我正在使用canvas标签在世界地图图像上创建圆圈。我想使用Canvas标签将多个圆与线连接起来。从现在开始,我能够绘制圆,但无法绘制线。
的HTML
<img src="http://educypedia.karadimov.info/library/worldoutlinemap.gif" width="500"/>
<canvas id="myCanvas1" width="200" height="200"></canvas>
<canvas id="myCanvas2" width="200" height="200"></canvas>
<canvas id="myCanvas3" width="200" height="200"></canvas>
<canvas id="myCanvas4" width="200" height="200"></canvas>
的CSS
#myCanvas1
{
position: absolute;
top: 20px;
left: 245px;
z-index: 3;
}
#myCanvas2
{
position: absolute;
top: 20px;
left: 25px;
z-index: 3;
}
#myCanvas3
{
position: absolute;
top: 200px;
left: 60px;
z-index: 3;
}
#myCanvas4
{
position: absolute;
top: 150px;
left: 200px;
z-index: 3;
}
Java脚本
/* circle1 */
var canvas = document.getElementById('myCanvas1');
var context = canvas.getContext('2d');
var centerX = canvas.width / 2;
var centerY = canvas.height / 2;
var radius = 10;
context.beginPath();
context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
context.fillStyle = 'grey';
context.fill();
context.stroke();
/* circle1 */
/* circle2 */
var canvas = document.getElementById('myCanvas2');
var context = canvas.getContext('2d');
var centerX = canvas.width / 2;
var centerY = canvas.height / 2;
var radius = 10;
context.beginPath();
context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
context.fillStyle = 'grey';
context.fill();
context.stroke();
/* circle2 */
/* circle3 */
var canvas = document.getElementById('myCanvas3');
var context = canvas.getContext('2d');
var centerX = canvas.width / 2;
var centerY = canvas.height / 2;
var radius = 10;
context.beginPath();
context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
context.fillStyle = 'grey';
context.fill();
context.stroke();
/* circle3 */
/* circle4 */
var canvas = document.getElementById('myCanvas4');
var context = canvas.getContext('2d');
var centerX = canvas.width / 2;
var centerY = canvas.height / 2;
var radius = 10;
context.beginPath();
context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
context.fillStyle = 'grey';
context.fill();
context.stroke();
/* circle4 */
Fiddle
最佳答案
这是我一段时间前写的一个问题的另一个实现。该代码从1个圆的轮廓绘制线到另一个圆的轮廓。该代码依赖于矢量的原理,并且为确保线条未在圆内绘制,还依赖于单位矢量。
首先,我们确定2个圆的中心点之间的向量。接下来,我们将“半径”单位从每个圆移到直线的中间。这具有计算圆与线之间的交点的效果。最后,我们从一个修改后的端点吸引到下一个端点。
如果您多次运行该代码,您将得到重叠的圆圈。您可以清楚地看到绘制了圆圈轮廓,但是没有填充。如果您仍然需要填充圆圈,我的代码就显得过分了,因为圆圈中延伸的那部分线仍然会被覆盖。 :)
function byId(e){return document.getElementById(e)}
window.addEventListener('load', onDocLoaded, false);
var shapeList = [];
function onDocLoaded()
{
var i, n=3;
var canvas = byId('myCanvas');
for (i=0; i<n; i++)
{
shapeList[i] = new circle_t(Math.random()*578, Math.random()*400, Math.random()*30 + 20);
shapeList[i].draw(canvas);
}
for (i=0; i<n-1; i++)
draw_line2(shapeList[i].origX, shapeList[i].origY, shapeList[i].radius, shapeList[i+1].origX, shapeList[i+1].origY, shapeList[i+1].radius);
}
var shape_t = function(x,y)
{
this.origX = (x==undefined ? 0 : x);
this.origY = (y==undefined ? 0 : y);
}
shape_t.prototype =
{
origX:0, origY:0, typeString:'shape',
setPos: function(x,y){this.x=x;this.y=y;},
setType: function(typeString){this.typeString = typeString;},
toString: function(){return this.typeString + " - " + this.origX + "," + this.origY;},
draw: function(canElem){},
};
function circle_t(x,y,radius)
{
this.origX = (x==undefined ? 0 : x);
this.origY = (y==undefined ? 0 : y);
this.radius = (radius==undefined ? 10 : radius);
this.setType("circle");
}
circle_t.prototype = new shape_t();
circle_t.prototype.constructor = circle_t;
circle_t.prototype.draw = function(canElem, color)
{
var ctx = canElem.getContext('2d');
var col = 'black';
if (color != undefined)
col = color;
drawCircle(this.origX, this.origY, this.radius, ctx, col);
}
circle_t.prototype.setRadius = function(radius)
{
if (radius != undefined)
this.radius = radius;
}
function drawCircle(x, y, radius, ctx, col)
{
ctx.save();
if (col == undefined)
col = 'black';
ctx.strokeStyle = col;
ctx.lineWidth = 1;
ctx.beginPath();
ctx.arc(x,y,radius,(Math.PI/180)*0, (Math.PI/180)*360, false);
ctx.stroke();
ctx.closePath();
ctx.restore();
}
// define a vec2 class to make vector maths easier (simpler to read)
function vec2(x,y)
{
this.length = function()
{
return Math.sqrt((this.x * this.x) + (this.y*this.y));
}
this.normalize = function()
{
var scale = this.length();
this.x /= scale;
this.y /= scale;
}
this.x = x;
this.y = y;
}
function draw_line2(center1_x, center1_y, radius1, center2_x, center2_y, radius2)
{
var betweenVec = new vec2(center2_x - center1_x, center2_y - center1_y);
betweenVec.normalize();
var p1x = center1_x + (radius1 * betweenVec.x);
var p1y = center1_y + (radius1 * betweenVec.y);
var p2x = center2_x - (radius2 * betweenVec.x);
var p2y = center2_y - (radius2 * betweenVec.y);
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
context.beginPath();
context.moveTo(p1x,p1y);
context.lineTo(p2x,p2y);
context.stroke();
}
<canvas id="myCanvas" width="578" height="400"></canvas>