第三组结束坐标
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<script> window.onload = function(){ var oC = document.getElementById(‘c1‘); var oGC = oC.getContext(‘2d‘); /* oGC.moveTo(100,200); oGC.arcTo(100,100,200,100,50); oGC.stroke(); oGC.moveTo(100,200); oGC.quadraticCurveTo(100,100,200,100); oGC.stroke();*/ oGC.moveTo(100,200); oGC.bezierCurveTo(100,100,200,200,200,100); oGC.stroke(); }; </script>
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,变换
translate
偏移,从起点为基准点,移动当前坐标位置
rotate
旋转,参数为弧度
scale
缩放
<script> window.onload = function(){ var oC = document.getElementById(‘c1‘); var oGC = oC.getContext(‘2d‘); oGC.translate(100,100); oGC.rotate(20*Math.PI/180); oGC.rotate(25*Math.PI/180); oGC.scale(2,2); oGC.fillRect(0,0,100,100); }; </script>
?,移动加缩放的方块
<script> window.onload = function(){ var oC = document.getElementById(‘c1‘); var oGC = oC.getContext(‘2d‘); var num = 0; var num2 = 0; var value = 1; setInterval(function(){ num++; oGC.save(); oGC.clearRect(0,0,oC.width,oC.height); oGC.translate(100,100); if(num2 == 100){ value = -1; } else if(num2 == 0){ value = 1; } num2 += value; oGC.scale( num2*1/50,num2*1/50 ); oGC.rotate(num*Math.PI/180); oGC.translate(-50,-50); oGC.fillRect(0,0,100,100); oGC.restore(); },30); }; </script>
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这里未完待续,,,,,,,,,,,
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二,使用canvas完成简易祖玛游戏直接上代码可以运行
<!DOCTYPE html> <html> <head> <title>html5canvasZM</title> </head> <style> body,html,div,p{margin: 0; padding:0 } body{ background: #000} #zm{ background: #fff; width: 600px; margin: 20px auto} </style> <body> <div id="zm"> <canvas id="canvas1" width="600" height="600"></canvas> </div> <script> window.onload = function(){ var oC = document.getElementById(‘canvas1‘); var oGC = oC.getContext(‘2d‘); var i = 0; var yImg = new Image(); yImg.src = "images/person.png"; yImg.onload = function(){ setInterval(function(){ oGC.clearRect(0,0,oC.width,oC.height); //画出大圆的四分之三 oGC.beginPath(); oGC.arc(300,200,200,-90*Math.PI/180,180*Math.PI/180,false);//弧度 = 角度*Math.PI/180 //oGC.closePath(); oGC.stroke(); //画出第二大园的二分之一 oGC.beginPath(); oGC.arc(250,200,150,180*Math.PI/180,360*Math.PI/180,false); oGC.stroke(); //画出中间的小圆的全部 oGC.beginPath(); oGC.arc(400,200,20,0,360*Math.PI/180,false); oGC.stroke(); for(var i=0; i<ball.length;i++){ //画出小黑球 oGC.beginPath(); oGC.moveTo(ball[i].x,ball[i].y); oGC.arc(ball[i].x,ball[i].y,20,0,360*Math.PI/180,false); oGC.fill(); } //中间青蛙的位置 oGC.save(); oGC.translate(300,200); oGC.rotate(iRotate); oGC.translate(-40,-40); oGC.drawImage(yImg,0,0); oGC.restore(); for(var i=0;i<bullet.length;i++){ //打出的红球 oGC.save(); oGC.fillStyle = ‘red‘; oGC.beginPath(); oGC.moveTo(bullet[i].x,bullet[i].y); oGC.arc(bullet[i].x,bullet[i].y,20,0*Math.PI/180,360*Math.PI/180,false); oGC.fill(); oGC.restore(); } //画出简易祖玛字样 oGC.save(); oGC.font = ‘60px impact‘; oGC.textBaseline = ‘top‘; oGC.fillStyle = ‘#404143‘; oGC.shadowOffsetX = 3; oGC.shadowOffsetY = 3; oGC.shadowColor = ‘#092253‘; oGC.shadowBlur = 5; var w = oGC.measureText(‘简易祖玛‘).width; var h = 60; oGC.fillText(‘简易祖玛‘, (oC.width - w)/2 , 450 ); oGC.restore(); },1000/60); setInterval(function(){ for(var i=0; i<ball.length; i++){ ball[i].num ++; if(ball[i].num == 270){ ball[i].r = 150; ball[i].startX = 250; ball[i].startY = 50; } if(ball[i].num == 270 + 180){ alert("游戏结束"); window.location.reload(); } ball[i].x = Math.sin(ball[i].num*Math.PI/180) * ball[i].r + ball[i].startX; ball[i].y = ball[i].r - Math.cos(ball[i].num*Math.PI/180) * ball[i].r + ball[i].startY; } for(var i=0;i<bullet.length;i++){ bullet[i].x = bullet[i].x + bullet[i].sX; bullet[i].y = bullet[i].y + bullet[i].sY; } for(var i=0;i<bullet.length;i++){ for(var j=0;j<ball.length;j++){ if( pz(bullet[i].x,bullet[i].y,ball[j].x,ball[j].y) ){ bullet.splice(i,1);//碰撞后红球减掉 ball.splice(j,1);//碰撞后黑球减掉 break; } } } },30); var ball = []; setInterval(function(){ ball.push({ x : 300, y : 0, r : 200, num :0, startX : 300, startY : 0 }); },350); var iRotate = 0; oC.onmousemove = function(ev){//鼠标移动祖玛的头的朝向 var ev = ev || window.event; var x = ev.clientX - oC.offsetLeft; var y = ev.clientY - oC.offsetTop; var a = x - 300; var b = y - 200; var c = Math.sqrt(a*a + b*b); if(a>0 && b>0){ iRotate = Math.asin(b/c) + 90*Math.PI/180; } else if(a>0){ iRotate = Math.asin(a/c); } if(a<0 && b>0){ iRotate = -(Math.asin(b/c) + 90*Math.PI/180); } else if(a<0){ iRotate = Math.asin(a/c); } }; var bullet = []; oC.onmousedown = function(ev){//鼠标按下发出红色小球 var ev = ev || window.event; var x = ev.clientX - oC.offsetLeft; var y = ev.clientY - oC.offsetTop; var a = x - 300; var b = y - 200; var c = Math.sqrt(a*a + b*b); var speed = 5; var sX = speed * a/c; var sY = speed * b/c; bullet.push({ x : 300, y : 200, sX : sX, sY : sY }); } } //碰撞检测 function pz(x1,y1,x2,y2){ var a = x1 - x2; var b = y1 - y2; var c = Math.sqrt(a*a + b*b); if(c < 40){ return true; } else{ return false; } } } </script> </body> </html>
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