我一直在使用2个画布构建一个有2种颜色的圆圈(以显示进度)
为了便于计算填充弧所需的百分比,我想将它的起始位置移动到1.5PI,但使其像0PI一样
我认为这样可以解决问题:
context.rotate(Math.PI * 1.5) 我想要抵消1.5PI或240度。
这不起作用,给我一个奇怪的结果。
Ok
答案 0 :(得分:1)
如果您更习惯,请将画布视为...画布或纸张,
你要求它从原点(默认情况下,左上角)旋转x弧度。 这个原点不是你弧线的中心,因此你的圆圈(可以被认为是你手中的钢笔)是偏移的。
var angle = 0;
var context = canvas.getContext('2d');
// move back from our canvas so we can see what we are doing
context.translate(canvas.width / 2, canvas.height / 2);
context.scale(.25, .25);
function draw() {
// we need to multiply since we scaled down the canvas
context.clearRect(-canvas.width * 2, -canvas.height * 2, canvas.width * 4, canvas.height * 4);
// save the current sate of the context
context.save();
// here we rotate from the origin 0,0, the top-left corner
context.rotate(angle);
context.strokeStyle = '#000000';
// draw the border of our canvas
context.strokeRect(0, 0, canvas.width, canvas.height);
var x = canvas.width / 2;
var y = canvas.height / 2;
var endAngle = 1.5 * Math.PI;
context.beginPath();
context.lineWidth = 15;
context.strokeStyle = 'red';
// as mentionned by @markE, we were leaking off the canvas
var radius = 75 - (context.lineWidth / 2);
context.arc(x, y, radius, 0, angle, false);
context.stroke();
// restore our context
context.restore();
}
draw();
inp.oninput = inp.onchange = function() {
angle = (2 * Math.PI * this.value) / 100;
draw();
}
canvas {
background: ivory;
}
<input id="inp" type="range" min="0" max="100" value="0" /><br>
<canvas id="canvas"></canvas>
您需要的是在旋转之前将原点指向弧的中心:
var angle = 0;
var context = canvas.getContext('2d');
function draw() {
context.clearRect(0, 0, canvas.width, canvas.height);
context.save();
// the center of your arc
var x = canvas.width / 2;
var y = canvas.height / 2;
// we modify the context's origin point
context.translate(x, y);
// here we rotate from the center of your circle
context.rotate(angle);
// we set the origin point back to the top left-corner
context.translate(-x, -y);
// note we could also have drawn our arc directly with
// ctx.arc(0, 0, radius, sAngle, eAngle);
// draw the border of our canvas
context.strokeRect(0, 0, canvas.width, canvas.height);
var endAngle = 1.5 * Math.PI;
context.lineWidth = 15;
context.strokeStyle = 'red';
// as mentionned by @markE, we were leaking off the canvas
var radius = 75 - (context.lineWidth / 2);
context.beginPath();
context.arc(x, y, radius, 0, angle, 0);
context.stroke();
// restore our context
context.restore();
}
draw();
inp.oninput = inp.onchange = function() {
angle = (2 * Math.PI * this.value) / 100;
draw();
}
canvas {
background: ivory;
}
<input id="inp" type="range" min="0" max="100" value="0" /><br>
<canvas id="canvas"></canvas>
但你会注意到你的整个弧也是旋转的,并且在绘制弧时无法旋转你的上下文(除了使用arcTo
方法和更多的计算)子>
所以最简单的方法是不要旋转您的上下文,arc()
方法有startAngle
和endAngle
参数,请使用它:
var angle = 0;
var context = canvas.getContext('2d');
function draw() {
context.clearRect(0, 0, canvas.width, canvas.height);
var x = canvas.width / 2;
var y = canvas.height / 2;
var offset = 1.5 * Math.PI;
context.beginPath();
var start = offset;
var end = angle + offset;
context.lineWidth = 15;
context.strokeStyle = 'red';
// as mentionned by @markE, we were leaking off the canvas
var radius = 75 - (context.lineWidth / 2);
context.arc(x, y, radius, start, end);
context.stroke();
context.restore();
}
draw();
inp.oninput = inp.onchange = function() {
angle = (2 * Math.PI * this.value) / 100;
draw();
}
canvas {
background: ivory;
}
<input id="inp" type="range" min="0" max="100" value="0" /><br>
<canvas id="canvas"></canvas>