我在画布上做了一个时钟,我实际上是在画布上从中心画线,每隔一秒我从一个圆圈的中心画一条线,我的时间点就是秒钟线。我如何清除以前绘制的线条,使其看起来像一个真正的时钟。
非常感谢谢谢
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
for (i = 0; i < 360; i += 10) {
ctx.moveTo(i + 5, 180);
ctx.lineTo(i, 180);
}
for (i = 0; i < 360; i += 10) {
ctx.moveTo(180, i + 5);
ctx.lineTo(180, i);
}
ctx.stroke();
var iSin = 0,
counterSin = 0,
xSin = 180,
ySin = 0;
var iCos = 0,
counterCos = 0,
xCos = 0,
yCos = 180;
var iCircle = 0,
counterCircle = 0,
xCircle = 180,
yCircle = 0;
var iLinesInCircle = 0,
counterLinesInCircle = 0,
xLinesInCircle = 180,
yLinesInCircle = 0;
var iMinutes = 0,
counterMinutes = 0,
xMinutes = 180,
yMinutes = 0;
var iHours = 0,
counterHours = 0,
xHours = 180,
yHours = 0;
var increase = 90 / 180 * Math.PI / 9;
var increaseLinesInCircle = 6 * Math.PI / 180;
var increaseMinutes = 6 * Math.PI / 180;
var increaseHours = 6 * Math.PI / 180;
//drawSineWave();
//drawCosineWave();
//drawCircle();
drawLinesInCircle();
drawMinutes();
drawHours();
function drawSineWave() {
ctx.beginPath();
ctx.strokeStyle = ("#0C620B");
ctx.lineWidth = 1;
ctx.moveTo(xSin, ySin);
xSin = 180 + Math.sin(counterSin) * 180;
ySin = iSin;
counterSin += increase;
ctx.lineTo(xSin, ySin);
ctx.stroke();
iSin += 10;
if (iSin <= 360) {
setTimeout(drawSineWave, 100);
}
}
function drawCosineWave() {
ctx.beginPath();
ctx.strokeStyle = ("#BE1616");
ctx.lineWidth = 1;
ctx.moveTo(xCos, yCos);
xCos = iCos;
yCos = 180 - Math.cos(counterCos) * 180;
counterCos += increase;
ctx.lineTo(xCos, yCos);
ctx.stroke();
iCos += 10;
if (iCos <= 360) {
setTimeout(drawCosineWave, 100);
}
}
function drawCircle() {
ctx.beginPath();
ctx.strokeStyle = ("#021A02");
ctx.lineWidth = 1;
ctx.moveTo(xCircle, yCircle);
xCircle = 180 + Math.sin(counterCircle) * 180;
yCircle = 180 - Math.cos(counterCircle) * 180;
counterCircle += increase;
ctx.lineTo(xCircle, yCircle);
ctx.stroke();
iCircle += 10;
if (iCircle <= 360) {
setTimeout(drawCircle, 100);
}
}
function drawLinesInCircle() {
var ctxline = c.getContext("2d");
//ctxline.restore();
ctxline.beginPath();
ctxline.strokeStyle = ("#EDDE54");
ctxline.lineWidth = 1;
ctxline.moveTo(180, 180);
xLinesInCircle = 180 + Math.sin(counterLinesInCircle) * 180;
yLinesInCircle = 180 - Math.cos(counterLinesInCircle) * 180;
counterLinesInCircle += increaseLinesInCircle;
ctxline.lineTo(xLinesInCircle, yLinesInCircle);
ctxline.stroke();
//ctxline.clearRect(0,0,360,360 );
iLinesInCircle += 6;
if (iLinesInCircle <= 360) {
setTimeout(drawLinesInCircle, 1000);
}
}
function drawMinutes() {
ctx.beginPath();
ctx.strokeStyle = ("#545EED");
ctx.lineWidth = 5;
ctx.moveTo(180, 180);
xMinutes = 180 + Math.sin(counterMinutes) * 160;
yMinutes = 180 - Math.cos(counterMinutes) * 160;
counterMinutes += increaseMinutes;
ctx.lineTo(xMinutes, yMinutes);
ctx.stroke();
iMinutes += 6;
if (iMinutes <= 360) {
setTimeout(drawMinutes, 60000);
}
}
function drawHours() {
ctx.beginPath();
ctx.strokeStyle = ("#BE1616");
ctx.lineWidth = 7;
ctx.moveTo(180, 180);
xHours = 180 + Math.sin(counterHours) * 120;
yHours = 180 - Math.cos(counterHours) * 120;
counterHours += increaseHours;
ctx.lineTo(xHours, yHours);
ctx.stroke();
iHours += 6;
if (iHours <= 360) {
setTimeout(drawHours, 3600000);
}
}
<canvas id="myCanvas" width="360" height="360" style="border:1px solid #d3d3d3;">
答案 0 :(得分:0)
最简单的可能是首先在画布的背景颜色中绘制相同的线条,然后绘制下一条线。
答案 1 :(得分:0)
有一个全局超时,每秒超时,并增加一些全局变量,跟踪已经过了多少秒,分钟和小时。
概念上像这样...... (未经测试)
var second = 0;
var minute = 0;
var hour = 0;
setTimeout(tick, 1000);
function tick() {
// Clear the canvas
context.clearRect(0, 0, canvas.width, canvas.height);
// Draw the clock background or anything else first
drawBackground();
// Increment the seconds and check if a minute has been reached
if (++second == 60) {
// Increment the minutes and check if an hour has been reached
if (++minute == 60) {
// Increment the hours and check if it has reached 12 again
if (++hours == 12) {
hour = 0;
}
// Overlay the hour hand, using the hours variable
drawHourHand(hour);
// Reset the minute counter
minute = 0;
}
// Overlay the minute hand, using the minutes variable
drawMinuteHand(minute);
// Reset the second counter
second = 0;
}
// Overlay the second hand, using the seconds variable
drawSecondHand(second);
}
然后,您可以从一个地方全局控制您的计时,每次计时时,您都会在新的位置重新绘制画布上的元素。
您需要将时序变量插入到绘图函数中,以便直接用于计算手应放在钟面上的角度。
function drawSecondHand(seconds) {
var degrees = seconds * 6;
// Convert to radians and draw your line, etc...
}
在上面的函数中,您使用来自全局时间的秒变量计算线角度。
1 second = 6 degrees
2 second = 12 degrees
3 second = 18 degrees
...
58 second = 348 degrees
59 second = 354 degrees
60 second (reset to 0 second) = 0 degrees
1 second = 6 degrees
2 second = 12 degrees
...
答案 2 :(得分:0)
你应该有一个调用脚本中每个函数的main函数。 每次屏幕都应该清除此功能。
例如:
/*
Your script here
*/
function draw() {
ctx.save();
ctx.clearRect(0,0,ctx.canvas.width,ctx.canvas.height);
//draw
drawSineWave();
drawCircle();
drawLinesInCircle()
drawMinutes();
drawHours();
ctx.restore();
}
var animateInterval = setInterval(draw,0);
如果这对您有用,请告诉我