CanvasDay06 Canvas高级内容(阴影,globalAlpha,globalCompositeOperation,clip,非零环绕原则,isPointeInPath)

目录

0x00 阴影

0x01 globalAlpha

0x02 globalCompositeOperation

0x03 clip

0x04 非零环绕原则

0x05 使用Canvas 交互 和 isPointInPath


0x00 阴影

ctx.shadowColor 阴影颜色

ctx.shadowOffsetX 阴影的位移值

ctx.shadowOffsetY

ctx.shadowBlur 阴影的模糊距离

效果:

代码:

    var canvas = document.getElementById('canvas');
    canvas.width=document.body.clientWidth;
    canvas.height=document.body.clientHeight;

    var ctx = canvas.getContext('2d');
    ctx.fillStyle = '#058';
    ctx.shadowColor = "gray";
    ctx.shadowOffsetX = 20;
    ctx.shadowOffsetY = 20;
    ctx.shadowBlur = 5;

    ctx.fillRect(200,200,400,400);

0x01 globalAlpha

设置全局透明度

globalAlpha = 1(default)

案例:

效果:

代码:

    var canvas = document.getElementById('canvas');
    canvas.width=document.body.clientWidth;
    canvas.height=document.body.clientHeight;

    var ctx = canvas.getContext('2d');
    ctx.globalAlpha = 0.7;
    for(var i=0;i<100;i++){
        var R = Math.floor(Math.random()*255);
        var G = Math.floor(Math.random()*255);
        var B = Math.floor(Math.random()*255);

        ctx.fillStyle = "rgba("+R+","+G+","+B+")";

        ctx.beginPath();
        ctx.arc(Math.random()*canvas.width,Math.random()*canvas.height,Math.random()*100,0,2*Math.PI);
        ctx.fill();
        ctx.closePath();
    }

0x02 globalCompositeOperation

globalCompositeOperation = "source-over" (default)

设置图像发生重叠时的效果

source-over 表示后绘制的图形 覆盖之前绘制的图形

destination-over 表示之前绘制的图形 覆盖 之后绘制的图形

案例:

效果:

代码:


window.onload = function(){
    draw('source-over');
    var a = document.getElementsByTagName('a');
    for(var i =0;i<a.length;i++){
        a[i].onclick = function(){
            draw(this.text);
        }
    } 
}
function draw(text){
    var canvas = document.getElementById('canvas');
    canvas.width=1200;
    canvas.height=650;
    var ctx = canvas.getContext('2d');
   
    ctx.clearRect(0,0,canvas.width,canvas.height);
    
    ctx.font = '40px solid Arial';
    ctx.textAlign ='center';
    ctx.textBaseline = "middle";
    ctx.fillStyle = '#058';
   
   

    ctx.fillText(text,canvas.width/2,canvas.height/2);
    ctx.fillStyle='#058';
    ctx.fillRect(100,100,200,200);

    ctx.globalCompositeOperation=text.trim();
    ctx.fillStyle ='green';
    ctx.beginPath();
    ctx.moveTo(200,200);
    ctx.lineTo(100,300);
    ctx.lineTo(400,300);
    ctx.closePath();
    ctx.fill();

}

0x03 clip

ctx.clip() 将之前规划的路径所构成的封闭图形 作为 绘制环境 (默认情况下绘制环境是整个画布)

效果:

代码:

    window.onload = function(){
        var canvas = document.getElementById('canvas');
    
        canvas.width = 1024;
        canvas.height = 689;
        
        var ctx = canvas.getContext('2d');
        ctx.fillStyle = 'black';
        ctx.fillRect(0,0,canvas.width,canvas.height);
        
        ctx.beginPath();
        ctx.arc(canvas.width/2,canvas.height/2,100,0,Math.PI*2);
        ctx.fillStyle = '#fff';
        ctx.fill();
        ctx.clip();

        ctx.font='100px blod Arial';
        ctx.textAlign = 'center';
        ctx.textBaseline = 'middle';
        ctx.fillStyle = '#058';
        ctx.fillText("DataBank",canvas.width/2,canvas.height/2);
    }

探照灯效果:

代码:

    var canvas = document.getElementById('canvas');
    
    canvas.width = 1024;
    canvas.height = 689;
    var searchLight={
         x:canvas.width/2,
         y:canvas.height/2,
         r:100,
         vx:Math.random()*10+10,
         vy:Math.random()*10+10
    }

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

    setInterval(function(){
        render(ctx);
        update(ctx);
    },50);




function render(ctx){
        ctx.clearRect(0,0,ctx.canvas.width,ctx.canvas.height);
        
        ctx.save();
        ctx.beginPath();
        ctx.fillStyle = 'black';
        ctx.fillRect(0,0,ctx.canvas.width,ctx.canvas.height);
        
        ctx.beginPath();
        ctx.arc(searchLight.x,searchLight.y,100,0,Math.PI*2);
        ctx.fillStyle = '#fff';
        ctx.fill();
        ctx.clip();

        ctx.font='100px blod Arial';
        ctx.textAlign = 'center';
        ctx.textBaseline = 'middle';
        ctx.fillStyle = '#058';
        ctx.fillText("DataBank",ctx.canvas.width/2,ctx.canvas.height/2-100);
        ctx.fillText("DataBank",ctx.canvas.width/2,ctx.canvas.height/2);
        ctx.fillText("DataBank",ctx.canvas.width/2,ctx.canvas.height/2+100);
        ctx.fillText("DataBank",ctx.canvas.width/2,ctx.canvas.height/2+200);
        ctx.restore();
}
function update(ctx){
    searchLight.x += searchLight.vx;
    searchLight.y += searchLight.vy;
    console.log(searchLight);

            // 下边缘碰撞检测
        if(searchLight.y >= ctx.canvas.height - searchLight.r){
            searchLight.y  = ctx.canvas.height - searchLight.r;
            searchLight.vy = -searchLight.vy*0.5;//每次反弹都会损失能量
        }
        if(searchLight.y <= 0 +searchLight.r){
            searchLight.y = 0+searchLight.r;
            searchLight.vy = -searchLight.vy;
        }
        if(searchLight.x <= 0+searchLight.r){
            searchLight.x = 0+searchLight.r;
            searchLight.vx = -searchLight.vx;
        }
        if(searchLight.x >= ctx.canvas.width-searchLight.r){
            searchLight.x = ctx.canvas.width-searchLight.r;
            searchLight.vx = - searchLight.vx;
        }
}

0x04 非零环绕原则

如何判断一块区域在多边形的内侧还是外侧呢?

可以将顺时针箭头规定为1,逆时针箭头规定为-1。

如果从该区域向外引出一条射线,存在穿过的箭头总和为0的情况,则该区域在外侧

否则,该区域在内侧

典型应用:剪纸效果

也就是如果我们绘制两个圆弧,一个圆弧顺时针,一个圆弧逆时针,两个圆弧构成一个封闭图形,那么canvas便会根据非零环绕原则判定封闭图形的内侧和外侧。

效果:

代码:

    var canvas = document.getElementById('canvas');
    
    canvas.width = 1024;
    canvas.height = 689;

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

    
    ctx.arc(canvas.width/2,canvas.height/2,100,0,Math.PI *2,true);
    ctx.arc(canvas.width/2,canvas.height/2,50,0,Math.PI *2,false);
    ctx.shadowColor = 'grey';
    ctx.shadowOffsetX = 10;
    ctx.shadowOffsetY = 10;
    ctx.shadowBlur =10;
    ctx.fillStyle = '#058';
    ctx.fill(); 

0x05 使用Canvas 交互 和 isPointInPath

ctx.clearRect(x,y,width,height);

清空一个矩形区域

ctx.isPointInPath(x,y)

点击检测函数

(x,y) 组成了一个点的坐标,该函数判断该点是否在当前所规划的路径内

案例:

点击小球换色


<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <meta http-equiv="X-UA-Compatible" content="ie=edge">
    <title>Document</title>
    <style>
        #canvas{
            border:1px solid black;
            position:absolute;
            left:50%;
            top:50%;
            transform: translate(-50%,-50%);
        }
    </style>
</head>
<body>
    <canvas id='canvas'></canvas>
</body>
<script>

    var canvas = document.getElementById('canvas');
    
    canvas.width = 1024;
    canvas.height = 689;

    var ctx = canvas.getContext('2d');
    var balls = [];
    window.onload = function(){
        for(var i =0;i<10;i++){
            var ball ={
                x:Math.random() * canvas.width,
                y:Math.random() * canvas.height,
                r:Math.random() * 100,
                color:'#058'
            };

            balls[i] = ball;
            ctx.beginPath();
            ctx.arc(ball.x,ball.y,ball.r,0,2* Math.PI);
            ctx.fillStyle = ball.color;
            ctx.fill();
        }
        canvas.addEventListener('mouseup',detect);
        
    }


function detect(event){
    // 标准的获得鼠标在canvas中的位置的方法,记住
    //getBoundingClientRect是一个js函数,并不会canvas提供的接口,该函数用于获取一个dom对象的盒子模型(包围框)的相关属性
    var x = event.clientX - canvas.getBoundingClientRect().left;
    var y = event.clientY - canvas.getBoundingClientRect().top;

    for(var i=0;i<balls.length;i++){
        ctx.beginPath();
        //注意要先规划路径,然后才能判断鼠标当前是否在路径内
        ctx.arc(balls[i].x,balls[i].y,balls[i].r,0,Math.PI * 2);
        if(ctx.isPointInPath(x,y)){
            var r = Math.floor(Math.random() * 255);
            var g = Math.floor(Math.random() * 255);
            var b = Math.floor(Math.random() * 255);
            var color = "rgb("+r+","+g+","+b+")";
            ctx.fillStyle = color;
            ctx.fill();
        }
    }


}





</script>
</html>

点击小球运动

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <meta http-equiv="X-UA-Compatible" content="ie=edge">
    <title>Document</title>
    <style>
    html,body{
        height:100%;
    }
    </style>
</head>
<body>
    <canvas id='canvas'></canvas>
</body>
<script>
    var canvas = document.getElementById('canvas');
    canvas.width=document.body.clientWidth;
    canvas.height=document.body.clientHeight;
    var ctx = canvas.getContext('2d');

window.onload = function(){
   
    canvas.addEventListener('click',detect);


    ctx.globalAlpha = 1;
    ctx.globalCompositeOperation='xor';
    balls = [];

    for(var i=0;i<100;i++){
        var R = Math.floor(Math.random()*255);
        var G = Math.floor(Math.random()*255);
        var B = Math.floor(Math.random()*255);

        var color = "rgba("+R+","+G+","+B+")";
        var ball = {
            x:Math.random()*canvas.width,
            y:Math.random()*canvas.height,
            r:Math.random()*100,
            vx:Math.random()*20,
            vy:Math.random()*20,
            c:color,
            flag:0
        }
       balls.push(ball);
    }
    setInterval(function(){
        render(ctx);
        update(ctx);
    },50)
}
function detect(event){
    var x = event.clientX - canvas.getBoundingClientRect().left;
    var y = event.clientY - canvas.getBoundingClientRect().top;
    for(var i=0;i<balls.length;i++){
        ctx.beginPath();
        ctx.arc(balls[i].x,balls[i].y,balls[i].r,0,Math.PI * 2);
        if(ctx.isPointInPath(x,y)){
           balls[i].flag = (balls[i].flag ==1)?0:1;
        }
    }
}
function render(ctx){
    ctx.clearRect(0,0,ctx.canvas.width,ctx.canvas.height);
    // console.log(ctx.canvas.height);

    for(var i=0;i<balls.length;i++){
        ctx.beginPath();
        ctx.fillStyle = balls[i].c;
        ctx.arc(balls[i].x,balls[i].y,balls[i].r,0,Math.PI * 2);
        ctx.closePath();
        ctx.fill();
    }
}

function update(ctx){
    for(var i =0;i<balls.length;i++){
        if(balls[i].flag == 1 ){
            balls[i].x += balls[i].vx;
            balls[i].y += balls[i].vy;
                // 碰撞检测
            // 下边缘碰撞检测
            if(balls[i].y >= ctx.canvas.height - balls[i].r){
                balls[i].y  = ctx.canvas.height - balls[i].r;
                balls[i].vy = -balls[i].vy*0.5;//每次反弹都会损失能量
            }
            if(balls[i].y <= 0 +balls[i].r){
                balls[i].y = 0+balls[i].r;
                balls[i].vy = -balls[i].vy;
            }
            if(balls[i].x <= 0+balls[i].r){
                balls[i].x = 0+balls[i].r;
                balls[i].vx = -balls[i].vx;
            }
            if(balls[i].x >= ctx.canvas.width-balls[i].r){
                balls[i].x = ctx.canvas.width-balls[i].r;
                balls[i].vx = - balls[i].vx;
            }
        }

    }
}

</script>


</html>

 

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