我需要用html5 canvas绘制这个形状,我能够将它画成一个画布。
我需要处理每个部分作为一个独特的对象 - 在每个部分上听鼠标,确定用户将鼠标悬停在哪个部分,并让用户选择填充相关部分形状
var canvas = document.getElementById('shape');
var context = canvas.getContext('2d'),
width = $('#shape').width(),
part_width = width / parts_num;
context.beginPath();
var start_x = 17,
end_x = 17 + part_width;
for (var i = 0; i < parts_num; i++) {
context.moveTo(start_x, 0);
context.lineTo(end_x,0);
context.moveTo(start_x, 0);
context.bezierCurveTo(50+start_x, 30, 40+start_x, 45, 13+start_x, 89);
context.moveTo(13+start_x, 89);
context.bezierCurveTo(0+start_x, 110, 0+start_x, 126, 27+start_x, 174);
context.moveTo(28+start_x, 174);
context.lineTo(85+start_x,174);
start_x += part_width;//80 is x starting point
};
context.lineWidth = 5;
context.strokeStyle = "red";
context.stroke();
答案 0 :(得分:3)
我建议使用CreateJS。使用画布时,它会让你的生活变得更轻松。
以下是Demo如何使用CreateJS将每个形状作为对象处理。
单击单个形状以查看每个形状如何触发它自己的处理程序。
function curveShape(index, start_x, end_x) {
var shape = new createjs.Shape();
var context = shape.graphics.beginStroke("red").beginFill("#ffffee");
context.moveTo(start_x, 0);
context.bezierCurveTo(start_x + 10, 30, start_x + 10, 45, start_x - 15, 90);
context.bezierCurveTo(start_x - 30, 120, start_x - 30, 135, start_x, 180);
context.lineTo(end_x, 180);
context.bezierCurveTo(end_x - 30, 135, end_x - 30, 120, end_x - 15, 90);
context.bezierCurveTo(end_x + 10, 45, end_x + 10, 30, end_x, 0);
context.lineTo(start_x, 0);
shape.name = "shape " + index;
shape.x = shape.y = 30;
shape.addEventListener("mousedown", function () {
alert("I am " + shape.name);
});
return shape;
}
var stage = new createjs.Stage("shape");
for(var i = 0; i < 4; i++)
stage.addChild(new curveShape(i+1, i * 80, (i + 1) * 80));
stage.update();
答案 1 :(得分:3)
您可以将复杂形状嵌入处理位置和检查的对象中。对象可能如下所示:
提取物:
主要对象 -
function wave(ctx, offset, width) {
/// the check function which checks point x, y in last path
this.isInPath = function(x, y) {
getPath();
return ctx.isPointInPath(x, y);
}
/// this render the object with the set fill color
this.draw = function(color) {
getPath();
ctx.fillStyle = color;
ctx.fill();
ctx.lineWidth = 5;
ctx.strokeStyle = "red";
ctx.stroke();
}
/// common function to generate just the path.
function getPath() {
ctx.beginPath();
ctx.moveTo(offset, 0);
ctx.bezierCurveTo(50 + offset, 30, 40 + offset, 45, 13 + offset, 89);
ctx.bezierCurveTo(offset, 110, offset, 126, 27 + offset, 174);
ctx.lineTo(27 + offset + width, 174);
ctx.bezierCurveTo(offset + width, 100, offset + width + 0, 126, 27 + offset + width, 65);
ctx.bezierCurveTo(43 + offset + width, 40, 40 + offset + width, 25, offset + width, 0);
ctx.closePath();
}
this.draw('white');
return this;
}
确保路径是自包含的,这意味着它是一个完整的形状,不依赖于相邻部分(即不使用相邻线)。这基本上就是处理复杂形状所需要做的所有事情。
<强>渲染强>
简单地渲染:
for(;i < parts_num; i++) {
parts.push( new wave(context, i * part_width, part_width) );
}
检查强>
至于检查某个点是否在该部分中,您可以执行此操作:
/// check mouse move in this example
canvas.addEventListener('mousemove', hover, false);
/// the function to check parts
function hover(e) {
///get mouse coord relative to canvas
var r = canvas.getBoundingClientRect();
var x = e.clientX - r.left;
var y = e.clientY - r.top;
///optimize so we only clear last selected part
if (lastPart > -1) {
parts[lastPart].draw('white');
lastPart = -1;
}
for(i = 0 ;i < parts_num; i++) {
if (parts[i].isInPath(x, y) === true) {
parts[i].draw('green');
lastPart = i;
break; //don't need to check more
}
}
}
这里有优化空间(重复使用对象内部的最后一个路径,将形状缓存为图像,分段检查范围等),但表明使用vanilla canvas和JavaScript处理它并不是那么复杂。
以此为基础,您应该能够自己处理点击等等。
(注意:我对bezier的收尾结束的准确性不太准确 - 如果您选择使用此解决方案,我会留给您微调它。)。