有人可以帮我吗?
主要要求:在图像上创建新矩形区域时如何清除以前的矩形区域?
如果上述要求得到解决,那将是很好的,除此之外,可以进行以下操作吗?
a)绘制矩形后是否可以调整其大小?
b)是否可以移动已创建的矩形位置
"use strict";
requestAnimationFrame(mainLoop);
const canvas = document.getElementById("myCanvas");
const ctx = canvas.getContext("2d");
const storedRects = [];
const baseImage = loadImage("https://www.w3schools.com/css/img_fjords.jpg");
var refresh = true;
const rect = (() => {
var x1, y1, x2, y2;
var show = false;
function fix() {
rect.x = Math.min(x1, x2);
rect.y = Math.min(y1, y2);
rect.w = Math.max(x1, x2) - Math.min(x1, x2);
rect.h = Math.max(y1, y2) - Math.min(y1, y2);
}
function draw(ctx) {
ctx.strokeRect(this.x, this.y, this.w, this.h)
}
const rect = {x : 0, y : 0, w : 0, h : 0, draw};
const API = {
restart(point) {
x2 = x1 = point.x;
y2 = y1 = point.y;
fix();
show = true;
},
update(point) {
x2 = point.x;
y2 = point.y;
fix();
show = true;
},
toRect() {
show = false;
return Object.assign({}, rect);
},
draw(ctx) {
if (show) {rect.draw(ctx) }
},
show : false,
}
return API;
})();
function loadImage(url) {
const image = new Image();
image.src = url;
image.onload = () => refresh = true;
return image;
}
const mouse = {
button : false,
x : 0,
y : 0,
down : false,
up : false,
element : null,
event(e) {
const m = mouse;
m.bounds = m.element.getBoundingClientRect();
m.x = e.pageX - m.bounds.left - scrollX;
m.y = e.pageY - m.bounds.top - scrollY;
const prevButton = m.button;
m.button = e.type === "mousedown" ? true : e.type === "mouseup" ? false : mouse.button;
if (!prevButton && m.button) { m.down = true }
if (prevButton && !m.button) { m.up = true }
},
start(element) {
mouse.element = element;
"down,up,move".split(",").forEach(name => document.addEventListener("mouse" + name, mouse.event));
}
}
mouse.start(canvas);
function draw() {
ctx.drawImage(baseImage, 0, 0, ctx.canvas.width, ctx.canvas.width);
ctx.lineWidth = 1;
ctx.strokeStyle = "yellow";
storedRects.forEach(rect => rect.draw(ctx));
ctx.strokeStyle = "red";
rect.draw(ctx);
}
function mainLoop() {
if (refresh || mouse.down || mouse.up || mouse.button) {
refresh = false;
if (mouse.down) {
mouse.down = false;
rect.restart(mouse);
} else if (mouse.button) {
rect.update(mouse);
} else if (mouse.up) {
mouse.up = false;
rect.update(mouse);
storedRects.push(rect.toRect());
}
draw();
}
requestAnimationFrame(mainLoop)
}
<canvas id="myCanvas" width="800" height="500" title = "click and drag to add rectangles" style="border:1px solid #000000;cursor:crosshair"></canvas>