Canvas是HTML5提供的一个绘图环境。我们使用<canvas>标签来创建一个画布,之后在这个画布上绘制箭头。canvas.getContext('2d')提供了一个2D绘图上下文,通过这个上下文可以绘制图形、设置颜色、处理旋转等操作。
我们使用JavaScript的mousemove事件监听器,实时捕捉鼠标在画布上的位置。每次鼠标移动时,事件监听器都会记录鼠标的x和y坐标,这样我们就知道鼠标在哪里了。
当我们知道鼠标的位置后,接下来要做的就是计算箭头应该朝向哪个方向。通过Math.atan2(dy, dx)计算出箭头的旋转角度,然后使用Canvas的rotate方法,让箭头旋转到正确的角度,指向鼠标。
<!doctype html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>堆代码 duidaima.com</title> <style> body { font-family: Arial, sans-serif; display: flex; flex-direction: column; align-items: center; justify-content: center; height: 100vh; margin: 0; background-color: #f0f0f0; } canvas { border: 1px solid #000; } header { margin-bottom: 20px; } aside { margin-top: 10px; font-size: 14px; } </style> </head> <body> <header> Example from <a href="https://qianduandaren.com"><em>前端达人</em></a> </header> <canvas id="canvas" width="400" height="400"></canvas> <aside>请移动鼠标</aside> <script> class Utils { static captureMouse(element) { const mouse = { x: 0, y: 0, event: null }; element.addEventListener('mousemove', event => { const rect = element.getBoundingClientRect(); mouse.x = event.clientX - rect.left; mouse.y = event.clientY - rect.top; mouse.event = event; }); return mouse; } } class Arrow { constructor() { this.x = 0; this.y = 0; this.color = "#ffff00"; this.rotation = 0; } draw(context) { context.save(); context.translate(this.x, this.y); context.rotate(this.rotation); context.lineWidth = 2; context.fillStyle = this.color; context.beginPath(); context.moveTo(-50, -25); context.lineTo(0, -25); context.lineTo(0, -50); context.lineTo(50, 0); context.lineTo(0, 50); context.lineTo(0, 25); context.lineTo(-50, 25); context.lineTo(-50, -25); context.closePath(); context.fill(); context.stroke(); context.restore(); } } window.onload = () => { const canvas = document.getElementById('canvas'); const context = canvas.getContext('2d'); const mouse = Utils.captureMouse(canvas); const arrow = new Arrow(); arrow.x = canvas.width / 2; arrow.y = canvas.height / 2; const drawFrame = () => { requestAnimationFrame(drawFrame); context.clearRect(0, 0, canvas.width, canvas.height); const dx = mouse.x - arrow.x; const dy = mouse.y - arrow.y; arrow.rotation = Math.atan2(dy, dx); arrow.draw(context); }; drawFrame(); }; </script> </body> </html>分步解释
const canvas = document.getElementById('canvas'); const context = canvas.getContext('2d');获取Canvas元素和上下文:首先,在onload函数中,我们通过getElementById获取HTML中的canvas元素,并通过getContext('2d')获取2D绘图上下文,这个上下文是我们用来绘制图形的基础。
class Utils { static captureMouse(element) { //堆代码 duidaima.com const mouse = { x: 0, y: 0, event: null }; element.addEventListener('mousemove', event => { const rect = element.getBoundingClientRect(); mouse.x = event.clientX - rect.left; mouse.y = event.clientY - rect.top; mouse.event = event; }); return mouse; } }Utils类简介:Utils类提供了一个静态方法captureMouse,这个方法的作用是帮助我们实时捕捉鼠标在画布中的位置。
最后返回这个mouse对象,以便我们在后续的代码中随时获取鼠标的位置。
class Arrow { constructor() { this.x = 0; this.y = 0; this.color = "#ffff00"; this.rotation = 0; } draw(context) { context.save(); context.translate(this.x, this.y); context.rotate(this.rotation); context.lineWidth = 2; context.fillStyle = this.color; context.beginPath(); context.moveTo(-50, -25); context.lineTo(0, -25); context.lineTo(0, -50); context.lineTo(50, 0); context.lineTo(0, 50); context.lineTo(0, 25); context.lineTo(-50, 25); context.lineTo(-50, -25); context.closePath(); context.fill(); context.stroke(); context.restore(); } }Arrow类用于定义箭头的初始属性,包括位置(x、y)、颜色和旋转角度。
draw方法:用于在画布上绘制箭头。这个方法使用了Canvas的绘图API,首先保存当前绘图状态(context.save()),然后移动并旋转画布(translate和rotate),根据预定的路径绘制出一个箭头形状,最后填充颜色和描边(fill和stroke),并恢复画布状态(context.restore())。
const drawFrame = () => { requestAnimationFrame(drawFrame); context.clearRect(0, 0, canvas.width, canvas.height); const dx = mouse.x - arrow.x; const dy = mouse.y - arrow.y; arrow.rotation = Math.atan2(dy, dx); arrow.draw(context); }; drawFrame();动画帧更新:使用requestAnimationFrame(drawFrame)来实现平滑的动画效果。这个方法让浏览器在每次重绘时调用drawFrame,从而以高效的方式不断更新箭头的位置和方向。