我想水平移动html画布,然后旋转它,然后再次水平移动它。问题是,在我旋转它并想再次移动它之后,旋转消失。我做错了什么?谢谢,我的代码在下面
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
<head>
<meta http-equiv="content-type" content="text/html; charset=windows-1250">
<meta name="generator" content="PSPad editor, www.pspad.com">
<title></title>
</head>
<body>
<style type="text/css">
#canvas {
width:400px;
height:400px;
border:1px solid red;
}
</style>
<canvas id="canvas"></canvas>
<script type="text/javascript">
var c=document.getElementById("canvas");
var ctx=c.getContext("2d");
var counterx = 0;
var canvasWidth = 400;
var canvasHeight = 400;
var imageObj = new Image();
imageObj.onload = function() {
ctx.drawImage(imageObj, counterx,0 ,69, 50);
};
imageObj.src = 'test.png';
function moveRight() {
ctx.save();
counterx += 5;
ctx.clearRect(0 ,0 ,canvasWidth, canvasHeight);
ctx.drawImage(imageObj, counterx,0 ,69, 50);
ctx.restore();
}
function rotate() {
ctx.save();
ctx.translate(counterx, 0);
ctx.rotate(Math.PI / 4);
ctx.clearRect(0 ,0 ,canvasWidth, canvasHeight);
ctx.drawImage(imageObj, counterx,0 ,69, 50);
ctx.restore();
}
</script>
<a onclick="moveRight(); return false;" href="#">move right</a>
<a onclick="rotate(); return false;" href="#">rotate</a>
</body>
</html>
答案 0 :(得分:0)
我建议累积值,然后仅在需要时进行绝对变换。稍微重构也可以更容易地跟踪这些更改,这里将使用常见的更新方法。
var rotation = 0;
var counterx = 0;
function moveRight() {
counterx += 5;
update();
}
function rotate() {
rotation += Math.PI / 4
update();
}
function update() {
ctx.clearRect(0 ,0 ,canvasWidth, canvasHeight);
ctx.translate(counterx, 0); // absolute translate
ctx.rotate(rotation); // absolute rotation
ctx.drawImage(imageObj, 0, 0, 69, 50); // we are already at counterx
ctx.setTransform(1, 0, 0, 1, 0, 0); // reset all transformations
}
如果您想按图像的中心旋转,只需将上面的drawImage行替换为:
ctx.drawImage(imageObj, -69/2, -50/2, 69, 50);
var c = document.getElementById("canvas");
var ctx = c.getContext("2d");
var canvasWidth = 400;
var canvasHeight = 400;
var imageObj = new Image();
var rotation = 0;
var counterx = 0;
c.width = canvasWidth;
c.height = canvasHeight;
imageObj.onload = update;
imageObj.src = 'http://i.imgur.com/mP58PXJ.png';
function moveRight() {
counterx += 5;
update();
}
function rotate() {
rotation += Math.PI / 4
update();
}
function update() {
var iw = imageObj.width, ih = imageObj.height;
ctx.clearRect(0, 0, canvasWidth, canvasHeight);
ctx.translate(counterx, ih); // absolute translate
ctx.rotate(rotation); // absolute rotation
ctx.drawImage(imageObj, -iw*0.5, -ih*0.5); // we are already at counterx
ctx.setTransform(1, 0, 0, 1, 0, 0); // reset all transformations
}
#canvas {
width: 400px;
height: 400px;
border: 1px solid red;
}
<canvas id="canvas"></canvas>
<a onclick="moveRight(); return false;" href="#">move right</a>
<a onclick="rotate(); return false;" href="#">rotate</a>