我正在尝试使用HTML5画布绘图,所以我想出了这个。我应该会产生一个黄色的星星,它是由一个半身像(一个人的头部和肩膀)的绿色轮廓重叠。
但是,如果未注释drawStar()行,则不会绘制绿色轮廓。这个工作代码是不是对正在发生的事情的解释那么重要。
http://jsfiddle.net/xiondark2008/LYfHJ/2/
HTML:
<!DOCTYPE html>
<html>
<head>
<style>
h6{
-webkit-margin-before: .5em;
-webkit-margin-after: 0;
}
label{
margin-left: 1em;
}
</style>
</head>
<body>
<canvas id="myCanvas" width="19" height="19"
style="border:1px solid d3d3d3;">
Your browser does not support the HTML5 canvas tag.</canvas>
</body>
</html>
的javascript:
function drawProfile(ctx,x,y,width,height) {
this.flp = false;
this.x = function(r){ return Math.floor(width*(this.flp?1-r:r)); }
this.y = function(r){ return Math.floor(height*r); }
ctx.save();
ctx.translate( x, y );
ctx.fillStyle="#40FF00";
ctx.beginPath();
ctx.moveTo( this.x(0), this.y(1) );
ctx.bezierCurveTo(
this.x(0), this.y(125/190),
this.x(70/190), this.y(170/190),
this.x(75/190), this.y(120/190)
);
ctx.lineTo( this.x(95/190), this.y(130/190) );
ctx.bezierCurveTo(
this.x(40/190), this.y(130/190),
this.x(30/190), this.y(0),
this.x(95/190), this.y(0)
);
this.flp = true;
ctx.bezierCurveTo(
this.x(30/190), this.y(0),
this.x(40/190), this.y(130/190),
this.x(95/190), this.y(130/190)
);
ctx.lineTo( this.x(75/190), this.y(120/190) );
ctx.bezierCurveTo(
this.x(70/190), this.y(170/190),
this.x(0), this.y(125/190),
this.x(0), this.y(1)
);
ctx.fill();
this.flp = false;
ctx.restore();
}
function drawStar(ctx,x,y,height) {
var pnts = 5,
rad = height/(1-Math.cos(0.8*Math.PI));
this.x = function(p,dst){
return dst * Math.sin( (p/pnts)*2*Math.PI );
}
this.y = function(p,dst){
return dst * Math.cos( (p/pnts)*2*Math.PI ) * -1;
}
this.movePct = function(a,b,pct){
var f = (function(x){
var m = (b.y-a.y)/(b.x-a.x);
return m*x+(a.y-(a.x*m));
}).bind(),
r = b.x - a.x,
point = {};
point.x = a.x+(r*pct);
point.y = f(point.x);
return point;
}
this.transPoints = function(s,p,e,pct){
var sp = this.movePct(s,p,pct),
ep = this.movePct(e,p,pct);
return [sp,ep];
}
ctx.save();
ctx.translate( x+rad, y+rad );
ctx.fillStyle = "#ffff00";
ctx.beginPath();
for(var i=0;i<pnts;i++){
var dst = rad/2,
s = { x: this.x( i+0.5, dst ),
y: this.y( i+0.5, dst ) },
p = { x: this.x( i+1, rad ),
y: this.y( i+1, rad ) },
e = { x: this.x( i+1.5, dst ),
y: this.y( i+1.5, dst ) },
t = this.transPoints(s,p,e,.75);
if(i==0){ ctx.moveTo( s.x, s.y ); }
ctx.lineTo(t[0].x, t[0].y);
ctx.quadraticCurveTo(p.x, p.y, t[1].x, t[1].y);
ctx.lineTo(e.x, e.y);
}
ctx.fill();
ctx.restore();
}
function draw(c) {
var ctx = c.getContext("2d");
this.x = function(r){ return c.width*r; }
this.y = function(r){ return c.height*r; }
ctx.shadowBlur=this.y(1/19);
ctx.shadowColor="black";
//drawStar( ctx, this.x(-3/19), this.y(-1/19), this.y(20/19) );
drawProfile( ctx, this.x(6/19), this.y(1/19), this.x(18/19), this.y(18/19) );
if(0){
ctx.clearRect( this.x(1), this.y(0), this.x(1), this.y(1) );
ctx.clearRect( this.x(0), this.y(1), this.x(1), this.y(1) );
}
}
draw( document.getElementById("myCanvas") );
答案 0 :(得分:2)
您在功能中使用this
。在此处的上下文中,this
绑定到window
(有很多关于如何使用this
的资源,而且你做错了。)
在使用this
的每个函数中,is绑定到同一个函数(window
),因此它们会覆盖彼此的变量。 (这是因为你使用这些功能的方式。如果你new
编辑它们,那将是一个不同的故事。)
所以
draw()
方法设置了this.x
,实际上是window.x
,drawStar()
drawStar()
函数方法更改this.x
的值(window.x
)并返回draw()
draw()
使用drawProfile()
(this.x
)调用window.x
,除非此时它的值是函数而不是您想要的浮点值。 (适用于x
阅读x
和y
)
您可以使用闭包和变量完成所有操作。删除this
es,您的程序将正常运行。可能。
答案 1 :(得分:0)
function drawProfile(ctx,x,y,width,height) {
var oldX = this.x, //storing the old values for this.x ...
oldY = this.y; // ... and this.y
this.flp = false;
this.x = function(r){ return Math.floor(width*(this.flp?1-r:r)); }
this.y = function(r){ return Math.floor(height*r); }
ctx.save();
ctx.translate( x, y );
ctx.fillStyle="#40FF00";
ctx.beginPath();
ctx.moveTo( this.x(0), this.y(1) );
ctx.bezierCurveTo( this.x(0), this.y(125/190),
this.x(70/190), this.y(170/190),
this.x(75/190), this.y(120/190)
);
ctx.lineTo( this.x(95/190), this.y(130/190) );
ctx.bezierCurveTo( this.x(40/190), this.y(130/190),
this.x(30/190), this.y(0),
this.x(95/190), this.y(0)
);
this.flp = true;
ctx.bezierCurveTo( this.x(30/190), this.y(0),
this.x(40/190), this.y(130/190),
this.x(95/190), this.y(130/190)
);
ctx.lineTo( this.x(75/190), this.y(120/190) );
ctx.bezierCurveTo( this.x(70/190), this.y(170/190),
this.x(0), this.y(125/190),
this.x(0), this.y(1)
);
ctx.fill();
this.flp = false;
ctx.restore();
this.x = oldX; //Restoring old values
this.y = oldY;
}
function drawStar(ctx,x,y,height)
{
var pnts = 5,
rad = height/(1-Math.cos(0.8*Math.PI)),
oldX = this.x, //storing the old values for this.x ...
oldY = this.y; // ... and this.y
this.x = function(p,dst){
return dst * Math.sin( (p/pnts)*2*Math.PI );
}
this.y = function(p,dst){
return dst * Math.cos( (p/pnts)*2*Math.PI ) * -1;
}
this.movePct = function(a,b,pct){
var f = (function(x){
var m = (b.y-a.y)/(b.x-a.x);
return m*x+(a.y-(a.x*m));
}).bind(),
r = b.x - a.x,
point = {};
point.x = a.x+(r*pct);
point.y = f(point.x);
return point;
}
this.transPoints = function(s,p,e,pct){
var sp = this.movePct(s,p,pct),
ep = this.movePct(e,p,pct);
return [sp,ep];
}
ctx.save();
ctx.translate( x+rad, y+rad );
ctx.fillStyle = "#ffff00";
ctx.beginPath();
for(var i=0;i<pnts;i++){
var dst = rad/2,
s = { x: this.x( i+0.5, dst ),
y: this.y( i+0.5, dst ) },
p = { x: this.x( i+1, rad ),
y: this.y( i+1, rad ) },
e = { x: this.x( i+1.5, dst ),
y: this.y( i+1.5, dst ) },
t = this.transPoints(s,p,e,.75);
if(i==0){ ctx.moveTo( s.x, s.y ); }
ctx.lineTo(t[0].x, t[0].y);
ctx.quadraticCurveTo(p.x, p.y, t[1].x, t[1].y);
ctx.lineTo(e.x, e.y);
}
ctx.fill();
ctx.restore();
this.x = oldX; //Resetting the old values
this.y = oldY;
}
function draw(c)
{
var ctx = c.getContext("2d");
this.x = function(r){ return c.width*r; }
this.y = function(r){ return c.height*r; }
ctx.shadowBlur=this.y(1/19);
ctx.shadowColor="black";
drawStar( ctx, this.x(-3/19), this.y(-1/19), this.y(20/19) );
drawProfile( ctx, this.x(6/19), this.y(1/19), this.x(18/19), this.y(18/19) );
if(0){
ctx.clearRect( this.x(1), this.y(0), this.x(1), this.y(1) );
ctx.clearRect( this.x(0), this.y(1), this.x(1), this.y(1) );
}
}
draw( document.getElementById("myCanvas") );