我之前曾问过如何使用html5画布填充棋盘效果的形状。 HTML5 Canvas Fill with two colours
我得到了一个jsfiddle来展示如何做到这一点。 http://jsfiddle.net/NdUcv/2/
var can = document.getElementById('canvas1');
var ctx = can.getContext('2d');
// set up a pattern, something really elaborate!
var pattern = document.createElement('canvas');
pattern.width = 40;
pattern.height = 40;
var pctx = pattern.getContext('2d');
pctx.fillStyle = "rgb(188, 222, 178)";
pctx.fillRect(0,0,20,20);
pctx.fillRect(20,20,20,20);
// Now we draw that pattern to a custom shape:
var pattern = ctx.createPattern(pattern, "repeat");
ctx.beginPath();
ctx.moveTo(30, 30);
ctx.lineTo(300, 30);
ctx.lineTo(400, 60);
ctx.lineTo(300, 150);
ctx.lineTo(200, 50);
ctx.lineTo(100, 450);
//ctx.closePath();
ctx.fillStyle = pattern;
ctx.fill();
我想知道如何将此语法转换为KineticJS? 我从kineticjs文档和示例中注意到,您可以填充图像或渐变,但没有提到填充图案。
如果可以使用html5本地完成,可以这样做吗?
答案 0 :(得分:2)
是的,你可以使用类似的代码来创建一个充满你的模式的动态多边形
使用您的模式填充画布,就像在原生html画布中一样:
// use a temp canvas to create a pattern
var pattern = document.createElement('canvas');
pattern.width = 40;
pattern.height = 40;
var pctx = pattern.getContext('2d');
pctx.fillStyle = "rgb(188, 222, 178)";
pctx.fillRect(0,0,20,20);
pctx.fillRect(20,20,20,20);
现在使用该临时画布创建图像对象
var img=new Image();
img.onload=function(){
// img now contains your pattern
}
img.src=pattern.toDataURL();
最后,使用fillPatternImage用您的模式填充动态多边形:
// make a kinetic polygon filled with the pattern
var polyPattern = new Kinetic.Polygon({
points: [30,30, 300,30, 400,60, 300,150, 200,50, 100,450],
fillPatternImage: img,
stroke: 'black',
strokeWidth: 3
});
这是代码和小提琴:http://jsfiddle.net/m1erickson/uW8xz/
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Prototype</title>
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<script src="http://d3lp1msu2r81bx.cloudfront.net/kjs/js/lib/kinetic-v4.7.0.min.js"></script>
<style>
#container{
border:solid 1px #ccc;
margin-top: 10px;
width:400px;
height:400px;
}
</style>
<script>
$(function(){
var stage = new Kinetic.Stage({
container: 'container',
width: 450,
height: 450
});
var layer = new Kinetic.Layer();
stage.add(layer);
// use a temp canvas to create a pattern
var pattern = document.createElement('canvas');
pattern.width = 40;
pattern.height = 40;
var pctx = pattern.getContext('2d');
pctx.fillStyle = "rgb(188, 222, 178)";
pctx.fillRect(0,0,20,20);
pctx.fillRect(20,20,20,20);
// make an image from the temp canvas pattern
var img=new Image();
img.onload=function(){
// make a kinetic polygon filled with the pattern
var polyPattern = new Kinetic.Polygon({
points: [30,30, 300,30, 400,60, 300,150, 200,50, 100,450],
fillPatternImage: img,
stroke: 'black',
strokeWidth: 3
});
// add the shape to the layer and layer.draw()
layer.add(polyPattern);
layer.draw();
}
img.src=pattern.toDataURL();
}); // end $(function(){});
</script>
</head>
<body>
<div id="container"></div>
</body>
</html>