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Javascript html5画布在线移动对象_Javascript_Html5 Canvas - Fatal编程技术网

Javascript html5画布在线移动对象

Javascript html5画布在线移动对象,javascript,html5-canvas,Javascript,Html5 Canvas,我想在斜线上移动一个物体。我已经给出了我的代码。在我第三个div的代码中,当我移动滑块时,我在这条线上画了一条斜线,我想移动一个对象。类似的事情,我正在做我的第一个div。我在曲线上移动一个对象。我正在寻找一些函数,在其中我将提供点,对象将遵循这些点。这是我的密码。这段代码只适用于chrome浏览器,因为我正试图让它只适用于safari和chrome浏览器 <!DOCTYPE HTML> <html> <

我想在斜线上移动一个物体。我已经给出了我的代码。在我第三个div的代码中,当我移动滑块时,我在这条线上画了一条斜线,我想移动一个对象。类似的事情,我正在做我的第一个div。我在曲线上移动一个对象。我正在寻找一些函数,在其中我将提供点,对象将遵循这些点。这是我的密码。这段代码只适用于chrome浏览器,因为我正试图让它只适用于safari和chrome浏览器

        <!DOCTYPE HTML>
            <html>
            <head>

   <style type="text/css">
        .wrapper {
            margin: 0 auto;
            width: 1000px;
        }
        .canHdr {
           float: left;
           width: 450px;
               height: 400px;
               border: 1px solid red;
    }
  </style>

    </head>
    <body>
    <form>
    <!-- wrapper -->
    <div class="wrapper">

        <!-- canHdr -->
        <div id="canHdr" class="canHdr" >

            <p>
                This is my 1st div with bezier curve the curve is getting drawn as slider moves and also a ball in moving on that . 
            </p>

            <div class="canOuterHdr" >
                <canvas id="myCanvas1" width="300" height="195" style="position: relative;">
                    [No canvas support]
                </canvas>

            </div>

            <div id="slider1" class="newBg">
                <input id="slide1" type="range" min="0" max="100" step="1" value="0" onchange="counterSlider('slide1');" />
            </div>

        </div>
        <!--/ canHdr -->
        <!-- canHdr2 -->
        <div id="canHdr2" class="canHdr" >

            <p>
                This is my 2nd div
            </p>

            <div class="canOuterHdr" >
                <canvas id="myCanvas2" width="300" height="195" style="position: relative;">
                    [No canvas support]
                </canvas>

            </div>

            <div id="slider2" class="newBg">
                <input id="slide2" type="range" min="0" max="100" step="1" value="0" onchange="counterSlider('slide2');" />
            </div>

        </div>
        <!-- canHdr2 -->
        <!-- canHdr3 -->
        <div id="canHdr3" class="canHdr" >
            <p>
                This is my 3rd div with slanting line. I want to move a ball on this line when I move the slider. So as the line increases ball will also move on the line.
            </p>

            <div class="canOuterHdr" >
                <canvas id="myCanvas3" width="300" height="195" style="position: relative;">
                    [No canvas support]
                </canvas>

            </div>

            <div id="slider3" class="newBg">
                <input id="slide3" type="range" min="0" max="100" step="1" value="0" onchange=" drawSlopeCurve2('slide3','100'); " />
            </div>

        </div>
        <!--/ canHdr3 -->
        <!-- canHdr4 -->
        <div id="canHdr4" class="canHdr" >

            <p>
                This is my 4th div with slanting line. I want to move a ball on this line when I move the slider. So as the line increases ball will also move on the line.
            </p>

            <div class="canOuterHdr" >
                <canvas id="myCanvas4" width="300" height="195" style="position: relative;">
                    [No canvas support]
                </canvas>

            </div>

            <div id="slider4" class="newBg">
                <input id="slide4" type="range" min="0" max="100" step="1" value="0" onchange=" drawSlopeCurve1('slide4','100'); " />
            </div>

        </div>
        <!--/ canHdr4 -->

    </div>
    <!-- /wrapper -->

    <script type="text/javascript">
        function counterSlider(sID) {

            var slideVal = document.getElementById(sID).value;
            /*if (maxValue ==100){

             slideVal=slideVal/100;
             }*/
            slideVal = slideVal / 100;
            var position = slideVal;

            var startPt = {
                x : 18.8,
                y : 45
            };
            var controlPt = {
                x : 28,
                y : 160
            };
            var endPt = {
                x : 228,
                y : 165
            };
            var startPt2 = {
                x : 20,
                y : 75
            };
            var controlPt2 = {
                x : 28,
                y : 160
            };
            var endPt2 = {
                x : 228,
                y : 165
            };

            if (slideVal == 0) {

                erase('myCanvas2');
                erase('myCanvas3');
                erase('myCanvas4');
                //newSprite('myCanvas1b', 18.8, 45);

                drawBezier2('myCanvas1', new Array({
                    x : 18.8,
                    y : 45
                }, {
                    x : 28,
                    y : 160
                }, {
                    x : 228,
                    y : 165
                }), slideVal);
                drawBezier2('myCanvas2', new Array({
                    x : 20,
                    y : 75
                }, {
                    x : 28,
                    y : 160
                }, {
                    x : 228,
                    y : 165
                }), slideVal);

            } else if (slideVal > 0 && slideVal <= 34) {

                erase('myCanvas1');
                //erase('myCanvas1b');
                erase('myCanvas2');
                erase('myCanvas3');
                erase('myCanvas4');

                drawBezier2('myCanvas1', new Array({
                    x : 18.8,
                    y : 45
                }, {
                    x : 28,
                    y : 160
                }, {
                    x : 228,
                    y : 165
                }), slideVal);
                drawBezier2('myCanvas2', new Array({
                    x : 20,
                    y : 75
                }, {
                    x : 28,
                    y : 160
                }, {
                    x : 228,
                    y : 165
                }), slideVal);

                drawNextPoint('myCanvas1', startPt, controlPt, endPt, position);
                drawNextPoint('myCanvas2', startPt2, controlPt2, endPt2, position);

            } else if (slideVal > 34 && slideVal <= 67) {

                erase('myCanvas1');

                erase('myCanvas2');
                erase('myCanvas3');
                erase('myCanvas4');

                drawBezier2('myCanvas1', new Array({
                    x : 18.8,
                    y : 45
                }, {
                    x : 28,
                    y : 160
                }, {
                    x : 228,
                    y : 165
                }), slideVal);
                drawBezier2('myCanvas2', new Array({
                    x : 20,
                    y : 75
                }, {
                    x : 28,
                    y : 160
                }, {
                    x : 228,
                    y : 165
                }), slideVal);

                drawNextPoint('myCanvas1', startPt, controlPt, endPt, position);
                drawNextPoint('myCanvas2', startPt2, controlPt2, endPt2, position);

            } else if (slideVal > 67 && slideVal <= 100) {

                erase('myCanvas1');

                erase('myCanvas2');
                erase('myCanvas3');
                erase('myCanvas4');

                drawBezier2('myCanvas1', new Array({
                    x : 18.8,
                    y : 45
                }, {
                    x : 28,
                    y : 160
                }, {
                    x : 228,
                    y : 165
                }), slideVal);
                drawBezier2('myCanvas2', new Array({
                    x : 20,
                    y : 75
                }, {
                    x : 28,
                    y : 160
                }, {
                    x : 228,
                    y : 165
                }), slideVal);

                drawNextPoint('myCanvas1', startPt, controlPt, endPt, position);
                drawNextPoint('myCanvas2', startPt2, controlPt2, endPt2, position);

            }
        }

        function erase(canvasId) {

            var canvas = document.getElementById(canvasId);
            var context = canvas.getContext("2d");
            context.beginPath();
            context.clearRect(0, 0, canvas.width, canvas.height);
            canvas.width = canvas.width;

        }


        /**********for backgroundImage********************/

        function _getQBezierValue(t, p1, p2, p3) {
            var iT = 1 - t;
            return iT * iT * p1 + 2 * iT * t * p2 + t * t * p3;

        }

        function getQuadraticCurvePoint(startX, startY, cpX, cpY, endX, endY, position) {
            return {
                x : _getQBezierValue(position, startX, cpX, endX),
                y : _getQBezierValue(position, startY, cpY, endY)
            };
        }

        function drawNextPoint(canId, startPt, controlPt, endPt, position) {
            var pt = getQuadraticCurvePoint(startPt.x, startPt.y, controlPt.x, controlPt.y, endPt.x, endPt.y, position);
            position = (position + 0.006) % 1.0;
            var canvas = document.getElementById(canId);
            var ctx = canvas.getContext('2d');
            //ctx.globalCompositeOperation = 'source-atop';
            //ctx.globalCompositeOperation = "destination-over";
            ctx.beginPath();
            ctx.fillStyle = "#0077c1";
            ctx.arc(pt.x, pt.y, 6, 0, Math.PI * 2, true);
            ctx.closePath();
            ctx.fill();
        }

        function newSprite(canId, mvx, mvy) {
            var canvas = document.getElementById(canId);
            var ctx = canvas.getContext('2d');
            ctx.globalCompositeOperation = 'source-atop';
            //ctx.globalCompositeOperation = "destination-over";
            ctx.beginPath();
            ctx.fillStyle = "#0077c1";
            ctx.arc(mvx, mvy, 6, 0, Math.PI * 2, true);
            ctx.closePath();
            ctx.fill();
        }

        function drawBezier2(canId, points, slideVal) {

            var canvas = document.getElementById(canId);

            var context = canvas.getContext("2d");
            //context.globalCompositeOperation = 'source-atop';
            //context.strokeStyle = "rgb(113, 113, 213)";
            context.strokeStyle = "#000";
            context.lineWidth = 0.6;
            context.beginPath();
            // Label end points
            //context.fillStyle = "rgb(0, 0, 0)";
            // Draw spline segemnts
            context.moveTo(points[0].x, points[0].y);
            for (var t = 0; t <= slideVal; t += 0.1) {
                context.lineTo(Math.pow(1 - t, 2) * points[0].x + 2 * (1 - t) * t * points[1].x + Math.pow(t, 2) * points[2].x, Math.pow(1 - t, 2) * points[0].y + 2 * (1 - t) * t * points[1].y + Math.pow(t, 2) * points[2].y);
            }

            // Stroke path
            context.stroke();
        }

        function drawSlopeCurve1(sID, maxValue) {
            // erase('canvasTwo');

            var canId = 'myCanvas4';
            var slideVal = parseInt(document.getElementById(sID).value);
            var canvas = document.getElementById(canId);
            var context = canvas.getContext('2d');
            canvas.width = canvas.width;
            //line end points
            x1 = 16;
            y1 = 170;
            x2 = 200;
            y2 = 80;

            //get slope (rise over run)
            var m = (y2 - y1) / (x2 - x1);
            //get y-intercept
            var b = y1 - (m * x1);
            //get distance between the two points
            var distance = Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1));
            //get new x and y values
            var x = x1 + parseInt(distance / maxValue * slideVal);
            var y = parseInt(m * x + b);

            context.beginPath();
            context.moveTo(x1, y1);
            context.lineTo(x, y);
            context.lineWidth = 0.6;
            context.stroke();
        }

        function drawSlopeCurve2(sID, maxValue) {
            // erase('canvasTwo');

            var canId = 'myCanvas3';
            var slideVal = parseInt(document.getElementById(sID).value);
            var canvas = document.getElementById(canId);
            var context = canvas.getContext('2d');
            canvas.width = canvas.width;
            //line end points
            x1 = 16;
            y1 = 170;
            x2 = 160;
            y2 = 72;

            //get slope (rise over run)
            var m = (y2 - y1) / (x2 - x1);
            //get y-intercept
            var b = y1 - (m * x1);
            //get distance between the two points
            var distance = Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1));
            //get new x and y values
            var x = x1 + parseInt(distance / maxValue * slideVal);
            var y = parseInt(m * x + b);

            context.beginPath();
            context.moveTo(x1, y1);
            context.lineTo(x, y);
            context.lineWidth = 0.6;
            context.stroke();
        }

    </script>
        </form>
    </body>
    </html>

.包装纸{
保证金:0自动;
宽度:1000px;
}
canHdr先生{
浮动:左;
宽度:450px;
高度:400px;
边框:1px纯红;
}

这是我的第一次使用bezier曲线的div,随着滑块的移动,曲线会被绘制出来,还有一个球会在上面移动。

[无画布支持] 这是我的第二部

[无画布支持] 这是我的第三个斜线div。当我移动滑块时,我想在这条线上移动一个球。所以随着线的增加,球也会在线上移动。

[无画布支持] 这是我的第四个斜线。当我移动滑块时,我想在这条线上移动一个球。所以随着线的增加,球也会在线上移动。

[无画布支持] 功能计数器(sID){ var slideVal=document.getElementById(sID).value; /*如果(最大值==100){ slideVal=slideVal/100; }*/ slideVal=slideVal/100; var位置=slideVal; var startPt={ x:18.8, y:45 }; var controlPt={ x:28,, y:160 }; var endPt={ x:228, y:165 }; var startPt2={ x:20, y:75 }; var controlPt2={ x:28,, y:160 }; 变量endPt2={ x:228, y:165 }; 如果(slideVal==0){ 擦除(“myCanvas2”); 擦除(“myCanvas3”); 擦除(“myCanvas4”); //newSprite('myCanvas1b',18.8,45); drawBezier2('myCanvas1',新阵列({ x:18.8, y:45 }, { x:28,, y:160 }, { x:228, y:165 }),slideVal); drawBezier2('myCanvas2',新阵列({ x:20, y:75 }, { x:28,, y:160 }, { x:228, y:165 }),slideVal);
}否则,如果(slideVal>0&&slideVal 34&&slideVal 67&&slideVal您需要在函数的末尾添加绘图代码
drawSlopeCurve1()
drawSlopeCurve2()
。最简单的方法是先修复函数
newSprite()
,然后使用它(避免重复复制相同的代码块)

在函数
newSprite()
中:

(有关
globalCompositeOperation
的更多详细信息,请参阅

在函数的末尾
drawSlopeCurve1/2()


参见,同样,这个<强> < /强> .p/>非常感谢你的帮助。我能用我的函数DrPbEiZeRe2()来做同样的事情吗?我想把精灵移到同一个点上。既然你修复了<代码> NeXSPITEE()/Case>函数,你就可以用它和其他函数来画球。请考虑把答案标记为“接受”。如果它帮助您解决了问题:)

// Change that:
ctx.globalCompositeOperation = 'source-atop';

// To this:
ctx.globalCompositeOperation = "source-over";
// Append this:
newSprite(canId, x, y);