前言:canvas動(dòng)畫入門系列之簡單連線動(dòng)畫。雖然簡單,但連線動(dòng)畫應(yīng)用場景還挺多,因此做了個(gè)小demo,一通百通。
step1:繪制點(diǎn)
首先創(chuàng)建個(gè)標(biāo)簽<canvas id="canvas"></canvas>
設(shè)置幾個(gè)點(diǎn)的坐標(biāo)
const points = [ [200, 100], //上 [300, 200], //右 [100, 200], //左 [200, 100], //上 [200, 300], //下 [100, 200], //左 [300, 200], //右 [200, 300] ]; const canvas = document.querySelector("canvas"); const ctx = canvas.getContext("2d");
然后把點(diǎn)給畫出來
points.forEach(([x, y]) => { drawDot(x, y); }); function drawDot(x1, y1, r) { ctx.save(); ctx.beginPath(); //不寫會(huì)和線連起來 ctx.fillStyle = "red"; //繪制成矩形 ctx.arc(x1, y1, r ? r : 2, 0, 2 * Math.PI); ctx.fill(); ctx.restore(); }
step2:繪制線條
我們封裝一個(gè)方法,傳入起點(diǎn)終點(diǎn),繪制一根線條
function drawLine(x1, y1, x2, y2) { ctx.save(); ctx.beginPath(); //不寫每次都會(huì)重繪上次的線 ctx.lineCap = "round"; ctx.lineJoin = "round"; var grd = ctx.createLinearGradient(x1, y1, x2, y2); ctx.moveTo(x1, y1); ctx.lineTo(x2, y2); ctx.closePath(); ctx.strokeStyle = "rgba(255,255,255,1)"; ctx.stroke(); ctx.restore(); }
step3:線條動(dòng)畫
這里面需要計(jì)算兩點(diǎn)之間的斜率,然后x坐標(biāo)每次挪動(dòng)±1單位,已知斜率和x偏移,即可計(jì)算出y的偏移。值得注意的是,這個(gè)坐標(biāo)系和數(shù)學(xué)中的xy坐標(biāo)系有點(diǎn)不一樣,y軸是反的。然后可以引入額外的參數(shù)speed控制速度
function lineMove(points) { if (points.length < 2) { return; } const [[x1, y1], [x2, y2]] = points; let dx = x2 - x1; let dy = y2 - y1; if (Math.abs(dx) < 1 && Math.abs(dy) < 1) { points = points.slice(1); lineMove(points); return; } let x = x1, y = y1; //線條繪制過程中的終點(diǎn) if (dx === 0) { (x = x2), (y += (speed * dy) / Math.abs(dy)); } else if (dy === 0) { x += (speed * dx) / Math.abs(dx); y = y2; } else if (Math.abs(dx) >= 1) { let rate = dy / dx; x += (speed * dx) / Math.abs(dx); y += (speed * rate * dx) / Math.abs(dx); } drawLine(x1, y1, x, y); points[0] = [x, y]; window.requestAnimationFrame(function() { lineMove(points); }); }
主要代碼就這么多,先看效果
完整代碼
<!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>canvas-連線動(dòng)畫</title> </head> <body> <canvas id="canvas" width="400" height="400"></canvas> <script> //起點(diǎn):10,20 終點(diǎn):150,200 const points = [ [200, 100], //上 [300, 200], //右 [100, 200], //左 [200, 100], //上 [200, 300], //下 [100, 200], //左 [300, 200], //右 [200, 300] ]; const canvas = document.querySelector("canvas"); const ctx = canvas.getContext("2d"); // const img = new Image(); const speed = 10; //速度 // img.onload = function() { // canvas.width = img.width; // canvas.height = img.height; animate(ctx); // }; // img.src = "./imgs/demo.png"; function animate(ctx) { // ctx.drawImage(img, 0, 0); ctx.fillRect(0, 0, canvas.width, canvas.height); points.forEach(([x, y]) => { drawDot(x, y); }); lineMove(points); } function lineMove(points) { if (points.length < 2) { return; } const [[x1, y1], [x2, y2]] = points; let dx = x2 - x1; let dy = y2 - y1; if (Math.abs(dx) < 1 && Math.abs(dy) < 1) { points = points.slice(1); lineMove(points); return; } let x = x1, y = y1; //線條繪制過程中的終點(diǎn) if (dx === 0) { (x = x2), (y += (speed * dy) / Math.abs(dy)); } else if (dy === 0) { x += (speed * dx) / Math.abs(dx); y = y2; } else if (Math.abs(dx) >= 1) { let rate = dy / dx; x += (speed * dx) / Math.abs(dx); y += (speed * rate * dx) / Math.abs(dx); } drawLine(x1, y1, x, y); points[0] = [x, y]; window.requestAnimationFrame(function () { lineMove(points); }); } function drawLine(x1, y1, x2, y2) { ctx.save(); ctx.beginPath(); //不寫每次都會(huì)重繪上次的線 ctx.lineCap = "round"; ctx.lineJoin = "round"; var grd = ctx.createLinearGradient(x1, y1, x2, y2); ctx.moveTo(x1, y1); ctx.lineTo(x2, y2); ctx.closePath(); ctx.strokeStyle = "rgba(255,255,255,1)"; ctx.stroke(); ctx.restore(); } function drawDot(x1, y1, r) { ctx.save(); ctx.beginPath(); //不寫會(huì)和線連起來 ctx.fillStyle = "red"; //繪制成矩形 ctx.arc(x1, y1, r ? r : 2, 0, 2 * Math.PI); ctx.fill(); ctx.restore(); } </script> </body> </html>
以上就是本文的全部內(nèi)容,希望對大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。
標(biāo)簽:中山 赤峰 萍鄉(xiāng) 聊城 金昌 阿壩 盤錦 綏化
巨人網(wǎng)絡(luò)通訊聲明:本文標(biāo)題《canvas簡單連線動(dòng)畫的實(shí)現(xiàn)代碼》,本文關(guān)鍵詞 canvas,簡單,連線,動(dòng),畫的,;如發(fā)現(xiàn)本文內(nèi)容存在版權(quán)問題,煩請?zhí)峁┫嚓P(guān)信息告之我們,我們將及時(shí)溝通與處理。本站內(nèi)容系統(tǒng)采集于網(wǎng)絡(luò),涉及言論、版權(quán)與本站無關(guān)。