HTML5 canvas之基础篇(一)

一.检测浏览器是否支持canvas

if( !canvas || !canvas.getContext){
    return;
}

也可以使用modernizr.js库,Modernizr是一个易用的轻量级库,可以检测各种web技术的支持情况。

二.canvas的属性

主要属性id:id在Javascript代码中用来指定特定的<canvas>标签的名字; width:画布的宽度,以像素为单位; height:画布的高度,以像素为单位。

其他属性tableindex,  title,  class,  accesskeydir,  draggable,  hidden.

三.获取2D环境

    通过调用Canvas对象的getContext()方法,可以获得HTML5 的2D环境对象(CanvasRenderingContext2D).该对象包含了在画布上绘图所需的所有方法和属性。画布的左上角为原点(0,0),坐标轴向下、向右为正方向。

获取了2D环境之后可以干什么呢?能做的事有很多,比如使用strokeStylefillStyle ,globalAlpha,  lineWidth,  lineCap,  linejoin,  miterLimitshadowOffsetX,

shadowOffsetY,  shadowBlur,  shadowColor,  globalfont,  CompositeOperationtextAligntextBaseline这些属性以及一些方法来制作游戏和动画。

四.使用canvas

.在html文档中的写法,通常是这样的:

<canvas id="canvas" width="500px" height="500px"></canvas>

注:对于canvas的宽和高,要在标签里定义,因为canvas的属性width和height和CSS里的width和height是不一样 的,canvas标签的width和height是画布实际宽度和高度,绘制的图形都是在这个上面。而css的width和height是canvas在 浏览器中被渲染的高度和宽度。但是可以利用css的width和height来缩放canvas。

在javascript里获取canvas对象及2D环境:

var theCanvas = document.getElementById("canvas");
var context = theCanvas.getContext("2D");

五.实际应用(猜字母游戏:计算机随机给出一个字母,用户猜给出的字母是什么,如果不对,会提示你猜的偏大还是偏小)

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>Document</title>
</head>
<body>
    <canvas id="canvas" width="600" height="600"></canvas>
</body>
<script type="text/javascript">
    window.addEventListener("load" , eventWindowLoad, false);
    var Debugger = function() {};
    Debugger.log = function (message) { //输出信息调试
        try{
            console.log(message);
        }catch(exception){
            return;
        }
    }

    function eventWindowLoad() {
        canvasApp();
    }

    function canvasApp() {
        if( !canvas || !canvas.getContext ){
            return;
        }else{
            var theCanvas = document.getElementById("canvas");
            var context = theCanvas.getContext("2d");
            var guess = 0;
            var message
            var letters = [
            "a", "b", "c", "d", "e", "f","g","h","i", "j", "k", "l","m","n","o","p","q","r","s","t","u","v","w","x","y","z"
            ];
            var today = new Date();
            var letterToGuess = "";
            var higherOrLower = "";
            var lettersGuessed;
            var gameOver = false;

            initGame();
            
            function initGame() {
                var letterIndex = Math.floor(Math.random()*letters.length);
                letterToGuess = letters[letterIndex];
                guess = 0;
                lettersGuessed = [];
                gameOver = false;
                window.addEventListener("keydown", eventKeyPressed, true);
                drawScreen();
            }
            
            function eventKeyPressed(e) {
                if(!gameOver){
                    var letterPressed = String.fromCharCode(e.keyCode);
                    letterPressed = letterPressed.toLowerCase();
                    guess++;
                    lettersGuessed.push(letterPressed);

                    if(letterPressed == letterToGuess){
                        gameOver = true;
                    }else{
                        letterIndex = letters.indexOf(letterToGuess);
                        guessIndex = letters.indexOf(letterPressed);

                        Debugger.log(guessIndex);
                        if(guessIndex < 0){
                            higherOrLower = "That is not a letter";
                        }else if(guessIndex >letterIndex){
                            higherOrLower = "Lower";
                        }else{
                            higherOrLower = "Higher";
                        }
                    }
                    drawScreen();
                }
            }
            function drawScreen() {
                context.fillStyle = "#ffffaa";
                context.fillRect(0, 0, 500, 300);

                context.strokeStyle = "#000000";
                context.strokeRect(5,5,490, 290);

                context.textBaseLine = "top";
                context.fillStyle = "#000000";
                context.font = "10px";
                context.fillText(today, 150, 10);

                context.fillStyle = "#ff0000";
                context.font = "14px";
                context.fillText(message, 125, 30);

                context.fillStyle = "#109910";
                context.font = "16px";
                context.fillText("Guesses:" + guess, 125, 50);

                context.fillStyle = "#000000";
                context.font = "16px";
                context.fillText("higherOrLower:" + higherOrLower, 150, 125);


                context.fillStyle = "#ff0000";
                context.font = "16px";
                context.fillText("Letter Guessed:" + lettersGuessed.toString(), 10, 260);

                if(gameOver){
                    context.fillStyle = "#ff0000";
                    context.font = "40px";
                    context.fillText ("You got it!", 150, 180);
                }
            }
        }
    }

</script>
</html>

上例用到的知识点:

context.fillStyle:定义填充的颜色;context.strokeStyle:定义填充边缘的颜色; context.fillRect(x, y,width,height):绘制一个矩形,x是绘制的矩形的左上角的x坐标,y是绘制的矩形的左上角的y坐标,width:是绘制的矩形的宽度,height是绘制的矩形的高度;context.font:定义绘制文本的字号 和 字体;context.textBaseLine:定义文本的对齐的基准线,取值有top,bottom,middle,hanging,ideographic; context.fillText(text, x, y):定义要绘制的文本,text是要绘制的文本内容,x是文本放置的x坐标,y是文本放置的y坐标。

posted @ 2015-11-03 19:54  笨小猫  阅读(522)  评论(0编辑  收藏  举报