可以自由移动四个控制点,同时在右边显示坐标,帮助你绘画出更满意的曲线.
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title></title>
<style type="text/css">
*{
margin: auto;
padding: 0;
}
#wrap{
width: 800px;
margin: 50px auto;
}
#myCanvas{
float: left;
background: lightskyblue;
}
#show {
width: 300px;
height: 300px;
background: url(girl.jpg) no-repeat;
/*display: inline-block;*/
float: left;
}
p{
margin-left: 20px;
color: palegreen;
height: 20px;
font-size: 20px;
margin-top: 20px;
}
#show p:first-child {
margin-top: 80px;
}
</style>
</head>
<body>
<div id="wrap">
<canvas id="myCanvas" width="500" height="500"></canvas>
<div id="show">
<p>起点的坐标为:</p>
<p>终点的坐标为:</p>
<p>控制点1的坐标为:</p>
<p>控制点2的坐标为:</p>
</div>
</div>
</body>
<script type="text/javascript">
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
var positions = document.getElementsByTagName('p');
//起点
var rec1 = {
x:50,
y:250,
r:10,
color:'red'
}
//终点
var rec2 = {
x:450,
y:250,
r:10,
color:'coral'
}
//控制点
var rec3 = {
x:200,
y:100,
r:10,
color:'greenyellow'
}
var rec4 = {
x:300,
y:400,
r:10,
color:'dodgerblue'
}
//将4个对象放入数组
var arr = [rec1,rec2,rec3,rec4];
//创建小圆绘制函数
function drawCir (obj) {
context.beginPath();
context.fillStyle = obj.color;
context.arc(obj.x,obj.y,10,0,Math.PI * 2);
context.fill();
context.closePath();
}
var img = new Image();
img.src = 'girls.jpg';
//创建线绘制函数
function drawBez (obj1,obj2,obj3,obj4) {
context.drawImage(img,250,0,500,450,0,0,canvas.width,canvas.height);
context.beginPath();
context.strokeStyle = '#FFFACD';
context.moveTo(obj1.x,obj1.y);
context.lineTo(obj3.x,obj3.y);
context.stroke();
context.closePath();
context.beginPath();
context.strokeStyle = '#FFFACD';
context.moveTo(obj2.x,obj2.y);
context.lineTo(obj4.x,obj4.y);
context.stroke();
context.closePath();
//贝塞尔曲线
context.save();
context.beginPath();
context.strokeStyle = 'black';
context.lineWidth = 5;
context.moveTo(obj1.x,obj1.y);
context.bezierCurveTo(obj3.x,obj3.y,obj4.x,obj4.y,obj2.x,obj2.y);
context.stroke();
context.closePath();
context.restore();
}
//实例化控制点 和 线
drawBez(arr[0],arr[1],arr[2],arr[3]);
for (var i in arr) {
drawCir(arr[i]);
}
positions[0].innerHTML = '起点的坐标为: (' + arr[0].x + ',' + arr[0].y + ')';
positions[1].innerHTML = '终点的坐标为: (' + arr[1].x + ',' + arr[1].y + ')';
positions[2].innerHTML = '控制点1的坐标为: (' + arr[2].x + ',' + arr[2].y + ')';
positions[3].innerHTML = '控制点2的坐标为: (' + arr[3].x + ',' + arr[3].y + ')';
var n = 0;
//自由移动控制点
canvas.onmousedown = function (e) {
var e = e window.event;
var cliX = e.clientX - canvas.offsetLeft;
var cliY = e.clientY - canvas.offsetTop;
for (var i in arr) {
drawCir(arr[i]);
if (context.isPointInPath(cliX,cliY)) {
n = i;
var disX = cliX - arr[n].x;
var disY = cliY - arr[n].y;
canvas.onmousemove = function (e) {
console.log('a')
context.clearRect(0,0,canvas.width,canvas.height);
var e = e window.event;
var x = e.clientX - canvas.offsetLeft - disX;
var y = e.clientY - canvas.offsetTop - disY;
arr[n].x = x;
arr[n].y = y;
drawBez(arr[0],arr[1],arr[2],arr[3]);
for (var i in arr) {
drawCir(arr[i]);
}
positions[0].innerHTML = '起点的坐标为: (' + arr[0].x + ',' + arr[0].y + ')';
positions[1].innerHTML = '终点的坐标为: (' + arr[1].x + ',' + arr[1].y + ')';
positions[2].innerHTML = '控制点1的坐标为: (' + arr[2].x + ',' + arr[2].y + ')';
positions[3].innerHTML = '控制点2的坐标为: (' + arr[3].x + ',' + arr[3].y + ')';
}
}
}
}
canvas.onmouseup = function () {
canvas.onmousemove = null;
}
</script>
</html>
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