先上效果图
不知道为什么喜欢用元芳2个字!如果都要世界都要元芳来看,感觉元芳要忙不过来!
cav1.gif
在上demo下载地址
https://github.com/976500133/CanvasCurve
分析
1.需要canvas 事件支持
canvas 支持
onmouseenter
onmousedown
onmousemove
onmouseup
onmouseout
事件等
2.最终这个效果是每次30/1000 s 清空画布重置的效果。
上代码,程序员就是这么干脆,说多了没意思
HTML 代码
<!DOCTYPE html><html> <head> <meta charset="utf-8"> <title></title> <script type="text/javascript" src="./common/script.js"> </script> </head> <body> <div class="container"> <canvas id="scene" width="1120" height="130" > </canvas> </div> </body></html>
JS 代码
// xxxxx.style.cursor?=?"url(005.jpg),auto";var canvas, ctx;var defaultCircles = [ {x : 112 , y : 65 } , {x : 336 , y : 65 } , {x : 560 , y : 65 } , {x : 784 , y : 65 } , {x : 1008 , y : 65 } ]; var circles = [];//所有的圆 var selectedCircle;//选中的圆 var hoveredCircle;// var Timer = null; //圆对象function Circle(x, y, radius){ this.x = x; this.y = y; this.radius = radius; }//清除canvasfunction clear() { ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height); }//画圆function drawCircle(ctx, x, y, radius , fillStyle = 'rgba(198, 199, 199, 1.00)') { ctx.fillStyle = fillStyle ctx.beginPath(); ctx.arc(x, y, radius, 0, Math.PI*2, true); ctx.closePath(); ctx.fill(); }//传说中的吸附效果function renderCircle(circles){ return circles.map(function(item , index){ return new Circle(item.x <= 10 ? 10 : (item.x >= 1110 ? 1110 : item.x) , item.y >=115 ? 115 : (item.y <= 10 ? 10 : item.y) ,item.radius ) }) }//传说中的 //画场景function drawScene() { //清空画布 clear(); ctx.beginPath(); ctx.moveTo(0, 65); ctx.lineTo(circles[0].x, circles[0].y); for (var i=0; i<circles.length; i++) { ctx.lineTo(circles[i].x, circles[i].y); } ctx.lineTo(1120, 65); ctx.lineWidth = 1; ctx.strokeStyle = 'rgba(27, 138, 203, 1.00)'; ctx.stroke(); // 画边界,用直线连接所有圆心 //画出所有的圆,滑过的圆半径稍大 for (var i=0; i<circles.length; i++) { drawCircle(ctx, circles[i].x, circles[i].y, (hoveredCircle == i) ? 12 : 9 , (hoveredCircle == i) ? 'rgba(27, 138, 203, 1.00)' : 'rgba(198, 199, 199, 1.00)' ); } }//初始化window.=function(){ canvas = document.getElementById('scene'); ctx = canvas.getContext('2d'); var circleRadius = 15;//每个小圆的半径 var width = canvas.width; var height = canvas.height; var circlesCount = 5; // 圆的数目 for (var i=0; i<defaultCircles.length; i++) { var x = defaultCircles[i].x;//随机的圆心坐标 var y = defaultCircles[i].y; circles.push(new Circle(x,y,circleRadius)); } //鼠标按下事件,这是传统的事件绑定,它非常简单而且稳定,适应不同浏览器.e表示事件,this指向当前元素. canvas.onmousedown =function(e) { var e = window.event || e var rect = this.getBoundingClientRect(); var mouseX =e.clientX - rect.left;//获取鼠标在canvsa中的坐标 var mouseY =e.clientY - rect.top; for (var i=0; i<circles.length; i++) { //检查每一个圆,看鼠标是否落在其中 var circleX = circles[i].x; var circleY = circles[i].y; var radius = circles[i].radius; if (Math.pow(mouseX-circleX,2) + Math.pow(mouseY-circleY,2) < Math.pow(radius,2)) { selectedCircle = i;//选中此圆 break; } } } //鼠标移动 canvas.onmousemove=function(e) { var e = window.event || e var rect = this.getBoundingClientRect(); var mouseX =e.clientX - rect.left;//获取鼠标在canvsa中的坐标 var mouseY =e.clientY - rect.top; if (selectedCircle != undefined) { var radius = circles[selectedCircle].radius; circles[selectedCircle] = new Circle(mouseX, mouseY,radius); //改变选中圆的位置 } hoveredCircle = undefined; for (var i=0; i<circles.length; i++) { // 检查每一个圆,看鼠标是否滑过 var circleX = circles[i].x; var circleY = circles[i].y; var radius = circles[i].radius; if (Math.pow(mouseX-circleX,2) + Math.pow(mouseY-circleY,2) < Math.pow(radius,2)) { hoveredCircle = i; e.target.style.cursor = 'move' break; }else { e.target.style.cursor = 'initial' } } } //鼠标松开 canvas.onmouseup =function(e) { circles = renderCircle(circles); selectedCircle = undefined; }; //鼠标离开,清除定时器,提高性能 canvas.onmouseout =function(e) { selectedCircle = undefined; circles = renderCircle(circles); clearInterval(Timer) }; //鼠标进入,开启30渲染 canvas.onmouseenter =function(e) { Timer = setInterval(drawScene, 30); }; Timer = setInterval(drawScene, 30); }
如此。代码就写完了。
作者:二月长河
链接:https://www.jianshu.com/p/59735c905eef