canvas的基本屬性與方法:width,height,getContext()等;
透過width與height來取得並設定目前canvas的寬度、高度;
透過getContext()方法來取得目前畫布的繪圖環境(context);
## context=canvas.getContext("2d");context包含了我們需要的,在canvas上繪圖的所有方法及屬性;
context的笛卡爾座標系統中,canvas的左上角為原點;從原點往右為X軸的正向,往下為Y軸的正向;關於座標的例子:
<!DOCTYPE html> <html> <head> <meta charset="utf-8" /> <title>s3</title> <script type="text/javascript" src="../script/modernizr-latest.js"></script> <script type="text/javascript"> window.addEventListener("load", eventWindowLoaded, false); var Debugger = function() { }; Debugger.log = function(message) { try { console.log(message); } catch (exception) { return; } } function eventWindowLoaded() { canvasApp(); } function canvasSupport() { return Modernizr.canvas; } function eventWindowLoaded() { canvasApp(); } function canvasApp() { if(!canvasSupport()) { return; } var theCanvas = document.getElementById("canvasOne"); var context = theCanvas.getContext("2d"); function drawScreen() { //以下代码来源于<http://www.cnblogs.com/nothingbrother/archive/2011/12/23/2299856.html> for(var x = 0.5; x < 550; x += 10) { context.moveTo(x, 0); context.lineTo(x, 400); } for(var y = 0.5; y < 400; y += 10) { context.moveTo(0, y); context.lineTo(550, y); } context.strokeStyle = "#cecece"; context.stroke(); context.beginPath(); context.moveTo(50, 150); context.lineTo(300, 150); context.moveTo(250, 100); context.lineTo(300, 150); context.moveTo(300, 50); context.lineTo(250, 100); context.moveTo(450, 200); context.lineTo(300, 50); /*symmetry*/ context.moveTo(50, 250); context.lineTo(300, 250); context.moveTo(250, 300); context.lineTo(300, 250); context.moveTo(300, 350); context.lineTo(250, 300); context.moveTo(450, 200); context.lineTo(300, 350); /*end*/ context.moveTo(50, 150); context.lineTo(50, 250); /*write coordinate*/ context.font = "bold 12px sans-serif"; context.fillText("( 0 , 0 )", 8, 5); context.fillText("(50, 150)", 58, 155); context.fillText("(300, 150)", 308, 155); context.fillText("(250, 100)", 258, 105); context.fillText("(300, 150)", 308, 155); context.fillText("(300, 50)", 308, 55); context.fillText("(50, 250)", 58, 255); context.fillText("(300, 250)", 308, 255); context.fillText("(250, 350)", 258, 355); context.fillText("(450, 200)", 458, 205); context.strokeStyle = "#f00"; context.stroke(); } drawScreen(); } </script> </head> <body> <div style="position: absolute; top: 50px; left: 50px;"> <canvas id="canvasOne" width="550" height="400"> Your browser does not support HTML5 Canvas. </canvas> </div> </body> </html>
state結合使用;
我們在真正理解Canvas是如何運作的之前,current state是必須掌握的概念;current state 實事上是一個繪圖狀態的堆疊,這個堆疊從全域範圍內適用於整個canvas;我們可以操作以下一些狀態:Transformation matrix(變換矩陣)
###Methods:scale, rotate, transform, and translate
Properties: strokeStyle, fillStyle, globalAlpha, lineWidth, lineCap, line Join, miterLimit, shadowOffsetX, shadowOffsetY, shadowBlur, shadowColor, global CompositeOperation, font, textAlign, and textBaseline.
<!DOCTYPE html> <html> <head> <meta charset="utf-8" /> <title>s1</title> <script type="text/javascript" src="../script/modernizr-latest.js"></script> <script type="text/javascript"> window.addEventListener("load", eventWindowLoaded, false); function eventWindowLoaded() { canvasApp(); } var Debugger = function() { }; Debugger.log = function(message) { try { console.log(message); } catch (exception) { return; } } function canvasSupport() { return Modernizr.canvas; } function eventWindowLoaded() { canvasApp(); } function canvasApp() { var guesses = 0; var message = "Guess The Letter From a (lower) to z (higher)"; var letters = ["a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k", "l", "m", "n", "o", "p", "q", "r", "s", "t", "u", "v", "w", "x", "y", "z"]; var today = new Date(); var letterToGuess = ""; var higherOrLower = ""; var lettersGuessed; var gameOver = false; if(!canvasSupport()) { return; } var theCanvas = document.getElementById("canvasOne"); var context = theCanvas.getContext("2d"); initGame(); function initGame() { var letterIndex = Math.floor(Math.random() * letters.length); letterToGuess = letters[letterIndex]; guesses = 0; lettersGuessed = []; gameOver = false; window.addEventListener("keyup", eventKeyPressed, true); drawScreen(); } function eventKeyPressed(e) { if(!gameOver) { var letterPressed = String.fromCharCode(e.keyCode); letterPressed = letterPressed.toLowerCase(); guesses++; lettersGuessed.push(letterPressed); if(letterPressed == letterToGuess) { gameOver = true; } else { letterIndex = letters.indexOf(letterToGuess); guessIndex = letters.indexOf(letterPressed); Debugger.log(guessIndex); if(guessIndex < 0) { higherOrLower = "That is not a letter"; } else if(guessIndex > letterIndex) { higherOrLower = "Lower"; } else { higherOrLower = "Higher"; } } drawScreen(); } } function drawScreen() { //Background context.fillStyle = "#ffffaa"; context.fillRect(0, 0, 500, 300); //Box context.strokeStyle = "#000000"; context.strokeRect(5, 5, 490, 290); context.textBaseline = "top"; //Date context.fillStyle = "#000000"; context.font = "10px _sans"; context.fillText(today, 150, 10); //Message context.fillStyle = "#FF0000"; context.font = "14px _sans"; context.fillText(message, 125, 30); //Guesses context.fillStyle = "#109910"; context.font = "16px _sans"; context.fillText('Guesses: ' + guesses, 215, 50); //Higher Or Lower context.fillStyle = "#000000"; context.font = "16px _sans"; context.fillText("Higher Or Lower: " + higherOrLower, 150, 125); //Letters Guessed context.fillStyle = "#FF0000"; context.font = "16px _sans"; context.fillText("Letters Guessed: " + lettersGuessed.toString(), 10, 260); if(gameOver) { context.fillStyle = "#FF0000"; context.font = "40px _sans"; context.fillText("You Got It!", 150, 180); } } } </script> </head> <body> <div style="position: absolute; top: 50px; left: 50px;"> <canvas id="canvasOne" width="500" height="300"> Your browser does not support HTML5 Canvas. </canvas> </div> </body> </html>
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