我有一堆我想慢慢画的点。我尝试了setTimeOut和这个tutorial的效果。但没有那么多成功。
函数看起来像这样
功能:
var myFunction = function(ctx, grid, points) {
ctx.beginPath();
ctx.moveTo(points[0].x, points[0].y);
ctx.lineWidth = 2;
ctx.strokeStyle = '#2068A8';
ctx.fillStyle = '#2068A8';
var count = 1;
for (count = 1; count < points.length; count++) {
ctx.lineTo(points[count].x , points[count].y);
}
ctx.stroke();
}
在这个函数周围有许多其他绘图函数,但我只想动画一个。
如何用画布慢慢绘制一个函数?
答案 0 :(得分:10)
有两种方法你可以做到这一点,我可以想到我的头脑。一个基本上是绘制一个点并在绘制另一个点之前暂停一段时间。这是我提供的第一个例子。第二种方法涉及将局部线条绘制到当前目标,这样可以提供更平滑的绘图外观。作为附注,我在两个示例中都使用requestAnimationFrame
,这是建议使用任何类型的画布动画的方法。
var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d");
canvas.width = 400;
canvas.height = 200;
var points = [],
currentPoint = 1,
nextTime = new Date().getTime()+500,
pace = 200;
// make some points
for (var i = 0; i < 50; i++) {
points.push({
x: i * (canvas.width/50),
y: 100+Math.sin(i) * 10
});
}
function draw() {
if(new Date().getTime() > nextTime){
nextTime = new Date().getTime() + pace;
currentPoint++;
if(currentPoint > points.length){
currentPoint = 0;
}
}
ctx.clearRect(0,0,canvas.width, canvas.height);
ctx.beginPath();
ctx.moveTo(points[0].x, points[0].y);
ctx.lineWidth = 2;
ctx.strokeStyle = '#2068A8';
ctx.fillStyle = '#2068A8';
for (var p = 1, plen = currentPoint; p < plen; p++) {
ctx.lineTo(points[p].x, points[p].y);
}
ctx.stroke();
requestAnimFrame(draw);
}
draw();
<强> Live Demo 强>
如果您发现有点不稳定,可以执行以下操作以获得更平滑的线条
var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d");
canvas.width = 400;
canvas.height = 200;
var points = [],
currentPoint = 1,
speed = 2,
targetX = 0,
targetY = 0,
x = 0,
y = 0;
// make some points
for (var i = 0; i < 50; i++) {
points.push({
x: i * (canvas.width/50),
y: 100+Math.sin(i) * 10
});
}
// set the initial target and starting point
targetX = points[1].x;
targetY = points[1].y;
x = points[0].x;
y = points[0].y;
function draw() {
var tx = targetX - x,
ty = targetY - y,
dist = Math.sqrt(tx*tx+ty*ty),
velX = (tx/dist)*speed,
velY = (ty/dist)*speed;
x += velX
y += velY;
if(dist < 1){
currentPoint++;
if(currentPoint >= points.length){
currentPoint = 1;
x = points[0].x;
y = points[0].y;
}
targetX = points[currentPoint].x;
targetY = points[currentPoint].y;
}
ctx.clearRect(0,0,canvas.width, canvas.height);
ctx.beginPath();
ctx.moveTo(points[0].x, points[0].y);
ctx.lineWidth = 2;
ctx.strokeStyle = '#2068A8';
ctx.fillStyle = '#2068A8';
for (var p = 0, plen = currentPoint-1; p < plen; p++) {
ctx.lineTo(points[p].x, points[p].y);
}
ctx.lineTo(x, y);
ctx.stroke();
requestAnimFrame(draw);
}
draw();
<强> Live Demo 强>
答案 1 :(得分:0)
感谢这些示例,Loktar!这应该是对Loktar发布的答案中上面第二个示例的评论,但是我无法发表评论,因为我刚刚注册并且没有足够的“信誉”。
我尝试了上面的第二个演示,如果放慢速度,您会注意到新线段从应该开始的点开始开始增长。这是我对其进行调整以使其正常工作的方式:
我更改了以下行:
ctx.lineTo(points[p].x, points[p].y);
// =>
ctx.lineTo(points[p+1].x, points[p+1].y);
,现在结果看起来非常平滑。我之所以发表评论是因为Loktar的帖子近乎完美,我希望人们不要因为需要调整一些细节而错过他的帖子。再次感谢,Loktar!