我正在使用画布。我画了一套线。这是我的示例代码
for(var i = 0 ; i< points.length; i++){
var point = points[i];
setInterval(function() {
ctx.strokeStyle = "black";
ctx.moveTo(point.startX, point.startY);
ctx.lineTo(point.startX1, point.startY1);
ctx.stroke();
}, 500);
}
此代码每0.5秒后绘制一行。但我希望逐步制作动画。 所以请逐步帮助划清界限。
此屏幕截图显示输出。我在SVG中做到了这一点。但我在画布上也需要相同的东西。
答案 0 :(得分:2)
<!DOCTYPE html>
<html>
<head>
<title>Parent selector</title>
</head>
<body>
<canvas height="300px" width="500px" id="canva"></canvas>
<script>
var canva = document.getElementById('canva'),
ctx = canva.getContext('2d');
var Point = function (x, y) {
this.startX = x;
this.startY = y;
};
var points = [new Point(1, 2),
new Point(10, 20),
new Point(30, 30),
new Point(40, 80),
new Point(100, 100),
new Point(120, 100)];
//goto first point
ctx.strokeStyle = "black";
ctx.moveTo(points[0].startX, points[0].startY);
var counter = 1,
inter = setInterval(function() {
//create interval, it will
//iterate over pointes and when counter > length
//will destroy itself
var point = points[counter++];
ctx.lineTo(point.startX, point.startY);
ctx.stroke();
if (counter >= points.length) {
clearInterval(inter);
}
console.log(counter);
}, 500);
ctx.stroke();
</script>
</body>
</html>
答案 1 :(得分:0)
async function aWaitF(ctx, index, ary) {
if (!ary) return;
for (let i = 0; i < ary.length; i++) {
let cur = {};
cur.x = name_pos[i].x; // x position
cur.val = ary[i].Y - 0;
cur.y = y_h - y_h * ((ary[i].Y - 0) / series_max); // y position
let prev = {};
let next = {};
let font_pos = null;
if (i === 0) {
} else {
prev.val = ary[i - 1].Y - 0;
prev.x = name_pos[i - 1].x;
prev.y = t + y_h - y_h * ((ary[i - 1].Y - 0) / series_max);
next.val = ary[i + 1] ? ary[i + 1].Y - 0 : 0;
ctx.lineWidth = 0.5;
**await orderRender();**
function orderRender() {
return new Promise(resolve => {
let w = cur.x - prev.x;
let h = cur.y - prev.y;
**let rad = Math.atan2(h, w);**
let x = cur.x > prev.x ? prev.x : cur.x;
let y = cur.y > prev.y ? prev.y : cur.y;
**let imgData = ctx.getImageData(x, y, w, h);**
let timer = requestAnimFrame(drawLine);
let num = 0;
function drawLine() {
**ctx.putImageData(imgData, x, y);**
ctx.beginPath();
ctx.moveTo(prev.x, prev.y);
let newX = prev.x + num;
let newH = Math.tan(rad) * num;
let newY = prev.y + newH;
// num += (ary.length - i) * 10;
num += 5;
ctx.lineTo(newX, newY);
ctx.stroke();
timer = requestAnimFrame(drawLine);
if (num >= w) {
ctx.beginPath();
ctx.moveTo(prev.x, prev.y);
ctx.lineTo(cur.x, cur.y);
ctx.stroke();
window.cancelAnimationFrame(timer);
resolve();
}
}
});
}
}
}
}