如何通过合并以下代码放大缩小到html文件

时间:2018-06-13 14:15:31

标签: javascript html5 html5-canvas zoom

以上代码用于使用缩放。它仅用于缩放图像。

现在如何将以下代码合并到html5-canvas中 html文件包含java脚本和canvas.I需要缩放画布

我需要将缩放代码合并到下面的html代码中,以便我可以缩放cavas

<html>
<canvas src = "zoom.css"></canvas>
<script type="text/javascript">
        var canvas = document.getElementsByTagName('canvas')[0];
        canvas.width = 800;
        canvas.height = 600;

    var gkhead = new Image;

    window.onload = function(){     

            var ctx = canvas.getContext('2d');
            trackTransforms(ctx);

    function redraw(){

          // Clear the entire canvas
          var p1 = ctx.transformedPoint(0,0);
          var p2 = ctx.transformedPoint(canvas.width,canvas.height);
          ctx.clearRect(p1.x,p1.y,p2.x-p1.x,p2.y-p1.y);
          ctx.save();
          ctx.setTransform(1,0,0,1,0,0);
          ctx.clearRect(0,0,canvas.width,canvas.height);
          ctx.restore();

          ctx.drawImage(gkhead,0,0);

        }
        redraw();

      var lastX=canvas.width/2, lastY=canvas.height/2;

      var dragStart,dragged;

      canvas.addEventListener('mousedown',function(evt){
          document.body.style.mozUserSelect = document.body.style.webkitUserSelect = document.body.style.userSelect = 'none';
          lastX = evt.offsetX || (evt.pageX - canvas.offsetLeft);
          lastY = evt.offsetY || (evt.pageY - canvas.offsetTop);
          dragStart = ctx.transformedPoint(lastX,lastY);
          dragged = false;
      },false);

      canvas.addEventListener('mousemove',function(evt){
          lastX = evt.offsetX || (evt.pageX - canvas.offsetLeft);
          lastY = evt.offsetY || (evt.pageY - canvas.offsetTop);
          dragged = true;
          if (dragStart){
            var pt = ctx.transformedPoint(lastX,lastY);
            ctx.translate(pt.x-dragStart.x,pt.y-dragStart.y);
            redraw();
                }
      },false);

      canvas.addEventListener('mouseup',function(evt){
          dragStart = null;
          if (!dragged) zoom(evt.shiftKey ? -1 : 1 );
      },false);

      var scaleFactor = 1.1;

      var zoom = function(clicks){
          var pt = ctx.transformedPoint(lastX,lastY);
          ctx.translate(pt.x,pt.y);
          var factor = Math.pow(scaleFactor,clicks);
          ctx.scale(factor,factor);
          ctx.translate(-pt.x,-pt.y);
          redraw();
      }

      var handleScroll = function(evt){
          var delta = evt.wheelDelta ? evt.wheelDelta/40 : evt.detail ? -evt.detail : 0;
          if (delta) zoom(delta);
          return evt.preventDefault() && false;
      };

      canvas.addEventListener('DOMMouseScroll',handleScroll,false);
      canvas.addEventListener('mousewheel',handleScroll,false);
    };

    gkhead.src = 'file:///home/karthikksk/Desktop/practice%20/charlie.jpg';

    // Adds ctx.getTransform() - returns an SVGMatrix
    // Adds ctx.transformedPoint(x,y) - returns an SVGPoint
    function trackTransforms(ctx){
      var svg = document.createElementNS("http://www.w3.org/2000/svg",'svg');
      var xform = svg.createSVGMatrix();
      ctx.getTransform = function(){ return xform; };

      var savedTransforms = [];
      var save = ctx.save;
      ctx.save = function(){
          savedTransforms.push(xform.translate(0,0));
          return save.call(ctx);
      };

      var restore = ctx.restore;
      ctx.restore = function(){
        xform = savedTransforms.pop();
        return restore.call(ctx);
              };

      var scale = ctx.scale;
      ctx.scale = function(sx,sy){
        xform = xform.scaleNonUniform(sx,sy);
        return scale.call(ctx,sx,sy);
              };

      var rotate = ctx.rotate;
      ctx.rotate = function(radians){
          xform = xform.rotate(radians*180/Math.PI);
          return rotate.call(ctx,radians);
      };

      var translate = ctx.translate;
      ctx.translate = function(dx,dy){
          xform = xform.translate(dx,dy);
          return translate.call(ctx,dx,dy);
      };

      var transform = ctx.transform;
      ctx.transform = function(a,b,c,d,e,f){
          var m2 = svg.createSVGMatrix();
          m2.a=a; m2.b=b; m2.c=c; m2.d=d; m2.e=e; m2.f=f;
          xform = xform.multiply(m2);
          return transform.call(ctx,a,b,c,d,e,f);
      };

      var setTransform = ctx.setTransform;
      ctx.setTransform = function(a,b,c,d,e,f){
          xform.a = a;
          xform.b = b;
          xform.c = c;
          xform.d = d;
          xform.e = e;
          xform.f = f;
          return setTransform.call(ctx,a,b,c,d,e,f);
      };

      var pt  = svg.createSVGPoint();
      ctx.transformedPoint = function(x,y){
          pt.x=x; pt.y=y;
          return pt.matrixTransform(xform.inverse());
      }
    }
</script>

以上代码用于使用缩放。它仅用于缩放图像。

现在如何将以下代码合并到html5-canvas中 html文件包含java脚本和canvas.I需要缩放

我需要将缩放代码合并到下面的html代码中,以便我可以缩放cavas

<!DOCTYPE html>
<html>
<head>
    <meta name="viewport" content="width=device-width, initial-scale=1.0"/>
    <style>
canvas {

  width: 1000;
  height: 650;
    border: 1px solid black;
    background-image: url("http://www.geckosurfacing.com.au/wp-content/uploads/Cropped-1.jpg");
    background-repeat: no-repeat;
}
</style>
</head>
<body onload="startGame(), bat()" >
<canvas id="mycanvas"></canvas>
<script >document.getElementById("mycanvas").style.backgroundImage = "http://www.geckosurfacing.com.au/wp-content/uploads/Cropped-1.jpg";</script>
<script>
    function bat(){
function drawLine(startX, startY, endX, endY, lineWidth){
    ctx.moveTo(startX, startY);
    ctx.lineTo(endX, endY);
    ctx.lineWidth = lineWidth;
    ctx.stroke();
};

function drawCanvas(paddle1X, paddle1Y){
    padLX = paddle1X;
    padLY = paddle1Y;
   drawLine(410, 520, paddle1X, paddle1Y, 5);

};

function drawPaddle1(paddle1X, paddle1Y){
    padLX = paddle1X;
    padLY = paddle1Y;
    drawLine(410, 520, paddle1X, paddle1Y, 5);

}

var c = document.getElementById("mycanvas");
var ctx = c.getContext("2d");
//var padLX = 450;
//var padLY = 780;
//var padRX = 310;
//var padRY = 780;
drawCanvas(410, 520, 410, 1080);  //Draw canvas size


document.addEventListener('keydown', function(event) {
    //left
    if((event.keyCode || event.which) == 90) {

        ctx.save();
        ctx.clearRect(0, 0, 600, 600);
        ctx.restore();
        ctx.beginPath();
        drawPaddle1(510, 480);
    }


});

document.addEventListener('keyup', function(event) {
    //left
    if((event.keyCode || event.which) == 90) {
        ctx.save();
        ctx.clearRect(0, 0, 600, 600);
        ctx.restore();
        ctx.beginPath();
        drawPaddle1(350, 600);
    }

});


}
</script>


<script >


    var myGamePiece;

function startGame() {
    myGamePiece = new component(30, 30, "red", 500,150);
    myGameArea.start();
}
var myGameArea = {
    canvas : document.getElementById("mycanvas"),
    start : function() {
        this.canvas.width = 1000;
        this.canvas.height = 650;
        this.context = this.canvas.getContext("2d");
        document.body.insertBefore(this.canvas, document.body.childNodes[0]);

        this.interval = setInterval(updateGameArea, 20);
    },
    stop : function() {
        clearInterval(this.interval);
    },    
    clear : function() {
        this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
    }
}

function component(width, height, color, x, y, type) {

    this.type = type;
    this.width = width;
    this.height = height;
    this.speed = 1;
    this.angle = 10;
    this.moveAngle = -1;
    this.x = x;
    this.y = y;    
    this.update = function() {
        ctx = myGameArea.context;
        ctx.save();
        ctx.translate(this.x, this.y);
        ctx.rotate(this.angle);
        ctx.fillStyle = color;
        ctx.fillRect(this.width / -2, this.height / -2, this.width, this.height);        
        ctx.restore();    
    }
    this.newPos = function() {
        this.angle += this.moveAngle * Math.PI / 540;
        this.x += this.speed * Math.sin(this.angle);
        this.y -= this.speed * Math.cos(this.angle);
        if(this.x >500){

         this.speed = 1;
         this.angle= 10;
         this.moveAngle = -1;
         this.angle += this.moveAngle * Math.PI / 90;
         this.y +=this.speed * Math.cos(this.angle); 
        if (this.y > 500) {
myGameArea.stop();
    }
console.log("done");
        }

          }


}


function updateGameArea() {

    myGameArea.clear();
    myGamePiece.newPos();
    bat();
    myGamePiece.update();
}


</script>

</body>
</html>

0 个答案:

没有答案