canvas七巧板
使用canvas简单编写七巧板
最近在学习canvas,目前还只是简单的了解了一下canvas画图的原理和简单图形的绘画。看到网上有很多canvas画的七巧板,但是并没有实现可以移动、拖拽和旋转拼接的demo,所以自己就利用js加上简单的canvas来实现一下。
原理
七巧板说白了也就是七块不同的多边形,要么是三角形,要么是四边形:如下图
我们可以通过数组现将七巧板的每一块先画出来:
//把7个点的位置坐标和颜色存入一个数组
var points = [
{p: [{x: 0, y: 0}, {x: 200, y: 0}, {x: 100, y: 100}], color: “#caff67”, click: false, drag: false, types: 3},
{p: [{x: 0, y: 0}, {x: 100, y: 100}, {x: 0, y: 200}], color: “#67becf”, click: false, drag: false, types: 3},
{
p: [{x: 200, y: 0}, {x: 200, y: 100}, {x: 150, y: 150}, {x: 150, y: 50}],
color: “#ef3d61”,
click: false,
drag: false,
types: 4
},
{
p: [{x: 150, y: 50}, {x: 150, y: 150}, {x: 100, y: 100}],
color: “#f9f51a”,
click: false,
drag: false,
types: 3
},
{
p: [{x: 100, y: 100}, {x: 150, y: 150}, {x: 100, y: 200}, {x: 50, y: 150}],
color: “#a594c0”,
click: false,
drag: false,
types: 4
},
{
p: [{x: 50, y: 150}, {x: 100, y: 200}, {x: 0, y: 200}],
color: “#fa8ecc”,
click: false,
drag: false,
types: 3
},
{
p: [{x: 200, y: 100}, {x: 200, y: 200}, {x: 100, y: 200}],
color: “#f6ca29”,
click: false,
drag: false,
types: 3
}
];
然后我们只需要根据鼠标事件来改变相应的图形坐标,然后进行重新渲染就行了。
鼠标的事件具体为:
canvas.onmousedown
canvas.onmouseup
canvas.onmouseout
canvas.onmousemove
canvas.ondblclick
我们需要对相应的事件作出相应的操作
其中双击实现角度变换是需要用到数学公式为(自己数学太差了,只能从网上找了):
假设对图片上任意点(x,y),绕一个坐标点(rx0,ry0)逆时针旋转a角度后的新的坐标设为(x0, y0),有公式:
x0= (x - rx0)*cos(a) - (y - ry0)*sin(a) + rx0 ;
y0= (x - rx0)*sin(a) + (y - ry0)*cos(a) + ry0 ;
效果展示
鼠标按下后,即可对该模块进行拖拽。
对模块双击,即可对模块进行角度旋转,我这里是以图形的某一个点为参照点来旋转。
参照点和旋转角度可以自己设定。
代码
代码的实现很简单,主要是四个事件的处理函数,在代码中也已经很详细的添加了注释,很好理解
<div style="height: 100%;width: 100%;">
<canvas id="canvas">
<p>you brower is not support canvas</p>
</canvas>
</div>
function draw() {
// 清除画布,准备绘制
context.clearRect(0, 0, canvas.width, canvas.height);
//遍历数组,以每个点为起点画图
for (var i = 0; i < points.length; i++) {
context.beginPath();
context.moveTo(points[i].p[0].x, points[i].p[0].y);
for (var j = 0; j < points[i].p.length; j++) {
context.lineTo(points[i].p[j].x, points[i].p[j].y);
}
context.lineTo(points[i].p[0].x, points[i].p[0].y);
context.strokeStyle = "black";
context.lineWidth = "3";
context.fillStyle = points[i].color;
context.stroke();
context.fill();
context.closePath();
}
}
draw();
var isDragging = false;
function canvasClick(e) {
// 取得画布上被单击的点
var clickX = e.pageX - canvas.offsetLeft;
var clickY = e.pageY - canvas.offsetTop;
for (var i = 0; i < points.length; i++) {
var flag = false;
if (points[i].types == 3) {
flag = anglecompult(points[i].p, clickX, clickY);
} else if (points[i].types == 4) {
flag = reactcompult(points[i].p, clickX, clickY);
}
if (flag == true) {
isDragging = true;
points[i].click = true;
points[i].drag = true;
select = i;
} else {
points[i].click = false;
points[i].drag = false;
}
}
}
function dblik(e) {//双击一块转动45度角
// 判断圆圈是否开始拖拽
//if (isDragging == true) {
// 判断拖拽对象是否存在
// 取得鼠标位置
var x = e.pageX - canvas.offsetLeft;
var y = e.pageY - canvas.offsetTop;
// 将圆圈移动到鼠标位置
var changdu = points[select].p.length;
var yuanX = points[select].p[0].x;
var yuanY = points[select].p[0].y;
var yuanX2 = points2[select].p[0].x;
var yuanY2 = points2[select].p[0].y;
var xianx;
var xianx2;
var xiany;
var xiany2;
var xiebian;
for (var j = 1; j < changdu; j++) {
xianx = (points[select].p[j].x - yuanX) * (Math.cos((2 * Math.PI / 360) * 45)) - (points[select].p[j].y - yuanY) * (Math.sin((2 * Math.PI / 360) * 45)) + yuanX;
xiany = (points[select].p[j].x - yuanX) * (Math.sin((2 * Math.PI / 360) * 45)) + (points[select].p[j].y - yuanY) * (Math.cos((2 * Math.PI / 360) * 45)) + yuanY;
points[select].p[j].x = xianx;
points[select].p[j].y = xiany;
xianx2 = (points2[select].p[j].x - yuanX2) * (Math.cos((2 * Math.PI / 360) * 45)) - (points2[select].p[j].y - yuanY2) * (Math.sin((2 * Math.PI / 360) * 45)) + yuanX2;
xiany2 = (points2[select].p[j].x - yuanX2) * (Math.sin((2 * Math.PI / 360) * 45)) + (points2[select].p[j].y - yuanY2) * (Math.cos((2 * Math.PI / 360) * 45)) + yuanY2;
points2[select].p[j].x = xianx2;
points2[select].p[j].y = xiany2;
}
console.log(points[select].p);
// 更新画布
draw();
//}
}
function drag(e) {
// 判断圆圈是否开始拖拽
if (isDragging == true) {
// 判断拖拽对象是否存在
// 取得鼠标位置
var x = e.pageX - canvas.offsetLeft;
var y = e.pageY - canvas.offsetTop;
var changdu = points[select].p.length;
var xx = x - points2[select].p[0].x;
var yy = y - points2[select].p[0].y;
for (var j = 0; j < changdu; j++) {//将图形拖动到鼠标相应位置
points[select].p[j].x = points2[select].p[j].x + xx;
points[select].p[j].y = points2[select].p[j].y + yy;
}
// 更新画布
draw();
}
}
function stopdrag() {
isDragging = false;
}
function anglecompult(anglepostions, x, y) {//判断三角形内
var first = anglepostions[0];
var second = anglepostions[1];
var third = anglepostions[2];
var firstR = ((second.y - third.y) * (x - third.x) + (third.x - second.x) * (y - third.y)) / ((second.y - third.y) * (first.x - third.x) + (third.x - second.x) * (first.y - third.y));
var secondR = ((third.y - first.y) * (x - third.x) + (first.x - third.x) * (y - third.y)) / ((second.y - third.y) * (first.x - third.x) + (third.x - second.x) * (first.y - third.y))
var thirsR = 1 - firstR - secondR;
if (firstR > 0 && firstR < 1 && secondR > 0 && secondR < 1 && thirsR > 0 && thirsR < 1) {
return true;
} else {
return false;
}
}
function reactcompult(reactpostions, x, y) {//判断鼠标是否在矩形区域内
var xmin, xmax, ymin, ymax;
xmin = xmax = reactpostions[0].x;
ymin = ymax = reactpostions[0].y;
for (var i = 0; i < reactpostions.length; i++) {
if (reactpostions[i].x < xmin) {
xmin = reactpostions[i].x;
}
if (reactpostions[i].x > xmax) {
xmax = reactpostions[i].x;
}
if (reactpostions[i].y < ymin) {
ymin = reactpostions[i].y;
}
if (reactpostions[i].y > ymax) {
ymax = reactpostions[i].y;
}
}
if (xmin < x && xmax > x && ymin < y && ymax > y) {
return true;
} else {
return false;
}
}
总结
代码很简单,本人也是刚刚接触canvas,程序也有很多缺陷,主要是把自己理解的东西写出来而已,如果有错误的地方,希望大家能够指正。附上demo的地址
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