如何为画布“绘画风格”应用程序获得流畅的鼠标事件?

时间:2011-09-19 23:32:45

标签: javascript html5 canvas

我正在尝试在屏幕上为绘图样式应用程序制作流畅的鼠标移动。更具体地说,它是一个“粉末玩具”。这意味着,它逐个像素地绘制,所以我不能做一些线条欺骗。我最初想的是检查鼠标向下和鼠标向上,然后在我的游戏“更新”循环中放置一些东西,使其在屏幕上绘制像素,但是当我发现我无法直接获取鼠标X和鼠标Y时没有成功事件发生了。

所以有人知道一种平滑的鼠标移动方式,我现在的方式使用mousemove事件导致这种情况:

http://img1.uploadscreenshot.com/images/orig/9/26119184415-orig.jpg

(注意像素如何分开)

谢谢,

1 个答案:

答案 0 :(得分:2)

看起来你正在做一个沙子克隆的世界,所以我想你需要rects。我使用Bresenham's line algorithm来绘制点。基本上onmousedown它开始绘画。然后onmousemove它将当前坐标与最后一个坐标进行比较,并绘制所有点之间的点。

<强> Live Demo

var canvas = document.getElementById("canvas"),
    ctx = canvas.getContext("2d"),
    painting = false,
    lastX = 0,
    lastY = 0;

canvas.width = canvas.height = 600;
ctx.fillRect(0, 0, 600, 600);

canvas.onmousedown = function(e) {
    if (!painting) {
        painting = true;
    } else {
        painting = false;
    }

    ctx.fillStyle = "#ffffff";
    lastX = e.pageX - this.offsetLeft;
    lastY = e.pageY - this.offsetTop;
};

canvas.onmousemove = function(e) {
    if (painting) {
        mouseX = e.pageX - this.offsetLeft;
        mouseY = e.pageY - this.offsetTop;

        // find all points between        
        var x1 = mouseX,
            x2 = lastX,
            y1 = mouseY,
            y2 = lastY;


        var steep = (Math.abs(y2 - y1) > Math.abs(x2 - x1));
        if (steep){
            var x = x1;
            x1 = y1;
            y1 = x;

            var y = y2;
            y2 = x2;
            x2 = y;
        }
        if (x1 > x2) {
            var x = x1;
            x1 = x2;
            x2 = x;

            var y = y1;
            y1 = y2;
            y2 = y;
        }

        var dx = x2 - x1,
            dy = Math.abs(y2 - y1),
            error = 0,
            de = dy / dx,
            yStep = -1,
            y = y1;

        if (y1 < y2) {
            yStep = 1;
        }

        for (var x = x1; x < x2; x++) {
            if (steep) {
                ctx.fillRect(y, x, 1, 1);
            } else {
                ctx.fillRect(x, y, 1, 1);
            }

            error += de;
            if (error >= 0.5) {
                y += yStep;
                error -= 1.0;
            }
        }



        lastX = mouseX;
        lastY = mouseY;

    }
}