无法在画布中设置背景图片

时间:2018-09-04 18:39:03

标签: javascript html5-canvas

我正在尝试设置背景图像,在该背景图像上可以拖动不同的形状以突出显示背景图像中的不同区域。 但是我只能看到其中的任何一个,无论是形状还是图像。 下面是我的代码:

1)drawbackground函数负责绘制背景图像。 2)一个由3个圆形对象组成的数组,创建圆形并将其呈现在画布上。 3)三个鼠标事件及其相应的功能。

我尝试在drawbackground内部传递draw函数,以便可以在图像上绘制圆圈。但是有些方法,我只能看到其中任何一个。 `

//track mouse position on mousemove
var mousePosition;
//track state of mousedown and up
var isMouseDown;

//reference to the canvas element
var c = document.getElementById("mycanvas");
c.width = window.innerWidth * 0.75;
c.height = window.innerHeight * 0.75;
//reference to 2d context
var ctx = c.getContext("2d");

//add listeners
document.addEventListener('mousemove', move, false);
document.addEventListener('mousedown', setDraggable, false);
document.addEventListener('mouseup', setDraggable, false);

//make some circles
var c1 = new Circle(50, 50, 50,  "black");
var c2 = new Circle(200, 50, 50, "green", "black");
var c3 = new Circle(350, 50, 50, "blue", "black");
//initialise our circles
var circles = [c1, c2, c3];
drawbackground(c, ctx, draw);
draw(c, ctx);
function drawbackground(c, ctx, onload){
    var imagePaper = new Image();
    imagePaper.onload = function(){
    	ctx.drawImage(imagePaper,100, 20, 500,500);
    	onload(c, ctx);
    };
	 imagePaper.src = "https://upload.wikimedia.org/wikipedia/commons/f/f9/Phoenicopterus_ruber_in_S%C3%A3o_Paulo_Zoo.jpg";
}

//main draw method
function draw(c, ctx) {
    //clear canvas
    ctx.clearRect(0, 0, c.width, c.height);
    drawCircles();
}

//draw circles
function drawCircles() {
    for (var i = circles.length - 1; i >= 0; i--) {
        circles[i].draw();
    }
}

//key track of circle focus and focused index
var focused = {
    key: 0,
    state: false
}

//circle Object
    function Circle(x, y, r, fill, stroke) {
        this.startingAngle = 0;
        this.endAngle = 2 * Math.PI;
        this.x = x;
        this.y = y;
        this.r = r;

        this.fill = fill;
        this.stroke = stroke;

        this.draw = function () {
            ctx.beginPath();
            ctx.arc(this.x, this.y, this.r, this.startingAngle, this.endAngle);
           // ctx.fillStyle = this.fill;
            ctx.lineWidth = 3;
           // ctx.fill();
            ctx.strokeStyle = this.stroke;
            ctx.stroke();
        }
    }

    function move(e) {
        if (!isMouseDown) {
            return;
        }
        getMousePosition(e);
        //if any circle is focused
        if (focused.state) {
            circles[focused.key].x = mousePosition.x;
            circles[focused.key].y = mousePosition.y;
            draw(c, ctx);
            return;
        }
        //no circle currently focused check if circle is hovered
        for (var i = 0; i < circles.length; i++) {
            if (intersects(circles[i])) {
                circles.move(i, 0);
                focused.state = true;
                break;
            }
        }
        draw(c, ctx);
    }

    //set mousedown state
    function setDraggable(e) {
        var t = e.type;
        if (t === "mousedown") {
            isMouseDown = true;
        } else if (t === "mouseup") {
            isMouseDown = false;
            releaseFocus();
        }
    }

    function releaseFocus() {
        focused.state = false;
    }

    function getMousePosition(e) {
        var rect = c.getBoundingClientRect();
        mousePosition = {
            x: Math.round(e.x - rect.left),
            y: Math.round(e.y - rect.top)
        }
    }

    //detects whether the mouse cursor is between x and y relative to the radius specified
    function intersects(circle) {
        // subtract the x, y coordinates from the mouse position to get coordinates 
        // for the hotspot location and check against the area of the radius
        var areaX = mousePosition.x - circle.x;
        var areaY = mousePosition.y - circle.y;
        //return true if x^2 + y^2 <= radius squared.
        return areaX * areaX + areaY * areaY <= circle.r * circle.r;
    }

Array.prototype.move = function (old_index, new_index) {
    if (new_index >= this.length) {
        var k = new_index - this.length;
        while ((k--) + 1) {
            this.push(undefined);
        }
    }
    this.splice(new_index, 0, this.splice(old_index, 1)[0]);
};
draw(c, ctx);
<canvas id="mycanvas" style="border:1px solid red;" ></canvas>

`

以下是小提琴的链接: https://jsfiddle.net/y9fr1q7n/101/

1 个答案:

答案 0 :(得分:0)

您必须编写许多不必要的代码(我决定要把它做得更好)。

问题出在drawbackground函数中,因为每次鼠标移动时都要等待img加载,而draw函数存在问题,因为当您清除画布时,您不会重绘img

//track mouse position on mousemove
var mousePosition;
//track state of mousedown and up
var isMouseDown;

//reference to the canvas element
var c = document.getElementById("mycanvas");
c.width = window.innerWidth * 0.75;
c.height = window.innerHeight * 0.75;
//reference to 2d context
var ctx = c.getContext("2d");

//add listeners
document.addEventListener('mousemove', move, false);
document.addEventListener('mousedown', setDraggable, false);
document.addEventListener('mouseup', setDraggable, false);

//make some circles
var c1 = new Circle(50, 50, 50,  "black");
var c2 = new Circle(200, 50, 50, "green", "black");
var c3 = new Circle(350, 50, 50, "blue", "black");
//initialise our circles
var circles = [c1, c2, c3];
var imagePaper = new Image();
imagePaper.src = "https://upload.wikimedia.org/wikipedia/commons/f/f9/Phoenicopterus_ruber_in_S%C3%A3o_Paulo_Zoo.jpg";
imagePaper.onload = function(){
    draw(c, ctx);
};

function drawbackground(c, ctx, onload){
    ctx.drawImage(imagePaper,100, 20, 500,500);
}

//main draw method
function draw(c, ctx) {
    //clear canvas
    ctx.clearRect(0, 0, c.width, c.height);
    drawbackground(c, ctx, draw);
    drawCircles();
}

//draw circles
function drawCircles() {
    for (var i = circles.length - 1; i >= 0; i--) {
        circles[i].draw();
    }
}

//key track of circle focus and focused index
var focused = {
    key: 0,
    state: false
}

//circle Object
    function Circle(x, y, r, fill, stroke) {
        this.startingAngle = 0;
        this.endAngle = 2 * Math.PI;
        this.x = x;
        this.y = y;
        this.r = r;

        this.fill = fill;
        this.stroke = stroke;

        this.draw = function () {
            ctx.beginPath();
            ctx.arc(this.x, this.y, this.r, this.startingAngle, this.endAngle);
           // ctx.fillStyle = this.fill;
            ctx.lineWidth = 3;
           // ctx.fill();
            ctx.strokeStyle = this.stroke;
            ctx.stroke();
        }
    }

    function move(e) {
        if (!isMouseDown) {
            return;
        }
        getMousePosition(e);
        //if any circle is focused
        if (focused.state) {
            circles[focused.key].x = mousePosition.x;
            circles[focused.key].y = mousePosition.y;
            draw(c, ctx);
            return;
        }
        //no circle currently focused check if circle is hovered
        for (var i = 0; i < circles.length; i++) {
            if (intersects(circles[i])) {
                circles.move(i, 0);
                focused.state = true;
                break;
            }
        }
        draw(c, ctx);
    }

    //set mousedown state
    function setDraggable(e) {
        var t = e.type;
        if (t === "mousedown") {
            isMouseDown = true;
        } else if (t === "mouseup") {
            isMouseDown = false;
            releaseFocus();
        }
    }

    function releaseFocus() {
        focused.state = false;
    }

    function getMousePosition(e) {
        var rect = c.getBoundingClientRect();
        mousePosition = {
            x: Math.round(e.x - rect.left),
            y: Math.round(e.y - rect.top)
        }
    }

    //detects whether the mouse cursor is between x and y relative to the radius specified
    function intersects(circle) {
        // subtract the x, y coordinates from the mouse position to get coordinates 
        // for the hotspot location and check against the area of the radius
        var areaX = mousePosition.x - circle.x;
        var areaY = mousePosition.y - circle.y;
        //return true if x^2 + y^2 <= radius squared.
        return areaX * areaX + areaY * areaY <= circle.r * circle.r;
    }

Array.prototype.move = function (old_index, new_index) {
    if (new_index >= this.length) {
        var k = new_index - this.length;
        while ((k--) + 1) {
            this.push(undefined);
        }
    }
    this.splice(new_index, 0, this.splice(old_index, 1)[0]);
};
<canvas id="mycanvas" style="border:1px solid red;" ></canvas>

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