javascript-在HTML画布内沿线对点进行动画处理

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这个问题已经在这里有了答案:            >            I want to do animation of an object along a particular path                                    2个
我需要设置动画点以沿此线(航路点)移动.它需要从顶部开始,沿红线向右移动,然后向下沿蓝线移动并重复.

我尝试使用css,但无法编写点沿画布上的这条线移动

var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
ctx.beginPath();
ctx.strokeStyle = '#FF0000';
ctx.moveTo(30,0);
ctx.bezierCurveTo(60,320,150,600,330);
ctx.stroke();
ctx.beginPath();
var ctx = canvas.getContext("2d");
ctx.moveTo(15,0);
ctx.strokeStyle = '#000FFF';
ctx.bezierCurveTo(0,340,100,350,350);
ctx.stroke();
ctx.beginPath();
var ctx = canvas.getContext("2d");
ctx.moveTo(15,0);
ctx.strokeStyle = '#000FFF';
ctx.lineTo(30,0);
ctx.stroke();
ctx.beginPath();
var ctx = canvas.getContext("2d");
ctx.moveTo(600,330);
ctx.strokeStyle = '#000FFF';
ctx.lineTo(600,350);
ctx.stroke();
<canvas id="myCanvas" height="350px;" width="600px"></canvas>
最佳答案
为此,您需要像这样计算Waypoint example – jsfiddle,
在您的情况下,您有一条Curve并计算Waypoint有点棘手,但没有什么不可能

>计算航点,请参阅this answer
>在Waypoints数组循环中的动画点

这是一个只有一行的小示例,您可以添加颜色或线条

jsfiddle

var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;

var cBez1=[{x:30,y: 0},{x:60,y:320},{x:150,{x:600,y:330}];


drawBez(cBez1);

var cPoints=findCBezPoints(cBez1);
setInterval(timeanim,1);
var indexi =0;
var opr = -1;

function timeanim()
{
	//reset view
	ctx.clearRect(0,cw,ch);
	drawBez(cBez1);
	//draw dot
    ctx.fillStyle='red';
    ctx.beginPath();
    ctx.arc(cPoints[indexi].x,cPoints[indexi].y,4,Math.PI*2);
    ctx.fill();
    
  if(indexi + opr > cPoints.length-2 ||  indexi + opr < 0){
  	opr *= -1;
  }
  indexi += opr;
}




function findCBezPoints(b){
  var startPt=b[0];
  var controlPt1=b[1];
  var controlPt2=b[2];
  var endPt=b[3];
  var pts=[b[0]];
  var lastPt=b[0];
  var tests=5000;
  for(var t=0;t<=tests;t++){
    // calc another point along the curve
    var pt=getCubicBezierXYatT(b[0],b[1],b[2],b[3],t/tests);
    // add the pt if it's not already in the pts[] array
    var dx=pt.x-lastPt.x;
    var dy=pt.y-lastPt.y;
    var d=Math.sqrt(dx*dx+dy*dy);
    var dInt=parseInt(d);
    if(dInt>0 || t==tests){
      lastPt=pt;
      pts.push(pt);
    }
  }
  return(pts);
}

// Given the 4 control points on a Bezier curve 
// Get x,y at interval T along the curve (0<=T<=1)
// The curve starts when T==0 and ends when T==1
function getCubicBezierXYatT(startPt,controlPt1,controlPt2,endPt,T) {
  var x = CubicN(T,startPt.x,controlPt1.x,controlPt2.x,endPt.x);
  var y = CubicN(T,startPt.y,controlPt1.y,controlPt2.y,endPt.y);
  return ({
    x: x,y: y
  });
}

// cubic helper formula
function CubicN(T,a,b,c,d) {
  var t2 = T * T;
  var t3 = t2 * T;
  return a + (-a * 3 + T * (3 * a - a * T)) * T + (3 * b + T * (-6 * b + b * 3 * T)) * T + (c * 3 - c * 3 * T) * t2 + d * t3;
}

function drawPlots(pts){
  ctx.fillStyle='red';
  // don't draw the last dot b/ its radius will display past the curve
  for(var i=0;i<pts.length-1;i++){
    ctx.beginPath();
    ctx.arc(pts[i].x,pts[i].y,1,Math.PI*2);
    ctx.fill();
  }
}

function drawBez(b){
  ctx.lineWidth=2;
  ctx.beginPath();
  ctx.moveTo(b[0].x,b[0].y);
  ctx.bezierCurveTo(b[1].x,b[1].y,b[2].x,b[2].y,b[3].x,b[3].y);
  ctx.stroke();
}
  <canvas id="canvas" width=700 height=600></canvas>

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