Home >Web Front-end >HTML Tutorial >Beginner Canvas <Part 1 - Basics>
The HTML5 standard has been out for a long time, but it seems that Canvas is not used in too many places now. A very important reason is that the standard of Canvas has not been completely determined and is not suitable for large-scale use in production environments. However, the advantages of Canvas are also very obvious. For example, when drawing charts containing a large number of elements, SVG is often unable to do the job due to performance issues. For example, in the lottery session of a technology sharing meeting I saw, although the effect was relatively dazzling, it was not possible because of the performance issues. Each avatar is a DOM, and the animation is controlled by CSS3, resulting in very low performance. In addition, with the improvement of hardware performance, functions such as video screenshots and image processing can gradually be implemented on web pages. Most websites use Flash, but the performance of Flash is not high on Mac computers, and you need to learn some additional knowledge. . Canvas uses JavaScript directly for drawing and is Mac-friendly, so it can be regarded as a successor to Flash.
Use Canvas
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Having said so much, what exactly is Canvas?
Canvas in English means "canvas", but the Canvas mentioned here is a new element in HTML5, on which developers can draw a series of graphics. The way Canvas is written in an HTML file is very simple:
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where the id attribute is that of all HTML elements It can be used. The only properties that come with Canvas are the last two (controlling width and height respectively), and there are no others. As for compatibility, CanIUse stated above that the basic functions are currently supported by 90% of the browsers used by users, so in most cases it can be used with confidence.
Note, be sure to use the width and height properties that come with Canvas. Do not use CSS to control it, because CSS control will cause the Canvas to deform. You can try to compare it with PhptpShop. The latter changes the "image size", while the former is the correct way to change the "canvas size". For example, the picture below is a horizontal splicing of three pictures: the black box on the far left is the original picture with a size of 50px * 50px; the middle is the effect of changing the image size to 100px * 100px. The image becomes blurry, but for the image itself It is said that the coordinate range has not become larger; the rightmost one is the correct 100px * 100px Canvas.
Canvas Most of the drawing methods have nothing to do with the 5ba626b379994d53f7acf72a64f9b697 tag, and you need to use JavaScript to operate them. This is the so-called Canvas API.
We first get this element:
var canvas = document.getElementById('canvas');
Then we use a method to get the entry point that can call all Canvas APIs:
var ctx = canvas.getContext(' 2d');
When you see 2d, are you excited and think about 3d? There is no way to write 3D, but if you want to open the door to the 3D world, you can write canvas.getContext('webgl'). However, WebGL is a set of standards based on OpenGL ES 2.0, which is completely different from this article, so it will not be discussed here.
The basic concepts in Canvas
Coordinates
are not the same as the common Cartesian coordinate system in mathematics. The coordinate system of Canvas is a common coordinate system in computers. It looks like this:
The upper left corner of the canvas It is (0,0), x increases to the right, y increases downward, and x and y are both integers (even if they are not integers during the calculation process, they will be treated as integers when drawing), and the unit is pixels .
Drawing
Take everyone nostalgic. I don’t know how many students have played with logo language when they were young. In it, you can control a little turtle to walk on a board, draw, pick up a pen, and put down a pen. The same is true in Canvas, you need to control the movement and drawing of a brush. However, Canvas is more advanced. You can directly use some functions to draw pictures without having to control the position of the brush.
Basic graphics in Canvas
You can do many interesting things through the ctx variable defined above. Let’s first look at how to draw some basic graphics.
Line
We specify the brush to move to a certain point, and then tell the brush to draw from the current point to another point. We can make the brush move and draw multiple times, and finally output it to the screen uniformly. An example is as follows:
ctx.moveTo(10, 10); ctx.lineTo(150, 50); ctx.lineTo(10, 50); ctx.moveTo(10, 20); ctx.lineTo(40, 70); ctx.stroke();
In the above code, lineTo is a function used to generate lines. After execution, the brush moves to the end point of the line. It should be noted that the line is not displayed on the screen at this time, and stroke must be called to display it. This design makes sense, because outputting content to the screen requires a lot of resources. We can save a wave of lineTo first, and finally use stroke to put a big one.
Path
绘制路径非常简单,只需要先告诉 ctx 一声“我要开始画路径了”,然后通过各种方法(例如 lineTo)绘制路径。如果需要画一个封闭路径,那就最后告诉 ctx一声:“我画完了,你把它封闭起来吧。”当然,不要忘记利用 stroke 输出到屏幕上。
一个简单的例子:
ctx.beginPath(); ctx.moveTo(10, 10); ctx.lineTo(150, 50); ctx.lineTo(10, 50); ctx.closePath(); ctx.stroke();
如果我不想只描绘路径线条,而是想填充整个路径呢?可以将最后一行的 stroke 改成 fill,这样就跟使用了画图中的油漆桶一样,封闭路径里面的内容就都被填充上颜色了:
ctx.fill();
弧 / 圆形
绘制弧的函数参数比较多:
ctx.arc(圆心 x 坐标, 圆心 y 坐标, 半径, 起始角度, 终止角度, 是否为逆时针);
注意,在 Canvas 的坐标系中,角的一边是以圆心为中心的水平向右的直线。角度单位均为弧度。例如下图,确定了圆心、起始角度(图中标明的锐角)和终止角度(图中标明的钝角),方向为逆时针,于是就有了这么一个弧。如果方向为顺时针,那么就会是一个跟它互补的、非常非常大的弧……
所以如果转了 2π 圈之后,弧就成了圆形,因此也可以使用绘制弧的方式来绘制圆形:
ctx.beginPath();
ctx.arc(圆心 x 坐标, 圆心 y 坐标, 半径, 0, Math.PI * 2, true);
ctx.closePath();
最后一个参数随便填(当然也可以不填),因为不管是顺时针还是逆时针,转了 2π 圈之后都是一个圆。