填充命令填充完整画布

问题描述 投票:1回答:1

我真的不确定这个有什么问题所以我会在底部发布所有代码。

我已经开始尝试制作一个简单的动画程序like this,但每当我尝试绘制一个框架时,它会填充整个画布。

这是代码

您也应该在测试功能之前清除电路板。

<!DOCTYPE html>
<html>
<head>
  <title>Drawing</title>
</head>
<body>
  <canvas id="container" width="500" height="500" style="border: 3px solid black"></canvas><br>
  <button onClick="colorChange()">Change the color</button>
  <button onClick="colorChange('erase')">Eraser</button>
  <button onClick="colorChange('pen')">Pen</button>
  <button onClick="bcClear('clear')">Clear</button>
  <button onClick="bcClear()">Change Background</button><br> Width: <input type="range" min="5" max="100" value="10" step="5" onChange="chWidth(this.value)" />
  <!--New method -- this object -->
  <button onClick="drawFrame()">Draw frame</button>
  <script>
    //variables for drawing
    var width = 10,
      color = "black",
      bc = "white";
    var cel = document.getElementById("container");
    var canvas = cel.getContext("2d");
    var clickd = false; //if clicked

    //variables for animating
    frame = 0;
    frames = [
      []
    ]; //frames: [ [frame1 circles, seperate by space] [frame2] ]

    //events
    cel.addEventListener("mousedown", function(e) {
      clickd = true;
      drawSomething(e);
    }, false); //draw dot, make clicking true for dragging
    cel.addEventListener("mouseup", function(e) {
      clickd = false;
    }, false); //stop drawing
    cel.addEventListener("mousemove", drawSomething, false); //\/

    //draw
    function drawSomething(event) {
      if (clickd) { //if u are dragging
        canvas.beginPath();
        var newX = event.clientX - cel.getBoundingClientRect().left;
        var newY = event.clientY - cel.getBoundingClientRect().top;
        canvas.arc(newX, newY, width, 0, 2 * Math.PI);
        canvas.fill(); //make circle
        frames[frame].push(newX + " " + newY);
      }
    }

    //clear, background color
    function bcClear(param) {
      if (confirm("This will erase everything on the board, OK?")) {
        if (!param) {
          bc = prompt("What do you want the background color to be?", "CSS colors only");
        }
        canvas.fillStyle = bc;
        canvas.rect(-3, -3, cel.offsetWidth, cel.offsetHeight);
        canvas.fill();
        canvas.fillStyle = color;
      }
    }

    //change color
    function colorChange(param) {
      if (param == 'erase') {
        canvas.fillStyle = bc;
      } else if (param == 'pen') {
        canvas.fillStyle = color;
      } else {
        color = prompt("What color would you like?", "CSS colors only");
        canvas.fillStyle = color;
      }
    }

    //Change width
    function chWidth(newWidth) {
      width = newWidth;
    }

    //draw a certain frame
    function drawFrame() {
      for (var i = 0; i < frames[frame].length; i++) {
        var coords = frames[frame][i].split(" ");
        console.log(coords);
        canvas.arc(coords[0], coords[1], width, 0, 2 * Math.PI);
        canvas.fill();
      }
    }
  </script>
</body>
</html>
javascript canvas
1个回答
1
投票

看来我忘了添加一个beginPath();之前我画了这些圈子,填充是按照我以前的路径。新的和改进的代码!

<!DOCTYPE html>
<html>
<head>
  <title>Drawing</title>
</head>
<body>
  <canvas id="container" width="500" height="500" style="border: 3px solid black"></canvas><br>
  <button onClick="colorChange()">Change the color</button>
  <button onClick="colorChange('erase')">Eraser</button>
  <button onClick="colorChange('pen')">Pen</button>
  <button onClick="bcClear('clear')">Clear</button>
  <button onClick="bcClear()">Change Background</button><br> Width: <input type="range" min="5" max="100" value="10" step="5" onChange="chWidth(this.value)" />
  <!--New method -- this object -->
  <button onClick="drawFrame()">Draw frame</button>
  <script>
    //variables for drawing
    var width = 10,
      color = "black",
      bc = "white";
    var cel = document.getElementById("container");
    var canvas = cel.getContext("2d");
    var clickd = false; //if clicked

    //variables for animating
    frame = 0;
    frames = [
      []
    ]; //frames: [ [frame1 circles, seperate by space] [frame2] ]

    //events
    cel.addEventListener("mousedown", function(e) {
      clickd = true;
      drawSomething(e);
    }, false); //draw dot, make clicking true for dragging
    cel.addEventListener("mouseup", function(e) {
      clickd = false;
    }, false); //stop drawing
    cel.addEventListener("mousemove", drawSomething, false); //\/

    //draw
    function drawSomething(event) {
      if (clickd) { //if u are dragging
        canvas.beginPath();
        var newX = event.clientX - cel.getBoundingClientRect().left;
        var newY = event.clientY - cel.getBoundingClientRect().top;
        canvas.arc(newX, newY, width, 0, 2 * Math.PI);
        canvas.fill(); //make circle
        frames[frame].push(newX + " " + newY);
      }
    }

    //clear, background color
    function bcClear(param) {
      if (confirm("This will erase everything on the board, OK?")) {
        if (!param) {
          bc = prompt("What do you want the background color to be?", "CSS colors only");
        }
        canvas.fillStyle = bc;
        canvas.rect(-3, -3, cel.offsetWidth, cel.offsetHeight);
        canvas.fill();
        canvas.fillStyle = color;
      }
    }

    //change color
    function colorChange(param) {
      if (param == 'erase') {
        canvas.fillStyle = bc;
      } else if (param == 'pen') {
        canvas.fillStyle = color;
      } else {
        color = prompt("What color would you like?", "CSS colors only");
        canvas.fillStyle = color;
      }
    }

    //Change width
    function chWidth(newWidth) {
      width = newWidth;
    }

    //draw a certain frame
    function drawFrame() {
      for (var i = 0; i < frames[frame].length; i++) {
        var coords = frames[frame][i].split(" ");
        console.log(coords);
        canvas.beginPath();
        canvas.arc(coords[0], coords[1], width, 0, 2 * Math.PI);
        canvas.fill();
      }
    }
  </script>
</body>
</html>
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