我有一个带有HTML5画布的网页,我在其上显示了一些图像,以及一些文字和形状。
JavaScript函数绘制了文本和形状:
function drawGameElements(){
/* Draw a line for the 'score bar'. */
context.moveTo(0, 25);
context.lineTo(1000, 25);
context.stroke();
/* Draw current level/ total levels on the left, and current score on the right. */
context.font = "11pt Calibri"; /* Text font & size */
context.strokeStyle = "black"; /* Font colour */
context.strokeText(currentLevel + "/" + totalLevels, 10, 15);
context.strokeText(currentScore, 950, 15);
}
和
function drawDescriptionBoxes(){
CanvasRenderingContext2D.prototype.drawDescriptionArea = function(x, y, width, height, radius, stroke){
if(typeof stroke == "undefined" ){
stroke = true;
}
if(typeof radius === "undefined"){
radius = 5;
}
this.beginPath();
this.moveTo(x + radius, y);
this.lineTo(x + width - radius, y);
this.quadraticCurveTo(x + width, y, x + width, y + radius);
this.lineTo(x + width, y + height - radius);
this.quadraticCurveTo(x + width, y + height, x + width - radius, y + height);
this.lineTo(x + radius, y + height);
this.quadraticCurveTo(x, y + height, x, y + height - radius);
this.lineTo(x, y + radius);
this.quadraticCurveTo(x, y, x + radius, y);
this.closePath();
if(stroke){
context.stroke();
}
}
context.drawDescriptionArea(70, 400, 120, 70);
context.font = '25pt Calibri';
context.strokeText('Asset', 90, 440);
context.drawDescriptionArea(300, 400, 120, 70);
context.strokeText('Liability', 310, 440);
context.drawDescriptionArea(540, 400, 120, 70);
context.strokeText('Income', 550, 440);
context.drawDescriptionArea(750, 400, 180, 70);
context.strokeText('Expenditure', 760, 440);
}
首先将图像从其源加载到HTML中的隐藏部分,然后从那里加载到名为“源”的JavaScript数组中:
function loadImages(sources, callback){
var imagesDir = "";
var images = {};
var loadedImages = 0;
var numImages = 0;
//console.log("length " + sources.length);
for (var src in sources){
numImages++;
}
//console.log("Num Images " + numImages);
var index=0;
console.log("length " + sources.length);
for (index=0;index < numImages ;index++){
console.log(index);
images[index] = new Image();
images[index].src = sources[index];
console.log("Adding " + sources[index]);
callback(images[index]);
console.log("images array length = " + images.length);
}
stage.add(imagesLayer); // should only be added once!!
drawGameElements();
}
之后,我再使用另一个JS函数将这些图像绘制到画布上:
function drawImage(imageObj) {
//var layer = new Kinetic.Layer();
var canvasImage = new Kinetic.Image({
image: imageObj,
width: 50,
height: 50,
// puts the image in teh middle of the canvas
x: stage.getWidth() / 2 - 50 / 2,
y: stage.getHeight() / 2 - 50 / 2,
draggable: true
});
// add cursor styling
canvasImage.on('mouseover', function() {
document.body.style.cursor = 'pointer';
});
canvasImage.on('mouseout', function() {
document.body.style.cursor = 'default';
});
imagesLayer.add(canvasImage);
}
此功能使用KineticJS库使图像可拖动。在浏览器中查看页面时,所有内容最初都按预期显示,图像,文本和形状都可见。但是,只要单击图像将其拖放到画布上,标准JS函数(而不是KineticJS库)绘制的文本和形状就会从画布中消失。
我认为这是因为KineticJS库在重新绘制新位置的图像时会完全清除画布。
在拖放图像时,如何确保我在画布上绘制的文本和其他形状仍保留在画布上?或者至少他们会在拖放时重新绘制图像?
答案 0 :(得分:-1)
如果你已经使用过Kineticjs,为什么不让ju只让Kineticjs在开始时画出图像和文字?
function drawGameElements(){
/* Draw a line for the 'score bar'. */
context.moveTo(0, 25);
context.lineTo(1000, 25);
context.stroke();
/* Draw current level/ total levels on the left, and current score on the right. */
context.font = "11pt Calibri"; /* Text font & size */
context.strokeStyle = "black"; /* Font colour */
context.strokeText(currentLevel + "/" + totalLevels, 10, 15);
context.strokeText(currentScore, 950, 15);
}
在Kineticjs中被轻松转换为自定义形状,因此不是你的drawDescriptionBoxes函数。