我的网站上有一个canvas元素,可以在桌面浏览器和Android设备上完美呈现,但不会在iOS设备(iPad,iPhone)上呈现 - 在ios上既不是Safari也不是Chrome。我正在使用Materialize作为我的CSS框架。
我需要在代码中添加一些内容吗?
var next; //initialize for interval
//paint random colored pattern on profile screen
function paintCanvas() {
const c = document.querySelector("#canvas");
const ctx = c.getContext("2d");
c.width = window.outerWidth;
const width = c.width;
const height = 612; //canvas height
const min = 0;
const max = width;
const yMid = height/2;
var y1 = yMid;
var y2 = yMid;
function getRandomColor(){
let r = Math.floor(Math.random()*256);
let g = Math.floor(Math.random()*256);
let b = Math.floor(Math.random()*256);
let color = `rgba(${r}, ${g}, ${b}, 0.5)`;
return color;
}
var x = 0;
function paint() {
if (x==(max/2)-2) {
clearInterval(next);
}
ctx.lineWidth = 4; //sets width of line
ctx.strokeStyle = getRandomColor(); //assigns random color
ctx.beginPath(); //start line
ctx.moveTo(x,y1); //moves the origin
ctx.lineTo(max-x,y2); //go to the bottom right corner
ctx.moveTo(x, y2);
ctx.lineTo(max-x, y1);
ctx.stroke();
if(y1==0) {
x++;
} else {
y1--;
y2++;
}
}
next = setInterval(paint, 0.05);
}
paintCanvas();
main {
position: relative;
}
#canvas {
position: absolute;
top:0;
left:0;
width: 100%;
z-index: 0;
}
<main id="#top" role="main">
<canvas id="canvas" width="100%" height = "612px"></canvas>
</main>
答案 0 :(得分:2)
我通过在Ipad上启用Web Inspector(设置&gt;&gt; Safari&gt;&gt;高级)然后连接到朋友Mac PC来解决此问题。在Mac上使用Safari,我能够启用Web Inspector,从而查看Apple的开发人员工具(设置&gt;&gt;&gt;&gt;&gt;在菜单栏中显示开发菜单)。
我发现我的<canvas>
元素的宽度返回到零。这意味着window.innerWidth
要么返回0
或null
,要么将我的画布调整为零宽度而不是设备的宽度。
这使我尝试使用screen.width
代替。这解决了这个问题。由于我知道window.innerWidth
适用于所有其他设备,因此我在navigator.platform
上添加了一项检查,仅在iOS设备上使用screen.width。
var next; //initialize for interval
//paint random colored pattern on profile screen
function paintCanvas() {
const c = document.querySelector("#canvas");
const ctx = c.getContext("2d");
//____________________________________________
// ----------- FIX FOR THIS PROBLEM ----------
//____________________________________________
if ( navigator.platform != "iPad" && navigator.platform != "iPhone" && navigator.platform != "iPod" ) {
c.width = window.outerWidth;
//I'll use window.innerWidth in production
} else {
c.width = screen.width;
}
const width = c.width;
const height = 612; //canvas height
const min = 0;
const max = width;
const yMid = height/2;
var y1 = yMid;
var y2 = yMid;
function getRandomColor(){
let r = Math.floor(Math.random()*256);
let g = Math.floor(Math.random()*256);
let b = Math.floor(Math.random()*256);
let color = `rgba(${r}, ${g}, ${b}, 0.5)`;
return color;
}
var x = 0;
function paint() {
if (x==(max/2)-2) {
clearInterval(next);
}
ctx.lineWidth = 4; //sets width of line
ctx.strokeStyle = getRandomColor(); //assigns random color
ctx.beginPath(); //start line
ctx.moveTo(x,y1); //moves the origin
ctx.lineTo(max-x,y2); //go to the bottom right corner
ctx.moveTo(x, y2);
ctx.lineTo(max-x, y1);
ctx.stroke();
if(y1==0) {
x++;
} else {
y1--;
y2++;
}
}
next = setInterval(paint, 0.05);
}
paintCanvas();
&#13;
main {
position: relative;
}
#canvas {
position: absolute;
top:0;
left:0;
width: 100%;
z-index: 0;
}
&#13;
<main id="#top" role="main">
<canvas id="canvas" width="100%" height = "612px"></canvas>
</main>
&#13;