下面是关于“javascript利用canvas实现鼠标拖拽功能”的完整攻略:
什么是canvas?
Canvas是HTML5中的一个新特性,是一个可以用脚本(通常为JavaScript)在其中绘制图形的HTML元素。Canvas有两种绘制路径:一种是通过命令式的JavaScript进行绘图;另外一次是通过使用矢量图形编辑器生成并导入路径。
实现鼠标拖拽的步骤
第一步:创建画布和要绘制的图形
为了在画布上实现鼠标拖拽的功能,我们需要先创建一个画布,然后在其上绘制需要被拖拽的图形。这里以绘制一个矩形为例,代码如下:
<canvas id="myCanvas" width="500" height="500"></canvas>
let canvas = document.querySelector('#myCanvas');
let ctx = canvas.getContext('2d');
ctx.fillStyle = '#ff0000';
ctx.fillRect(100, 100, 50, 50);
第二步:监听鼠标事件
在画布上监听鼠标事件,当鼠标按下时记录下鼠标的坐标,当鼠标移动时根据移动距离改变图形的位置,当鼠标松开时停止拖拽。示例代码如下:
let isDragging = false;
let offset = {x: 0, y: 0};
let rect = {x: 100, y: 100, w: 50, h: 50};
canvas.addEventListener('mousedown', function(e) {
let rectLeft = canvas.offsetLeft;
let rectTop = canvas.offsetTop;
let mouseX = e.pageX - rectLeft;
let mouseY = e.pageY - rectTop;
if(mouseX >= rect.x && mouseX <= rect.x + rect.w && mouseY >= rect.y && mouseY <= rect.y + rect.h) {
isDragging = true;
offset.x = mouseX - rect.x;
offset.y = mouseY - rect.y;
}
});
canvas.addEventListener('mousemove', function(e) {
if(isDragging) {
let rectLeft = canvas.offsetLeft;
let rectTop = canvas.offsetTop;
let mouseX = e.pageX - rectLeft;
let mouseY = e.pageY - rectTop;
rect.x = mouseX - offset.x;
rect.y = mouseY - offset.y;
draw();
}
});
canvas.addEventListener('mouseup', function(e) {
isDragging = false;
});
第三步:重绘图形
当图形的位置发生改变时,需要立即重新绘制图形。示例代码如下:
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = '#ff0000';
ctx.fillRect(rect.x, rect.y, rect.w, rect.h);
}
示例
以下是两个示例,一个是鼠标拖拽矩形,另一个是鼠标拖拽图片:
示例1:鼠标拖拽矩形
<canvas id="myCanvas1" width="500" height="500"></canvas>
<script>
let canvas = document.querySelector('#myCanvas1');
let ctx = canvas.getContext('2d');
let isDragging = false;
let offset = {x: 0, y: 0};
let rect = {x: 100, y: 100, w: 50, h: 50};
canvas.addEventListener('mousedown', function(e) {
let rectLeft = canvas.offsetLeft;
let rectTop = canvas.offsetTop;
let mouseX = e.pageX - rectLeft;
let mouseY = e.pageY - rectTop;
if(mouseX >= rect.x && mouseX <= rect.x + rect.w && mouseY >= rect.y && mouseY <= rect.y + rect.h) {
isDragging = true;
offset.x = mouseX - rect.x;
offset.y = mouseY - rect.y;
}
});
canvas.addEventListener('mousemove', function(e) {
if(isDragging) {
let rectLeft = canvas.offsetLeft;
let rectTop = canvas.offsetTop;
let mouseX = e.pageX - rectLeft;
let mouseY = e.pageY - rectTop;
rect.x = mouseX - offset.x;
rect.y = mouseY - offset.y;
draw();
}
});
canvas.addEventListener('mouseup', function(e) {
isDragging = false;
});
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = '#ff0000';
ctx.fillRect(rect.x, rect.y, rect.w, rect.h);
}
</script>
示例2:鼠标拖拽图片
<canvas id="myCanvas2" width="500" height="500"></canvas>
<script>
let canvas = document.querySelector('#myCanvas2');
let ctx = canvas.getContext('2d');
let isDragging = false;
let offset = {x: 0, y: 0};
let img;
img = new Image();
img.src = 'https://picsum.photos/200/300';
img.onload = function() {
ctx.drawImage(img, 100, 100);
};
canvas.addEventListener('mousedown', function(e) {
let rectLeft = canvas.offsetLeft;
let rectTop = canvas.offsetTop;
let mouseX = e.pageX - rectLeft;
let mouseY = e.pageY - rectTop;
if(mouseX >= 100 && mouseX <= 100 + img.width && mouseY >= 100 && mouseY <= 100 + img.height) {
isDragging = true;
offset.x = mouseX - 100;
offset.y = mouseY - 100;
}
});
canvas.addEventListener('mousemove', function(e) {
if(isDragging) {
let rectLeft = canvas.offsetLeft;
let rectTop = canvas.offsetTop;
let mouseX = e.pageX - rectLeft;
let mouseY = e.pageY - rectTop;
ctx.clearRect(0, 0, 500, 500);
ctx.drawImage(img, mouseX - offset.x, mouseY - offset.y);
}
});
canvas.addEventListener('mouseup', function(e) {
isDragging = false;
});
</script>
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