我正在制作一个简单的绘画程序。我想动态地绘制矩形和圆形。我的意思是我想跟踪鼠标。我使用以下代码绘制矩形,它起作用。
// The rectangle tool.
tools.rect = function () {
var tool = this;
this.started = false;
this.mousedown = function (ev) {
tool.started = true;
tool.x0 = ev._x;
tool.y0 = ev._y;
};
this.mousemove = function (ev) {
if (!tool.started) {
return;
}
var x = Math.min(ev._x, tool.x0),
y = Math.min(ev._y, tool.y0),
w = Math.abs(ev._x - tool.x0),
h = Math.abs(ev._y - tool.y0);
context.clearRect(0, 0, canvas.width, canvas.height);
if (!w || !h) {
return;
}
context.strokeRect(x, y, w, h);
};
this.mouseup = function (ev) {
if (tool.started) {
tool.mousemove(ev);
tool.started = false;
img_update();
}
};
};
我想对圆圈做同样的事情。但是我遇到了麻烦,我使用了以下代码,但它不起作用。
// The circle tool.
tools.circle = function () {
var tool = this;
this.started = false;
this.mousedown = function (ev) {
tool.started = true;
tool.x0 = ev._x;
tool.y0 = ev._y;
tool.z0 = ev._z;
};
this.mousemove = function (ev) {
if (!tool.started) {
return;
}
var x = Math.min(ev._x, tool.x0),
y = Math.min(ev._y, tool.y0),
r = Math.min(ev._z, tool.z0),
w = Math.abs(ev._x - tool.x0),
h = Math.abs(ev._y - tool.y0);
context.clearRect(0, 0, canvas.width, canvas.height);
context.beginPath();
context.arc(x, y,r,0, 2*Math.PI,true);
context.stroke();
context.closePath();
};
this.mouseup = function (ev) {
if (tool.started) {
tool.mousemove(ev);
tool.started = false;
img_update();
}
};
};
在这种情况下如何绘制圆圈?
答案 0 :(得分:2)
您需要计算连接起始拖动和当前鼠标位置的线的中点。
var midX=(startingX+currentX)/2;
var midY=(startingY+currentY)/2;
然后你需要计算适合该线的圆的半径。
var dx= Math.abs(startinX-canMouseX);
var dy= Math.abs(startinY-canMouseY);
var r=Math.sqrt( dx*dx + dy*dy )/2;
这是代码和小提琴:http://jsfiddle.net/m1erickson/QQPRx/
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<!--[if lt IE 9]><script type="text/javascript" src="../excanvas.js"></script><![endif]-->
<style>
body{ background-color: ivory; }
canvas{border:1px solid red;}
</style>
<script>
$(function(){
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var lastX;
var lastY;
var strokeColor="red";
var strokeWidth=2;
var canMouseX;
var canMouseY;
var canvasOffset=$("#canvas").offset();
var offsetX=canvasOffset.left;
var offsetY=canvasOffset.top;
var isMouseDown=false;
function handleMouseDown(e){
canMouseX=parseInt(e.clientX-offsetX);
canMouseY=parseInt(e.clientY-offsetY);
// Put your mousedown stuff here
lastX=canMouseX;
lastY=canMouseY;
isMouseDown=true;
}
function handleMouseUp(e){
canMouseX=parseInt(e.clientX-offsetX);
canMouseY=parseInt(e.clientY-offsetY);
// Put your mouseup stuff here
isMouseDown=false;
}
function handleMouseOut(e){
canMouseX=parseInt(e.clientX-offsetX);
canMouseY=parseInt(e.clientY-offsetY);
// Put your mouseOut stuff here
isMouseDown=false;
}
function handleMouseMove(e){
canMouseX=parseInt(e.clientX-offsetX);
canMouseY=parseInt(e.clientY-offsetY);
// Put your mousemove stuff here
if(isMouseDown){
var dx= Math.abs(lastX-canMouseX);
var dy= Math.abs(lastY-canMouseY);
var midX=(lastX+canMouseX)/2;
var midY=(lastY+canMouseY)/2;
var r=Math.sqrt( dx*dx + dy*dy )/2;
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.beginPath();
ctx.arc(midX, midY,r,0, 2*Math.PI,true);
ctx.stroke();
}
}
$("#canvas").mousedown(function(e){handleMouseDown(e);});
$("#canvas").mousemove(function(e){handleMouseMove(e);});
$("#canvas").mouseup(function(e){handleMouseUp(e);});
$("#canvas").mouseout(function(e){handleMouseOut(e);});
}); // end $(function(){});
</script>
</head>
<body>
<canvas id="canvas" width=300 height=300></canvas>
</body>
</html>