我正在使用JavaScript玩<canvas>
而且我已经碰到了一堵砖墙。 JavaScript至少可以说是我强有力的诉讼之一所以我认为这个问题非常基础,并提前道歉,不要挑战你的思想!
我想要的是<canvas>
将内联即<canvas height="300" width="300">
更新为与浏览器视点相同的大小,如果它们在加载内容后调整大小。我搜索了Stack Overflow并发现了我测试过的“监听脚本”。我测试的那些调整画布大小,但动画似乎是疯狂的。以下是我正在使用的听众。
(function(){
var
// Obtain a reference to the canvas element
// using its id.
htmlCanvas = document.getElementById('world'),
// Obtain a graphics context on the
// canvas element for drawing.
context = htmlCanvas.getContext('2d');
// Start listening to resize events and
// draw canvas.
initialize();
function initialize() {
// Register an event listener to
// call the resizeCanvas() function each time
// the window is resized.
window.addEventListener('resize', resizeCanvas, false);
// Draw canvas border for the first time.
resizeCanvas();
}
// Display custom canvas.
// In this case it's a blue, 5 pixel border that
// resizes along with the browser window.
function redraw() {
updateScene();
}
// Runs each time the DOM window resize event fires.
// Resets the canvas dimensions to match window,
// then draws the new borders accordingly.
function resizeCanvas() {
htmlCanvas.width = window.innerWidth;
htmlCanvas.height = window.innerHeight;
redraw();
}
})();
以下是我正在使用的动画代码。
jQuery(function($) {
!+-+-+!+-+-+!+-+-+!+-+-+!+-+-+!+-+-+!+-+-+!+-+-+!
function(d, w){
var FPS = 30;
var F = 300;
var N = 3;
var VERTEX_MAX = 10;
var TRAIL_QUALITY = 4000;
var mu = 0.5;
var bmRandom = function(mu, sigma){
var x, y, r, tmp=null, tmp2;
return function(){
if(tmp !== null){
tmp2 = tmp;
tmp = null;
return y*tmp2+mu;
}
do{
x = Math.random()*2-1;
y = Math.random()*2-1;
r = x*x+y*y;
}while(r>=1);
tmp = sigma*Math.sqrt(-2*Math.log(r)/r);
return x*tmp+mu;
};
};
pointCopy = function(src, dst){
dst.x = src.x;
dst.y = src.y;
dst.z = src.z;
return dst;
};
Trail = function(pos, t, color_f){
this.pos={x:0,y:0,z:0};
this.start={x:0,y:0,z:0};
this.goal={x:0,y:0,z:0};
this.anchor_1={x:0,y:0,z:0};
this.anchor_2={x:0,y:0,z:0};
this.start_time = 0;
this.take_time = 1;
this.vertexes = [];
this.anchors_1 = [];
this.anchors_2 = [];
this.color_f = color_f;
pointCopy(pos, this.pos);
pointCopy(pos, this.start);
pointCopy(pos, this.goal);
this.setNextGoal(t);
};
Trail.prototype.setNextGoal = function(t, target){
pointCopy(this.goal, this.start);
this.anchor_1.x = this.start.x+(this.start.x-this.anchor_2.x)*mu;
this.anchor_1.y = this.start.y+(this.start.y-this.anchor_2.y)*mu;
this.anchor_1.z = this.start.z+(this.start.z-this.anchor_2.z)*mu;
if(target){
this.anchor_2.x = (this.anchor_1.x+target.x)/2+myrand();
this.anchor_2.y = (this.anchor_1.y+target.y)/2+myrand();
this.anchor_2.z = (this.anchor_1.z+target.z)/2+myrand();
this.goal.x = target.x;
this.goal.y = target.y;
this.goal.z = target.z;
}else{
this.anchor_2.x = this.anchor_1.x+myrand();
this.anchor_2.y = this.anchor_1.y+myrand();
this.anchor_2.z = this.anchor_1.z+myrand();
this.goal.x = this.anchor_2.x+myrand();
this.goal.y = this.anchor_2.y+myrand();
this.goal.z = this.anchor_2.z+myrand();
}
this.start_time = t;
this.take_time = 200+Math.random()*200;
this.vertexes.push(pointCopy(this.start, {x:0,y:0,z:0}));
this.anchors_1.push(pointCopy(this.anchor_1, {x:0,y:0,z:0}));
this.anchors_2.push(pointCopy(this.anchor_2, {x:0,y:0,z:0}));
if(this.vertexes.length > VERTEX_MAX){
this.vertexes.splice(0,this.vertexes.length-VERTEX_MAX);
this.anchors_1.splice(0,this.anchors_1.length-VERTEX_MAX);
this.anchors_2.splice(0,this.anchors_2.length-VERTEX_MAX);
}
};
Trail.prototype.update = function(t, target){
bezier3(
t-this.start_time,
this.start,
this.anchor_1,
this.anchor_2,
this.goal,
this.take_time,
this.pos
);
if(t-this.start_time > this.take_time){
this.setNextGoal(this.start_time+this.take_time, target);
this.update(t, target);
}
};
Trail.prototype.draw = function(ctx, camera, t){
var i, dz, dt, ddt, rt, a, v={x:0, y:0, z:0};
var ps = {x:0, y:0};
ctx.beginPath();
if(perspective(this.vertexes[0], camera, ps)){
ctx.moveTo(ps.x, ps.y);
}
var x0 = ps.x;
rt = (t-this.start_time)/this.take_time;
for(i=1; i<this.vertexes.length; i++){
ddt = 0.01;
for(dt=0; dt<1; dt+=ddt){
bezier3(dt,
this.vertexes[i-1],
this.anchors_1[i-1],
this.anchors_2[i-1],
this.vertexes[i],
1,
v);
if(perspective(v, camera, ps)){
dz = v.z-camera.z;
a = 1-(this.vertexes.length-i+1-dt+rt)/VERTEX_MAX;
this.color_f(ctx, a, dz);
ctx.lineTo(ps.x, ps.y);
ctx.stroke();
ctx.beginPath();
ctx.moveTo(ps.x, ps.y);
ddt = dz/TRAIL_QUALITY+0.01;
}
}
}
ddt = 0.01;
for(dt=0; dt<rt; dt+=ddt){
bezier3(dt,
this.start,
this.anchor_1,
this.anchor_2,
this.goal,
1,
v);
if(perspective(v, camera, ps)){
dz = v.z-camera.z;
a = 1-(1-dt+rt)/VERTEX_MAX;
this.color_f(ctx, a, dz);
ctx.lineTo(ps.x, ps.y);
ctx.stroke();
ctx.beginPath();
ctx.moveTo(ps.x, ps.y);
ddt = dz/TRAIL_QUALITY+0.01;
}
}
if(perspective(this.pos, camera, ps)){
dz = this.pos.z-camera.z;
a = 1-1/VERTEX_MAX;
this.color_f(ctx, a, dz);
ctx.lineTo(ps.x, ps.y);
ctx.stroke();
}
};
bezier3 = function(t, a, b, c, d, e, dst){
t /= e;
dst.x =
a.x*(1-t)*(1-t)*(1-t)+
b.x*3*t*(1-t)*(1-t)+
c.x*3*t*t*(1-t)+
d.x*t*t*t;
dst.y =
a.y*(1-t)*(1-t)*(1-t)+
b.y*3*t*(1-t)*(1-t)+
c.y*3*t*t*(1-t)+
d.y*t*t*t;
dst.z =
a.z*(1-t)*(1-t)*(1-t)+
b.z*3*t*(1-t)*(1-t)+
c.z*3*t*t*(1-t)+
d.z*t*t*t;
};
perspective = function(point, camera, dst){
var dx = point.x-camera.x;
var dy = point.y-camera.y;
var dz = point.z-camera.z;
if(dz > 0){
dst.x = F*dx/dz;
dst.y = F*dy/dz;
return true;
}
return false;
};
updateScene = function(ctx){
var i, goal;
time_now = new Date().getTime();
var time_d = time_now-time_pre;
trails[0].update(time_now);
for(i=1; i<trails.length; i++){
trails[i].update(time_now, trails[i-1].pos);
}
camera.x += (trails[0].pos.x-camera.x)*0.0005*time_d;
camera.y += (trails[0].pos.y-camera.y)*0.0005*time_d;
camera.z += (trails[0].pos.z-camera.z-100)*0.0005*time_d;
time_pre = time_now;
};
drawScene = function(ctx){
var i;
ctx.clearRect(-canvas.width/2, -canvas.height/2, canvas.width, canvas.height);
for(i=0; i<trails.length; i++){
trails[i].draw(ctx, camera, time_now);
}
};
var myrand = bmRandom(0,20);
var canvas = d.getElementById("world");
var ctx = canvas.getContext("2d");
var trails = [];
var i;
var time_now = new Date().getTime();
var time_pre = time_now;
var camera = {x:0, y:0, z:-200};
for(i=0; i<N; i++){
trails.push(new Trail({x:myrand(), y:myrand(), z:myrand()},
time_now,
function(a,z){return "#FFFFFF";}));
}
for(i=0; i<N; i++){
switch(i%3){
case 0:
trails[i].color_f=function(ctx, a, dz){
var b = dz<10?0:a*F/dz;
b = (b>1?1:b)*(dz<30?(dz-10)/20:1);
ctx.strokeStyle = "rgba(255,"+Math.floor(255*a)+",0,"+b+")";
ctx.lineWidth = F/dz;
ctx.lineCap = b>0.8?"round":"butt";
};
break;
case 1:
trails[i].color_f=function(ctx, a, dz){
var b = dz<10?0:a*F/dz;
b = (b>1?1:b)*(dz<30?(dz-10)/20:1);
ctx.strokeStyle = "rgba(0, 255,"+Math.floor(255*a)+","+b+")";
ctx.lineWidth = F/dz;
ctx.lineCap = b>0.8?"round":"butt";
};
break;
default:
trails[i].color_f=function(ctx, a, dz){
var b = dz<10?0:a*F/dz;
b = (b>1?1:b)*(dz<30?(dz-10)/20:1);
ctx.strokeStyle = "rgba("+Math.floor(255*a)+",0,255,"+b+")";
ctx.lineWidth = F/dz;
ctx.lineCap = b>0.8?"round":"butt";
};
break;
}
}
canvas.width = w.innerWidth;
canvas.height = w.innerHeight;
ctx.translate(canvas.width/2, canvas.height/2);
var loop = function(){
updateScene();
drawScene(ctx);
w.requestAnimationFrame(loop);
}
loop();
}(document, window);
});
为了让您更容易看到我遇到的问题,我已将代码转储到JSFiddle,请在调整大小后稍等片刻。
如何让侦听器以新的大小重新启动绘图,而不会像JSFiddle中看到的那样烦恼。
答案 0 :(得分:1)
用这个解决了
var loop = function(){
canvas.width = w.innerWidth;
canvas.height = w.innerHeight;
ctx.translate(canvas.width/2, canvas.height/2);
updateScene();
drawScene(ctx);
w.requestAnimationFrame(loop);
}