我正在尝试使用KineticJS做一些涂料。我试图用来自鼠标位置的圆圈绘制颜色。然而,鼠标位置的eventlistener看起来太慢了,当我移动鼠标太快时,绘制的圆圈彼此远离,导致:
我已经看到人们用数字填充数组之间的线条,但我认为这对于优化来说非常糟糕,因为在对屏幕进行配音太多之后,画布开始滞后,因为它有太多的线条,它会重绘每一帧。我决定取消清除图层,我在当前鼠标位置添加新圆圈,然后删除旧圆圈以进行优化。然而,由于我没有在快速鼠标移动上画线,因此留下了巨大的空白。如果有人能帮助我,我将非常感激。
这是我的代码:
(function() {
var stage = new Kinetic.Stage({
container: 'main-drawing-window',
width: 920,
height: 750
}),
workplace = document.getElementById('main-drawing-window'),
layer = new Kinetic.Layer({
clearBeforeDraw: false
}),
border = new Kinetic.Rect({
stroke: "black",
strokeWidth: 2,
x: 0,
y: 0,
width: stage.getWidth(),
height: stage.getHeight()
}),
brush = new Kinetic.Circle({
radius: 20,
fill: 'red',
strokeWidth: 2,
x: 100,
y: 300
});
Input = function() {
this.mouseIsDown = false;
this.mouseX = 0;
this.mouseY = 0;
this.offsetX = 0;
this.offsetY = 0;
};
var input = new Input();
document.documentElement.onmousedown = function(ev) {
input.mouseIsDown = true;
};
document.documentElement.onmouseup = function(ev) {
input.mouseIsDown = false;
};
document.documentElement.onmousemove = function(ev) {
ev = ev || window.event;
// input.mouseX = (ev.clientX - workplace.offsetLeft);
// input.mouseY = (ev.clientY - workplace.offsetTop);
input.mouseX = (ev.offsetX);
input.mouseY = (ev.offsetY);
};
function DistanceBetweenPoints(x1, y1, x2, y2) {
return Math.sqrt(((x2 - x1) * (x2 - x1)) + ((y2 - y1) * (y2 - y1)));
}
var canvasDraw = setInterval(function() {
// console.log(input);
if (input.mouseIsDown) {
workplace.style.cursor = "crosshair";
var currentBrushPosition = brush.clone();
currentBrushPosition.setX(input.mouseX);
currentBrushPosition.setY(input.mouseY);
// var distance = DistanceBetweenPoints(brush.getX(), brush.getY(), currentBrushPosition.getX(), currentBrushPosition.getY());
// if (distance > brush.getRadius() * 2) {
// var fillingLine = new Kinetic.Line({
// points: [brush.getX(), brush.getY(), currentBrushPosition.getX(), currentBrushPosition.getY()],
// stroke: 'yellow',
// strokeWidth: brush.getRadius()*2,
// lineJoin: 'round'
// });
// // layer.add(fillingLine);
// }
layer.add(currentBrushPosition);
brush.remove();
brush = currentBrushPosition;
layer.draw();
// if (fillingLine) {
// fillingLine.remove();
// }
}
if (!input.mouseIsDown) {
workplace.style.cursor = 'default';
}
}, 16);
layer.add(border);
stage.add(layer);
})();
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Coloring Game</title>
<script src="https://cdnjs.cloudflare.com/ajax/libs/kineticjs/5.2.0/kinetic.min.js"></script>
</head>
<body>
<div id="main-drawing-window"></div>
<script type="text/javascript" src="./JS files/canvas-draw.js"></script>
</body>
</html>
答案 0 :(得分:0)
不要为每个鼠标移动使用单独的Kinetic.Circle
个。每个Kinetic对象都是一个&#34;托管&#34;对象和管理占用了大量资源。随着每个鼠标移动圈数增加,KineticJS将慢慢爬行。
相反,使用Kinetic.Shape
并使用
// This is Pseudo-code since I haven't worked with KineticJS in a while
shapeContext.beginPath();
shapeContext.arc(mouseX,mouseY,20,0,Math.PI*2);
shapeContext.fillStrokeShape(this);
这可能会解决您的问题,但如果鼠标移动到一个鼠标移动很远,那么您可能需要在最后一个鼠标点和最后一个鼠标点之间绘制lineTo
(而不是arc
)当前遥远的鼠标点。