我试图在转换的画布上获得鼠标位置。这是我的调整大小方法:
window.addEventListener('resize', resize);
function resize() {
screenWidth = window.innerWidth;
screenHeight = window.innerHeight;
scaleFillNative = MathMAX(screenWidth / maxScreenWidth, screenHeight / maxScreenHeight);
mainCanvas.width = screenWidth;
mainCanvas.height = screenHeight;
mainContext.setTransform(scaleFillNative, 0, 0, scaleFillNative, Math.floor((screenWidth - (maxScreenWidth * scaleFillNative)) / 2),
Math.floor((screenHeight - (maxScreenHeight * scaleFillNative)) / 2));
}
maxScreenWidth和maxScreenHeight表示画布应转换为的本机屏幕尺寸。
实际调整大小正常。但问题是我试图在画布上的鼠标位置渲染一个圆圈。鼠标位置设置如下:
window.addEventListener('mousemove', gameInput, false);
var mouseX, mouseY;
function gameInput(e) {
e.preventDefault();
e.stopPropagation();
mouseX = e.clientX;
mouseY = e.clientY;
}
然后呈现如下:
renderCircle(mouseX / scaleFillNative, mouseY / scaleFillNative, 10);
正确呈现x位置。但是,当我调整窗口大小以使宽度小于高度时,它不再呈现在正确的x位置。 y位置始终偏移。
答案 0 :(得分:2)
我到目前为止还不确切知道你尝试了什么,但是对于转换后的画布(非倾斜)的基本鼠标坐标,你必须要做
mouseX = (evt.clientX - canvas.offsetLeft - translateX) / scaleX;
mouseY = (evt.clientY - canvas.offsetTop - translateY) / scaleY;
但canvas.offsetXXX
并未考虑滚动量,因此此演示使用getBoundingRect
代替。
var ctx = canvas.getContext('2d');
window.addEventListener('resize', resize);
// you probably have these somewhere
var maxScreenWidth = 1800,
maxScreenHeight = 1200,
scaleFillNative, screenWidth, screenHeight;
// you need to set available to your mouse move listener
var translateX, translateY;
function resize() {
screenWidth = window.innerWidth;
screenHeight = window.innerHeight;
// here you set scaleX and scaleY to the same variable
scaleFillNative = Math.max(screenWidth / maxScreenWidth, screenHeight / maxScreenHeight);
canvas.width = screenWidth;
canvas.height = screenHeight;
// store these values
translateX = Math.floor((screenWidth - (maxScreenWidth * scaleFillNative)) / 2);
translateY = Math.floor((screenHeight - (maxScreenHeight * scaleFillNative)) / 2);
ctx.setTransform(scaleFillNative, 0, 0, scaleFillNative, translateX, translateY);
}
window.addEventListener('mousemove', mousemoveHandler, false);
function mousemoveHandler(e) {
// Note : I don't think there is any event default on mousemove, no need to prevent it
// normalize our event's coordinates to the canvas current transform
// here we use .getBoundingRect() instead of .offsetXXX
// because we also need to take scroll into account,
// in production, store it on debounced(resize + scroll) events.
var rect = canvas.getBoundingClientRect();
var mouseX = (e.clientX - rect.left - translateX) / scaleFillNative,
mouseY = (e.clientY - rect.top - translateY) / scaleFillNative;
ctx.fillRect(mouseX - 5, mouseY - 5, 10, 10);
}
// an initial call
resize();

<canvas id="canvas"></canvas>
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