我有以下 Javascript、HTML 和 CSS 代码
function distanceBetween(point1, point2) {
return Math.sqrt(Math.pow(point2.x - point1.x, 2) + Math.pow(point2.y - point1.y, 2));
}
function angleBetween(point1, point2) {
return Math.atan2(point2.x - point1.x, point2.y - point1.y);
}
function draw() {
var img = new Image();
img.src = 'http://www.tricedesigns.com/wp-content/uploads/2012/01/brush2.png';
var el = document.getElementById('DrawingPattern');
var ctx = el.getContext('2d');
ctx.lineJoin = ctx.lineCap = 'round';
var isDrawing, lastPoint;
el.onmousedown = function (e) {
isDrawing = true;
lastPoint = {x: e.clientX, y: e.clientY};
};
el.onmousemove = function (e) {
if (!isDrawing) return;
var currentPoint = {x: e.clientX, y: e.clientY};
var dist = distanceBetween(lastPoint, currentPoint);
var angle = angleBetween(lastPoint, currentPoint);
for (var i = 0; i < dist; i++) {
x = lastPoint.x + (Math.sin(angle) * i) - 25;
y = lastPoint.y + (Math.cos(angle) * i) - 25;
ctx.drawImage(img, x, y);
}
lastPoint = currentPoint;
};
el.onmouseup = function () {
isDrawing = false;
};
}
html, body {
color: #fff;
background: #000;
font-family: "Lucida Grande";
}
canvas{
position: static;
cursor: move;
margin: auto;
width: 70%;
border: 3px solid #73AD21;
background: white;
overflow: visible;
}
<body onload=draw()>
<canvas width="1024" height="649" id="DrawingPattern">
<!-- add fallback content-->
</canvas>
</body>
整个代码有效,我遇到的唯一问题是当我开始在画布上绘图时,光标与光标的有效位置不对齐。因此,当我绘制时,它会在另一个位置绘制线条,高于或低于光标的实际位置。我尝试了不同的方法,但我猜这是某种缩放问题,但我无法解决它。
这是一个缩放问题。即使您通过按百分比设置 CSS 宽度来缩放画布元素,绘图区域的大小也不会改变。你在屏幕空间中获取鼠标坐标,但是在绘图时需要转换到画布空间。
为此,请考虑
el.width
(画布宽度)和 el.offsetWidth
(元素宽度)之间的差异来计算比例。由于画布通过保持纵横比按比例缩放,因此可以对 X 和 Y 坐标使用相同的缩放。
我添加了一个
elementScale()
函数并更新了代码以将 clientX
和 clientY
与返回值相乘。
function distanceBetween(point1, point2) {
return Math.sqrt(Math.pow(point2.x - point1.x, 2) + Math.pow(point2.y - point1.y, 2));
}
function angleBetween(point1, point2) {
return Math.atan2(point2.x - point1.x, point2.y - point1.y);
}
function elementScale(el) {
return el.offsetWidth === 0 ? 0 : (el.width / el.offsetWidth);
}
function draw() {
var img = new Image();
img.src = 'http://www.tricedesigns.com/wp-content/uploads/2012/01/brush2.png';
var el = document.getElementById('DrawingPattern');
var ctx = el.getContext('2d');
ctx.lineJoin = ctx.lineCap = 'round';
var isDrawing, lastPoint;
el.onmousedown = function (e) {
var scale = elementScale(el);
isDrawing = true;
lastPoint = {x: e.clientX * scale, y: e.clientY * scale};
};
el.onmousemove = function (e) {
if (!isDrawing) return;
var scale = elementScale(el);
var currentPoint = {x: e.clientX * scale, y: e.clientY * scale};
var dist = distanceBetween(lastPoint, currentPoint);
var angle = angleBetween(lastPoint, currentPoint);
for (var i = 0; i < dist; i++) {
x = lastPoint.x + (Math.sin(angle) * i) - 25;
y = lastPoint.y + (Math.cos(angle) * i) - 25;
ctx.drawImage(img, x, y);
}
lastPoint = currentPoint;
};
el.onmouseup = function () {
isDrawing = false;
};
}
html, body {
color: #fff;
background: #000;
font-family: "Lucida Grande";
}
canvas{
position: static;
cursor: move;
margin: auto;
width: 70%;
border: 3px solid #73AD21;
background: white;
overflow: visible;
}
<body onload=draw()>
<canvas width="1024" height="649" id="DrawingPattern">
<!-- add fallback content-->
</canvas>
</body>
就像 DarthJDG 所说,这是 CSS 的缩放问题
您可以删除画布上的 CSS width:70%,然后尝试像往常一样进行调整
CSS 代码
html, body {
color: #fff;
background: #000;
font-family: "Lucida Grande";
}
canvas{
position: static;
cursor: move;
margin: auto;
//width:70%; //REMOVED
border: 3px solid #73AD21;
background: white;
overflow: visible;
}
JAVASCRIPT代码
for (var i = 0; i < dist; i++) {
x = lastPoint.x + (Math.sin(angle) * i) - 25; //CHANGED
y = lastPoint.y + (Math.cos(angle) * i) - 25; //CHANGED
ctx.drawImage(img, x, y);
}
只需删除 CSS 宽度,您的缩放就会再次正常。
我遇到了这个问题(当我在 Minecraft 中使用插件 Artmap 时,光标没有对齐,所以当我绘制它时,它会在另一个位置绘制线条),但我正在服务器中玩,奇怪的是:昨天还可以,现在不行了,但对于其他玩家来说仍然可以正常工作。有谁知道为什么会这样吗?