我试图制作一条从左到右穿过画布的线。即时通讯仍然处于早期阶段,要做到这一点,使用以下功能来做一步一步的动画
timer = window.setInterval(draw_line, 30);
我的绘图功能就像这样
function draw_line()
{
context.fillStyle = "#000";
context.fillRect(0, 0, canv.width, canv.height);
context.beginPath();
context.lineWidth = 2;
context.strokeStyle = '#fff';
//Where p1, p2, cp1, cp2 are point objects that has x & y values already defined
context.moveTo(p1.x, p1.y);
context.bezierCurveTo(cp1.x,cp1.y,cp2.x,cp2.y,p2.x,p2.y);
context.stroke();
context.closePath();
// now i have to move p1, p2 ,cp1,cp2
// now here is my problem
}
我知道我需要移动p1.x+= a random number;
,同样也需要移动cp1和cp2,但是 p2 的结束点应该跟在同一条线上!我怎么能实现这个目标?
谢谢
答案 0 :(得分:4)
编辑回答
有了您的澄清,我想我现在可以适当地回答这个问题。
为了使终点遵循起点通过画布的路径,您必须存储历史值。在这个例子中,http://jsfiddle.net/mobidevelop/bGgHQ/,我使用鼠标移动来填充最后16个位置的缓冲区,然后通过迭代RingBuffer使用它来形成穿过点的贝塞尔曲线。
function RingBuffer(length) {
this.length = length;
this.pointer = 0;
this.buffer = [];
}
RingBuffer.prototype.get = function(index) {
if (index < 0) {
index += this.length;
}
return this.buffer[index];
}
RingBuffer.prototype.push = function(value) {
this.buffer[this.pointer] = value;
this.pointer = (this.length + this.pointer +1) % this.length;
}
var c = document.getElementById("myCanvas");
var context =c.getContext("2d");
timer = window.setInterval(draw_line, 30);
function Point(x,y) {
this.x = x;
this.y = y;
}
Point.prototype.translateX = function(x) {
return this.x += x;
};
Point.prototype.translateY = function(y) {
return this.y += y;
};
function draw_line()
{
context.fillStyle = "#000";
context.fillRect(0, 0, c.width, c.height);
var pointer = history.pointer;
context.beginPath();
context.lineWidth = 2;
context.strokeStyle = '#F00';
for (iteration = 0, count = 15; iteration < count; iteration += 3) {
var p1 = history.get(--pointer);
var p2 = history.get(--pointer);
var p3 = history.get(--pointer);
var p4 = history.get(--pointer);
if (p1 && p2 && p3 && p4) {
context.moveTo(p1.x, p1.y);
context.bezierCurveTo(p2.x, p2.y, p3.x, p3.y, p4.x, p4.y);
}
pointer++;
}
context.stroke();
context.closePath();
}
var history = new RingBuffer(16);
var lastGrab = new Date();
c.addEventListener('mousemove', function() {
now = new Date();
if (now - lastGrab > 15) {
history.push(new Point(event.clientX - c.offsetLeft, event.clientY - c.offsetTop));
lastGrab = now;
}
});
出于历史目的,上面的答案留在下面。
我不确定我完全理解你想要达到的目标,但我认为你需要做的就是用相同的值翻译你的所有点数。这将导致遍历画布的线保持相同的形状。像这样的东西:
var c = document.getElementById("myCanvas");
var context =c.getContext("2d");
timer = window.setInterval(draw_line, 30);
function Point(x,y) {
this.x = x;
this.y = y;
}
Point.prototype.translateX = function(x) {
return this.x += x;
};
Point.prototype.translateY = function(y) {
return this.y += y;
};
var p1 = new Point(0,0);
var p2 = new Point(100,100);
var cp1 = new Point(15,45);
var cp2 = new Point(85,45);
function draw_line()
{
context.fillStyle = "#000";
context.fillRect(0, 0, c.width, c.height);
context.beginPath();
context.lineWidth = 2;
context.strokeStyle = '#fff';
//Where p1, p2, cp1, cp2 are point objects that has x & y values already defined
context.moveTo(p1.x, p1.y);
context.bezierCurveTo(cp1.x,cp1.y,cp2.x,cp2.y,p2.x,p2.y);
context.stroke();
context.closePath();
p1.translateX(1);
p2.translateX(1);
cp1.translateX(1);
cp2.translateX(1);
if (p1.x > 300) {
p1.translateX(-400);
p2.translateX(-400);
cp1.translateX(-400);
cp2.translateX(-400);
}
}
除非我误解目标......