所以我设法获得javascript代码来跟踪光标在html画布上显示的图像,这要归功于markE,但是现在我试图将每个图像视为一个按钮并在显示时显示不同的图像光标正在盘旋。到目前为止,通过许多排列,我无法将图像或图像路径名存储到一个数组元素中,该元素也包含我们用来包含路径的点。这是代码:
<script type="text/javascript" language="JavaScript">
var canvas;
var canvasWidth;
var ctx;
function init() {
HideContent('readLess');
var cursors=['default','w-resize','n-resize'];
var currentCursor=0;
canvas = document.getElementById('puzzle-container');
canvas.width = 815;
canvas.height = 425;
canvas.align = 'center';
ctx = canvas.getContext("2d");
var search = new Image();
search.src = 'img/puzzleSearch.png';
var searchHover = new Image();
search.onload = function() {
ctx.drawImage(search, 0, 0);
};
var nav = new Image();
nav.src = 'img/puzzleNav.png';
var navHover = new Image();
nav.onload = function() {
ctx.drawImage(nav, 119, 2.5 );
}
.
.
.
var events = new Image();
events.src = 'img/puzzleEvents.png';
var eventsHover = new Image();
eventsHover.src = 'img/puzzleEventsHover.png';
events.onload = function() {
ctx.drawImage(events, 564, 265 );
}
function reOffset(){
var BB=canvas.getBoundingClientRect();
offsetX=BB.left;
offsetY=BB.top;
}
var offsetX,offsetY;
reOffset();
window.onscroll=function(e){ reOffset(); }
window.onresize=function(e){ reOffset(); }
$("#puzzle-container").mousemove(function(e){handleMouseMove(e);});
var shapes=[];
shapes.push({
points:[{x:0,y:2.5},{x:155,y:2.5},{x:155,y:205},{x:0,y:205}], cursor:1, img:search, imgHov:searchHover,
});
.
.
.
shapes.push({
points:[{x:0,y:310},{x:250,y:310},{x:250,y:400},{x:0,y:400}], cursor:1, img:events, imgHov:'img/eventsHover.png',
});
for(var i=0;i<shapes.length;i++){
var s=shapes[i];
definePath(s.points);
ctx.stroke();
}
function definePath(p){
ctx.beginPath();
ctx.moveTo(p[0].x,p[0].y);
for(var i=1;i<p.length;i++){
ctx.lineTo(p[i].x,p[i].y);
}
ctx.closePath();
}
function handleMouseMove(e){
// tell the browser we're handling this event
e.preventDefault();
e.stopPropagation();
mouseX=parseInt(e.clientX-offsetX);
mouseY=parseInt(e.clientY-offsetY);
// Put your mousemove stuff here
var newCursor;
for(var i=0;i<shapes.length;i++){
var s=shapes[i];
definePath(s.points);
if(ctx.isPointInPath(mouseX,mouseY)){
if (i === 6 ) {
var img = new Image();
var imgSrc = s.imgHov;
img.src = imgSrc;
console.log("hover image is: " + s.imgHov );
ctx.drawImage(img, 564, 265 );
}
newCursor=s.cursor;
break;
}
}
if(!newCursor){
if(currentCursor>0){
currentCursor=0;
canvas.style.cursor=cursors[currentCursor];
}
}else if(!newCursor==currentCursor){
currentCursor=newCursor;
canvas.style.cursor=cursors[currentCursor];
}
}
}
function HideContent(d) {
document.getElementById(d).style.display = "none";
}
function ShowContent(d) {
document.getElementById(d).style.display = "block";
}
function ReverseDisplay(d) {
if(document.getElementById(d).style.display == "none") { document.getElementById(d).style.display = "block"; }
else { document.getElementById(d).style.display = "none"; }
}
</script>
我已经尝试将图像变量存储在数组中,数组中的图像路径名,但是当我用光标悬停在图像上时,当它尝试加载图像时总是会出现404错误。如果我硬编码图像名称并加载,当光标悬停在该路径上时,将显示该图像名称。
我在错误地将图像名称和/或路径存储在点数组中,以便在跟踪光标移动时可以访问它?
感谢.....
答案 0 :(得分:2)
您的修复方法是在使用之前预先加载所有图像。
图片无法立即加载。当您设置img.src
浏览器开始加载图片时,甚至在图像完全加载之前也会继续到下一行代码。
问题在于:
// the browser BEGINS to load the image, but simultaneously
// continues executing the code that follows.
img.src = imgSrc;
// img has not yet loaded when drawImage is executed
ctx.drawImage(img, 564, 265 );
有数十种图像预装载器可供使用。这只是一个:
// canvas related variables
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
// put the paths to your images in imageURLs[]
var imageURLs=[];
imageURLs.push("https://dl.dropboxusercontent.com/u/139992952/multple/face1.png");
imageURLs.push("https://dl.dropboxusercontent.com/u/139992952/multple/face2.png");
// the loaded images will be placed in imgs[]
var imgs=[];
var imagesOK=0;
startLoadingAllImages(imagesAreNowLoaded);
// Create a new Image() for each item in imageURLs[]
// When all images are loaded, run the callback (==imagesAreNowLoaded)
function startLoadingAllImages(callback){
// iterate through the imageURLs array and create new images for each
for (var i=0; i<imageURLs.length; i++) {
// create a new image an push it into the imgs[] array
var img = new Image();
// Important! By pushing (saving) this img into imgs[],
// we make sure the img variable is free to
// take on the next value in the loop.
imgs.push(img);
// when this image loads, call this img.onload
img.onload = function(){
// this img loaded, increment the image counter
imagesOK++;
// if we've loaded all images, call the callback
if (imagesOK>=imageURLs.length ) {
callback();
}
};
// notify if there's an error
img.onerror=function(){alert("image load failed");}
// set img properties
img.src = imageURLs[i];
}
}
// All the images are now loaded
// Do drawImage & fillText
function imagesAreNowLoaded(){
// the imgs[] array now holds fully loaded images
// the imgs[] are in the same order as imageURLs[]
}