如何在基于Canvas的模拟时钟中组装以下代码库,Clockface有28小时112分钟

问题描述 投票:0回答:1

当分针在112分钟内达到56分钟时,小时数将会移动。(按照以下代码,56位置将是第14小时。

我们尝试了很多天的解决方案,最终在Stackoverflow社区的Kaiido的帮助下取得了突破。它已成为我们Moon的时钟系统第一部分的完整解决方案。

我们目前在将数字值组装到模拟Canvas时钟系统的步骤中被阻止。这种时钟工作的目的是实现帮助和携手科学界的雄心。您对我们的努力所做的贡献得到了高度尊重。

var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var radius = canvas.height / 2;
ctx.translate(radius, radius);
radius = radius * 0.90
setInterval(drawClock, 1000);

function drawClock() {
  drawFace(ctx, radius);
  drawNumbers(ctx, radius);
  drawTime(ctx, radius);
}

function drawFace(ctx, radius) {
  var grad;
  ctx.beginPath();
  ctx.arc(0, 0, radius, 0, 2 * Math.PI);
  ctx.fillStyle = 'white';
  ctx.fill();
  grad = ctx.createRadialGradient(0, 0, radius * 0.95, 0, 0, radius * 1.05);
  grad.addColorStop(0, '#333');
  grad.addColorStop(0.5, 'white');
  grad.addColorStop(1, '#333');
  ctx.strokeStyle = grad;
  ctx.lineWidth = radius * 0.1;
  ctx.stroke();
  ctx.beginPath();
  ctx.arc(0, 0, radius * 0.1, 0, 2 * Math.PI);
  ctx.fillStyle = '#333';
  ctx.fill();
}

function drawNumbers(ctx, radius) {
  var ang;
  var num;
  ctx.font = radius * 0.08 + "px arial";
  ctx.textBaseline = "middle";
  ctx.textAlign = "center";
  for (num = 1; num < 29; num++) {
    ang = num * Math.PI / 14;
    ctx.rotate(ang);
    ctx.translate(0, -radius * 0.85);
    ctx.rotate(-ang);
    ctx.fillText(num.toString(), 0, 0);
    ctx.rotate(ang);
    ctx.translate(0, radius * 0.85);
    ctx.rotate(-ang);
  }
}

function drawTime(ctx, radius) {
  var now = new Date();
  var hour = now.getHours();
  var minute = now.getMinutes();
  var second = now.getSeconds();
  //hour
  hour = hour % 12;
  hour = (hour * Math.PI / 6) +
    (minute * Math.PI / (6 * 60)) +
    (second * Math.PI / (360 * 60));
  drawHand(ctx, hour, radius * 0.5, radius * 0.07);
  //minute
  minute = (minute * Math.PI / 30) + (second * Math.PI / (30 * 60));
  drawHand(ctx, minute, radius * 0.8, radius * 0.07);
  // second
  second = (second * Math.PI / 30);
  drawHand(ctx, second, radius * 0.9, radius * 0.02);
}

function drawHand(ctx, pos, length, width) {
  ctx.beginPath();
  ctx.lineWidth = width;
  ctx.lineCap = "round";
  ctx.moveTo(0, 0);
  ctx.rotate(pos);
  ctx.lineTo(0, -length);
  ctx.stroke();
  ctx.rotate(-pos);
}
<html>

<body>

  <canvas id="canvas" width="400" height="400" style="background-color:#333">
</canvas>
</body>

</html>
    The values are to be inserted from the following code base, where the  
    minutes seconds and hours run using the following format,

    28 hours = 1 day
    56 mins = 1 hour
    56 seconds = 1 minute

// our constants
var ms_per_sec = 1000; // 1000
var sec_per_min = 56; // 55.54920598892;
var min_per_hr = 56; // 55.54920598892;
var hrs_per_day = 28;

// let's make our target date at some fixed distance in our own time system
var countDownDate = new Date().getTime() +
(1 * hrs_per_day * min_per_hr * sec_per_min * ms_per_sec) + // 1 day
(2 * min_per_hr * sec_per_min * ms_per_sec) + // two hours
(1 * sec_per_min * ms_per_sec) + // 1 minutes
(5 * ms_per_sec); // 5 seconds


// Update the count down every frame
function loop() {
  // Get todays date and time
  var now = new Date().getTime();
    
  // Find the distance between now and the count down date
  var total_ms = (countDownDate + now);
  // from here our values are based on our own time system
  var total_seconds = (total_ms / ms_per_sec);
  var total_minutes = (total_seconds/ sec_per_min);
  var total_hours = (total_minutes / min_per_hr);
  var total_days = (total_hours / hrs_per_day);
  
  var days = Math.floor(total_days);
  var hours = Math.floor(total_hours % hrs_per_day);
  var minutes = Math.floor(total_minutes % 112);
  var seconds = Math.floor(total_seconds % sec_per_min);
    
  // Output the result in an element with id="demo"
  document.getElementById("demo").textContent = days + "d " + hours + "h "
  + minutes + "m " + seconds + "s ";
    
  // If the count down is over, write some text 
  if (total_ms < 0) {
    document.getElementById("demo").innerHTML = "EXPIRED";
    return;
  }
  requestAnimationFrame(loop);
 }
 loop();
<html>
<body>

<div id="demo"></div>
</body>
</html>
    The problem faced is that the analog clock has a settimeInterval that  
    makes the looped code execute at a faster rate, messing with the time of  
    the clock. Is there a way to execute the analog clock in a cleaner way.

    We are happy to have arrived at the solution for the digital clock with                                 
    the help of the stackoverflow community. The hours assembled in the 
    digital clock are running perfectly as expected. We are looking forward 
    to the solution on the analog clock. Your help towards our Research work 
    with ourmoonlife is highly respected. We consider our work to be the 
    common property of this planet, we welcome you to join hands with us.
    Thanks for the wonderful opportunity.
javascript html html5-canvas
1个回答
0
投票

您已经拥有了正确的逻辑,可以在“小时:分钟:秒”格式中获得时间。

要将其绘制为类似时钟,您只需将这些值转换为角度即可。

在12小时的时钟,我们做((Math.PI * 2) / 12) * (hour % 12),或更确切地说,(full_circle / number_of_hours_per_circle) * (hour % number_of_hours_per_circle)

在你的项目中,你每天有28个小时,所以你可以尝试制作一个14小时的时钟来保持AM / PM格式,但你并没有被迫。 现在,你的每小时56分钟的时间很好,每天28小时(上午/下午4分钟宠物时钟,或28小时时每蜱2分钟),但要注意你原来的55.54920598892不会映射好吧

// our constants
var ms_per_sec = 1000; // 1000
var sec_per_min = 56; // 55.54920598892;
var min_per_hr = 56; // 55.54920598892;
var hrs_per_day = 28;

// let's make our target date at some fixed distance in our own time system
var countDownDate = new Date().getTime() +
(1 * hrs_per_day * min_per_hr * sec_per_min * ms_per_sec) + // 1 day
(2 * min_per_hr * sec_per_min * ms_per_sec) + // two hours
(1 * sec_per_min * ms_per_sec) + // 1 minutes
(5 * ms_per_sec); // 5 seconds


// Update the count down every frame
function loop() {
  // Get todays date and time
  var now = new Date().getTime();
    
  // Find the distance between now and the count down date
  var total_ms = (countDownDate + now);
  // from here our values are based on our own time system
  var total_seconds = (total_ms / ms_per_sec);
  var total_minutes = (total_seconds/ sec_per_min);
  var total_hours = (total_minutes / min_per_hr);
  var total_days = (total_hours / hrs_per_day);
  
  var days = Math.floor(total_days);
  var hours = Math.floor(total_hours % hrs_per_day);
  var minutes = Math.floor(total_minutes % 112);
  var seconds = Math.floor(total_seconds % sec_per_min);
    
  // Output the result in an element with id="demo"
  draw(hours, minutes, seconds);
    
  // If the count down is over, write some text 
  if (total_ms < 0) {
    document.getElementById("demo").innerHTML = "EXPIRED";
    return;
  }
  requestAnimationFrame(loop);
 }


var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var radius = canvas.height / 2;
radius = radius * 0.90

function draw(hours, minutes, seconds) {
  ctx.setTransform(1,0,0,1,0,0);
  ctx.clearRect(0,0,canvas.width,canvas.height);
  ctx.translate(canvas.height / 2, canvas.height / 2);
  drawFace(ctx, radius);
  drawNumbers(ctx, radius);
  drawTime(ctx, radius, hours, minutes, seconds);
}

function drawFace(ctx, radius) {
  var grad;
  ctx.beginPath();
  ctx.arc(0, 0, radius, 0, 2 * Math.PI);
  ctx.fillStyle = 'white';
  ctx.fill();
  grad = ctx.createRadialGradient(0, 0, radius * 0.95, 0, 0, radius * 1.05);
  grad.addColorStop(0, '#333');
  grad.addColorStop(0.5, 'white');
  grad.addColorStop(1, '#333');
  ctx.strokeStyle = grad;
  ctx.lineWidth = radius * 0.1;
  ctx.stroke();
  ctx.beginPath();
  ctx.arc(0, 0, radius * 0.1, 0, 2 * Math.PI);
  ctx.fillStyle = '#333';
  ctx.fill();
}

function drawNumbers(ctx, radius) {
  var ang;
  var num;
  ctx.font = radius * 0.08 + "px arial";
  ctx.textBaseline = "middle";
  ctx.textAlign = "center";
  for (num = 1; num < 29; num++) {
    ang = num * Math.PI / 14;
    ctx.rotate(ang);
    ctx.translate(0, -radius * 0.85);
    ctx.rotate(-ang);
    ctx.fillText(num.toString(), 0, 0);
    ctx.rotate(ang);
    ctx.translate(0, radius * 0.85);
    ctx.rotate(-ang);
  }
}

function drawTime(ctx, radius, hours, minutes, seconds) {
  const angle_hours = getAngle(hours, hrs_per_day);
  drawHand(ctx, angle_hours, radius * 0.5, radius * 0.07);
  //minute
  const angle_minutes = getAngle(minutes, min_per_hr);
  drawHand(ctx, angle_minutes, radius * 0.8, radius * 0.07);
  // second
  const angle_seconds = getAngle(seconds, sec_per_min);
  drawHand(ctx, angle_seconds, radius * 0.9, radius * 0.02);
}

function getAngle(value, max) {
  return (Math.PI*2 / max) * value;
}

function drawHand(ctx, pos, length, width) {
  ctx.beginPath();
  ctx.lineWidth = width;
  ctx.lineCap = "round";
  ctx.moveTo(0, 0);
  ctx.rotate(pos);
  ctx.lineTo(0, -length);
  ctx.stroke();
  ctx.rotate(-pos);
}

 loop();
<html>

<body>

  <canvas id="canvas" width="400" height="400" style="background-color:#333">
</canvas>
</body>

</html>

如果您想要14H AM / PM变体:

// our constants
var ms_per_sec = 1000; // 1000
var sec_per_min = 56; // 55.54920598892;
var min_per_hr = 56; // 55.54920598892;
var hrs_per_day = 28;

// let's make our target date at some fixed distance in our own time system
var countDownDate = new Date().getTime() +
(1 * hrs_per_day * min_per_hr * sec_per_min * ms_per_sec) + // 1 day
(2 * min_per_hr * sec_per_min * ms_per_sec) + // two hours
(1 * sec_per_min * ms_per_sec) + // 1 minutes
(5 * ms_per_sec); // 5 seconds


// Update the count down every frame
function loop() {
  // Get todays date and time
  var now = new Date().getTime();
    
  // Find the distance between now and the count down date
  var total_ms = (countDownDate + now);
  // from here our values are based on our own time system
  var total_seconds = (total_ms / ms_per_sec);
  var total_minutes = (total_seconds/ sec_per_min);
  var total_hours = (total_minutes / min_per_hr);
  var total_days = (total_hours / hrs_per_day);
  
  var days = Math.floor(total_days);
  var hours = Math.floor(total_hours % hrs_per_day);
  var minutes = Math.floor(total_minutes % 112);
  var seconds = Math.floor(total_seconds % sec_per_min);
    
  // Output the result in an element with id="demo"
  draw(hours, minutes, seconds);
    
  // If the count down is over, write some text 
  if (total_ms < 0) {
    document.getElementById("demo").innerHTML = "EXPIRED";
    return;
  }
  requestAnimationFrame(loop);
 }


var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var radius = canvas.height / 2;
radius = radius * 0.90

function draw(hours, minutes, seconds) {
  ctx.setTransform(1,0,0,1,0,0);
  ctx.clearRect(0,0,canvas.width,canvas.height);
  ctx.translate(canvas.height / 2, canvas.height / 2);
  drawFace(ctx, radius);
  drawNumbers(ctx, radius);
  drawTime(ctx, radius, hours, minutes, seconds);
}

function drawFace(ctx, radius) {
  var grad;
  ctx.beginPath();
  ctx.arc(0, 0, radius, 0, 2 * Math.PI);
  ctx.fillStyle = 'white';
  ctx.fill();
  grad = ctx.createRadialGradient(0, 0, radius * 0.95, 0, 0, radius * 1.05);
  grad.addColorStop(0, '#333');
  grad.addColorStop(0.5, 'white');
  grad.addColorStop(1, '#333');
  ctx.strokeStyle = grad;
  ctx.lineWidth = radius * 0.1;
  ctx.stroke();
  ctx.beginPath();
  ctx.arc(0, 0, radius * 0.1, 0, 2 * Math.PI);
  ctx.fillStyle = '#333';
  ctx.fill();
}

function drawNumbers(ctx, radius) {
  var ang;
  var num;
  ctx.font = radius * 0.08 + "px arial";
  ctx.textBaseline = "middle";
  ctx.textAlign = "center";
  for (num = 1; num < 15; num++) {
    ang = num * Math.PI / (14/2);
    ctx.rotate(ang);
    ctx.translate(0, -radius * 0.85);
    ctx.rotate(-ang);
    ctx.fillText(num.toString(), 0, 0);
    ctx.rotate(ang);
    ctx.translate(0, radius * 0.85);
    ctx.rotate(-ang);
  }
}

function drawTime(ctx, radius, hours, minutes, seconds) {
  const angle_hours = getAngle(hours % hrs_per_day/2, hrs_per_day/2);
  drawHand(ctx, angle_hours, radius * 0.5, radius * 0.07);
  //minute
  const angle_minutes = getAngle(minutes, min_per_hr);
  drawHand(ctx, angle_minutes, radius * 0.8, radius * 0.07);
  // second
  const angle_seconds = getAngle(seconds, sec_per_min);
  drawHand(ctx, angle_seconds, radius * 0.9, radius * 0.02);
}

function getAngle(value, max) {
  return (Math.PI*2 / max) * value;
}

function drawHand(ctx, pos, length, width) {
  ctx.beginPath();
  ctx.lineWidth = width;
  ctx.lineCap = "round";
  ctx.moveTo(0, 0);
  ctx.rotate(pos);
  ctx.lineTo(0, -length);
  ctx.stroke();
  ctx.rotate(-pos);
}

 loop();
<html>

<body>

  <canvas id="canvas" width="400" height="400" style="background-color:#333">
</canvas>
</body>

</html>
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