Home >Web Front-end >H5 Tutorial >Detailed explanation of the sample code of html5 Canvas drawing (1)
Only with a strong foundation in drawing, coloring, and transforming basic two-dimensional graphics can we use Canvas more effectively;
Below, I will briefly understand how canvas draws basic shapes (rectangle, straight line, arc, Bezier curve), etc.;
First post all the following related The basic code segment to implement operation:
Base code <!DOCTYPE html> <html> <head> <meta charset="utf-8" /> <script type="text/javascript" src="modernizr-latest.js"></script> <script type="text/javascript"> window.addEventListener("load", eventWindowLoaded, false); var Debugger = function() {}; Debugger.log = function(message) { try { console.log(message); } catch (exception) { return; } } function eventWindowLoaded() { canvasApp(); } function canvasSupport() { return Modernizr.canvas; } function canvasApp() { //是否支持CANVAS判断 if(!canvasSupport()) { return; } //取Canvas var theCanvas = document.getElementById("canvasOne"); //获取绘图环境context var context = theCanvas.getContext("2d"); //绘图方法的实现 function drawScreen() {} //绘图方法调用执行 drawScreen(); } </script> </head> <body> <div style="position: absolute; top: 50px; left: 50px; border:1px solid #0000ff"> <canvas id="canvasOne" width="550" height="400"> Your browser does not support HTML5 Canvas. </canvas> </div> </body> </html>
For all the following example codes, just replace the above function drawScreen()!
Basic Rectangle Shape (rectangle)
In Canvas, there are three ways to draw a rectangle: filling (), stroking(), or clearing
The three methods correspond to the following three methods (the parameters are all the same, which are the coordinates [x, y] of the upper left corner of the rectangle, the Width, height of rectangle):
#fillRect(x,y,width,height): fill the rectangular area;
Example function drawScreen() { context.fillStyle = '#000000';//填充颜色 context.strokeStyle = '#00ff00';//轮廓颜色 context.lineWidth = 2;//线宽 context.fillRect(10, 10, 40, 40);//填充矩形 context.strokeRect(7, 7, 46, 46);//画矩形轮廓 context.clearRect(20, 20, 20, 20);//清除矩形区域 }上一篇有提到Current state; 当我们在绘画时,我们可以利用所谓的绘画状态的堆栈, 对于canvas context在任何一个时间的数据的每一个状态都会存储; 下面是对于每一个状态,存储在堆栈中的一个数据列表; 变换矩阵(旋转、移动、缩放等); 剪切区域; Canvas特征的当前值(部分): — globalAlpha — globalCompositeOperation — strokeStyle — textAlign, textBaseline — lineCap, lineJoin, lineWidth, miterLimit — fillStyle — font — shadowBlur, shadowColor, shadowOffsetX, and shadowOffsetY 在绘图环境中,正在操作的当前path and 当前位置并不是状态的一部分;Importmant!!! 如何保存恢复当前的状态呢? context.save()---push to stack; context.restore()---pop form stack; 先有一个简单的印象,之后会更加详细的剖析;
Create Lines(直线)
利用path来创建线(line)
Path:用来画出一系列的相连的圆弧或者线条,可以称之为“轨迹”,使用它可以画出任意复杂的形状;
一个Canvas Context仅有一个current path ;
在调用context.save()时,current path并不做为当前的状态(current state)存储于stack中;
利用.beginPath()功能方法来启动一个Path;
利用.closePath()功能方法来关闭一个Path;
Example:画一条10px宽度的水平直线 function drawScreen() { context.strokeStyle = "#000000";//线的颜色 context.lineWidth = 10;//线的宽度 context.beginPath();//启动path context.moveTo(20, 20); context.lineTo(100, 20); context.stroke();//绘画 context.closePath();//关闭path }
线的属性:lineCap
直线lineCap属性:线帽,也就是线两端的样式,只有绘制较宽的线的,它才有效;
有三个有效值:butt\round\square
"butt":默认值,指定了线段应该没有线帽。
"round":线段应该带有一个半圆形的线帽,半圆的直径等于线段的宽度,并且线段在端点之外扩展了线段宽度的一半。
"square":线段应该带有一个矩形线帽。这个值和 "butt" 一样,但是线段扩展了自己的宽度的一半。
Example function drawScreen() { context.strokeStyle = "#000000";//线的颜色 context.lineWidth = 10;//线的宽度 context.lineCap="butt";//butt\round\square context.beginPath();//启动path context.moveTo(20, 20); context.lineTo(100, 20); context.stroke();//绘画 context.closePath();//关闭path context.lineCap="round";//butt\round\square context.beginPath();//启动path context.moveTo(20, 40); context.lineTo(100, 40); context.stroke();//绘画 context.closePath();//关闭path context.lineCap="square";//butt\round\square context.beginPath();//启动path context.moveTo(20, 60); context.lineTo(100, 60); context.stroke();//绘画 context.closePath();//关闭path }
线的属性:lineJoin
lineJoin属性:表示两条线段如何连接;
当一个路径包含了线段或曲线相交的交点的时候,用lineJoin 属性来说明如何绘制这些交点;
该属性也有三个有效值:miter bevel round
"miter":默认值,两条线段的外边缘一直扩展到它们相交
"bevel":以一个斜边进行连接
"round":以一个圆弧边进行连接
function drawScreen() { context.strokeStyle = "#000000"; context.lineWidth = 10; context.lineJoin = "miter"; context.beginPath(); context.moveTo(20, 20); context.lineTo(100, 20); context.lineTo(100, 40); context.stroke(); context.closePath(); context.lineJoin = "bevel"; context.beginPath(); context.moveTo(20, 60); context.lineTo(100, 60); context.lineTo(100, 80); context.stroke(); context.closePath(); context.lineJoin = "round"; context.beginPath(); context.moveTo(20, 100); context.lineTo(100, 100); context.lineTo(100, 120); context.stroke(); context.closePath(); context.lineJoin = "miter"; context.beginPath(); context.moveTo(20, 140); context.lineTo(100, 140); context.lineTo(80, 180); context.stroke(); context.closePath(); }
Arcs(圆弧)
一段圆弧可以是一个完整的圆也可以圆的一部分;
生成圆弧:context.arc()
context.arc(x, y, radius, startAngle, endAngle, anticlockwise)
参数依次代表圆心,半径、起始角度、终止角度、圆弧的方向; 角度都是以弧度来表示;
anticlockwise为布尔类型 ;true为顺时针、false为逆时针
function drawScreen() { context.strokeStyle = "black"; context.lineWidth = 5; context.beginPath(); context.arc(100, 100, 20, (Math.PI / 180) * 0, (Math.PI / 180) * 360, false); context.stroke(); context.closePath(); context.beginPath(); context.arc(100, 200, 20, (Math.PI / 180) * 0, (Math.PI / 180) * 90, false); context.stroke(); context.closePath(); context.beginPath(); context.arc(100, 300, 20, (Math.PI / 180) * 0, (Math.PI / 180) * 90, true); context.stroke(); context.closePath(); }
Bezier Curves(贝赛尔曲线)
Canvas支持二次 and 三次贝塞尔曲线的绘画
此处的贝塞尔曲线是定义在二维空间里的,需要一个起始点、一个终止点,再加上一个或者两个控制点来创建曲线;
控制点来决定所构造曲线的走向;
三次贝塞尔曲线需要两个点;
二次贝塞尔曲线需要一个点即可;
主要通过以下两个方法来绘画:
context.bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y)
context.quadraticCurveTo(cpx, cpy, x, y)
二次贝塞尔曲线: function drawScreen() { context.strokeStyle = "black"; context.lineWidth = 5; context.beginPath(); context.moveTo(0, 0); context.quadraticCurveTo(500, 25, 0, 100); context.stroke(); context.closePath(); } 曲线的起始点为(0,0),结束点为(0,100) 点(500,25)控制最终生成曲线的走向; 三次贝塞尔曲线: function drawScreen() { context.strokeStyle = "black"; context.lineWidth = 5; context.beginPath(); context.moveTo(0, 0); context.bezierCurveTo(0, 125, 300, 175, 150, 300); context.stroke(); context.closePath(); } 曲线的起点(0,0),结束点(150,300) (0, 125), (300, 175)这两个为控制点; 大家可能自己运行一下代码,看看效果,此处就不贴图了。。
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