1.怎么网页Canvas中绘制形?
2.å¦ä½å¨ HTML5 ç»å¸ä¸ç»å¾
3.电脑页面的源码什么特效?
4.QML类型:Context2D
5.quadraticCurveTo()HTML DOM quadraticCurveTo() 方法
6.quadraticCurveTo()描述
怎么网页Canvas中绘制形?
我们可以获取canvas对象为var c=document.getElementById("myCanvas");其应有js属性方法如下列举:
1:绘制渲染对象,c.getContext("2d"),源码获取2d绘图对象,无论我们调用多少次获取的源码对象都将是相同的对象。
2:绘制方法:
clecrRect(left,源码top,width,height)清除制定矩形区域,
fillRect(left,源码top,width,height)绘制矩形,并以fillStyle填充。源码恶意病毒源码
fillText(text,源码x,y)绘制文字;
strokeRect(left,top,width,height)绘制矩形,以strokeStyle绘制边界。源码
beginPath():开启路径的源码绘制,重置path为初始状态;
closePath():绘制路径path结束,它会绘制一个闭合的源码区间,添加一条起始位置到当前坐标的源码闭合曲线;
moveTo(x,y):设置绘图其实坐标。源码
lineTo(x,源码y);绘制从当前其实位置到x,源码y直线。源码
fill(),stroke(),clip():在完成绘制的最后的填充和边界轮廓,剪辑区域。题库出题软件源码
arc():绘制弧,圆心位置、起始弧度、终止弧度来指定圆弧的位置和大小;
rect():矩形路径;
drawImage(Imag img):绘制;
quadraticCurveTo():二次样条曲线路径,参数两个控制点;
bezierCurveTo():贝塞尔曲线,参数三个控制点;
createImageData,getImageData,putImageData:为Canvas中像素数据。ImageData为记录width、height、和数据 data,其中data为我们色素的记录为
argb,所以数组大小长度为width*height*4,顺序分别为rgba。getImageData为获取矩形区域像素,而putImageData则为设置矩形区域像素;
… and so on!
3:坐标变换:
translate(x,y):平移变换,原点移动到坐标(x,y);
rotate(a):旋转变换,旋转a度角;
scale(x,y):伸缩变换;
save(),吃鸡钓鱼源码restore():提供和一个堆栈,保存和恢复绘图状态,save将当前绘图状态压入堆栈,restore出栈,恢复绘图状态;
å¦ä½å¨ HTML5 ç»å¸ä¸ç»å¾
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// Specify a black background, and white lines that are 3 pixels thick.
myContext.fillStyle = '#';
myContext.strokeStyle = '#fff';
myContext.fillRect(0,0,,);
myContext.lineWidth = 3;myContext.fill();
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// Draw a line that starts at the upper left corner of the canvas and ends at the lower right.
myContext.moveTo(0,0);
myContext.lineTo(,);
myContext.stroke();
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// Draw a swooping curve that spans the width of the canvas.myContext.moveTo(0,0);
myContext.quadraticCurveTo(0,,,);
myContext.stroke();
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// Draw a V-shaped Bezier curve that spans the entire canvas.myContext.moveTo(0,0);
myContext.bezierCurveTo(, , 0, , , 0);
myContext.stroke();
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// Draw a circle that spans the width of the canvas.myContext.moveTo(,);
myContext.arc(,,,0,Math.PI*2,true);
myContext.stroke();
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// Draw a red diamond that spans the entire canvas.myContext.fillStyle = '#f';
myContext.beginPath();
myContext.moveTo(,0);
myContext.lineTo(0,);
myContext.lineTo(,);
myContext.lineTo(,);
myContext.closePath();
myContext.fill();
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// Draw an image at the upper left corner of the canvas (0, 0).var myImg = new Image();
myImg.src = 'myImageFile.png';
myContext.drawImage(myImg, 0, 0)
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// Scale the image to span the entire x canvas.var myImg = new Image();
myImg.src = 'myImageFile.png';
myContext.drawImage(myImg, 0, 0, , )
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// Take a x slice from the upper left of the image and scale it to span the entire x canvas.var myImg = new Image();
myImg.src = 'myImageFile.png';
myContext.drawImage(myImg, 0, 0, , , 0, 0, , );
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// Render a white, red and black gradient diagonally across the canvas.var myGradient = myContext.createLinearGradient(0,0, ,); // gradient starts at upper left and ends at lower right
myGradient.addColorStop(0,"#fff"); // white at the beginning of the gradient
myGradient.addColorStop(0.5,"#f");// red in the middle of the gradient
myGradient.addColorStop(1,"#"); // black at the end of the gradient
myContext.fillStyle = myGradient; // ensure the next call to fillRect will use the specified gradient
myContext.fillRect(0,0,,); // rectangle that contains the gradient spans the entire canvas
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// Render a white, red and black radial gradient spanning the canvas.var myGradient = myContext.createRadialGradient(,,0, ,,); // gradient is centered and spans the entire canvas
myGradient.addColorStop(0,"#fff"); // white at the beginning of the gradient
myGradient.addColorStop(0.5,"#f"); // red in the middle of the gradient
myGradient.addColorStop(1,"#"); // black at the end of the gradient
myContext.fillStyle = myGradient; // ensure the next call to fillRect will use the specified gradient
myContext.fillRect(0,0,,); // rectangle that contains the gradient spans the entire canvas
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// Generate an animation of a growing gradient.// These variables must exist globally so both functions can access them.
var myCanvas;
var myContext;
var outerBoundary = 0, innerBoundary = 0;
// Start the animation.
window.onload = initialize;
function initialize() {
myCanvas = document.getElementById("can1");
myContext = myCanvas.getContext("2d");
setInterval("redrawCanvas()",); // redraw @ approximately frames per second
}
// Run the animation.
function redrawCanvas() {
if (outerBoundary < ) {
outerBoundary++; // grow the size of the gradient
} else {
innerBoundary++; // grow the size of the inner white circle if red is maxed
}
var myGradient = myContext.createRadialGradient(,,innerBoundary, ,,outerBoundary);
myGradient.addColorStop(0,"#fff"); // white at the beginning of the gradient
myGradient.addColorStop(0.5,"#f"); // red in the middle of the gradient
myGradient.addColorStop(1,"#"); // black at the end of the gradient
myContext.fillStyle = myGradient; // ensure the next call to fillRect will use the specified gradient
myContext.fillRect(0,0,,); // rectangle that contains the gradient spans the entire canvas
}
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电脑页面的什么特效?
这个是html5的效果,以下是源代码:
<!DOCTYPE html>
<html xmlns="/texiao/html5/index/hovertreewelcome.css" type="text/css" rel="stylesheet" />
</head>
<body ondragstart="window.event.returnValue=false" oncontextmenu="window.event.returnValue=false" onselectstart="event.returnValue=false">
<div id="hovertreecontainer">
<div>
<h1 id="h1">何问起 </h1>
<h2 id="h2"> 想问候,不知从何问起,就直接说喜欢你!</h2>
<h3 id="h2">hovertree.com为您提供前端特效,ASP.NET等设计开发资料。<a href="/hvtart/bjae/onxw4ahp.htm">原文</a> <a href="/texiao/">特效</a></h3>
<p> </p>
<p><strong><a href="/">进入主站</a></strong></p>
<p> </p>
<p> </p>
<p> </p>
<p> </p>
<p> </p>
</div>
</div>
<canvas id="canvas"></canvas>
<audio autoplay="autoplay">
<source src="" type="audio/ogg">
<source src="/hovertreesound/hovertreexihuanni.mp3" type="audio/mpeg">
您的浏览器不支持播放音乐。请用支持html5的浏览器打开,例如chrome或火狐或者新版IE等。
<br />何问起 hovertree.com
</audio><script type="text/javascript" src="/texiao/html5/index/hovertreewelcome.js">
</script>
<script type="text/javascript">
; (function (window) {
var ctx,
hue,
logo,
form,
buffer,
target = { },
tendrils = [],
settings = { };
settings.debug = true;
settings.friction = 0.5;
settings.trails = ;
settings.size = ;
settings.dampening = 0.;
settings.tension = 0.;
Math.TWO_PI = Math.PI * 2;
// ========================================================================================
// Oscillator 何问起
// ----------------------------------------------------------------------------------------
function Oscillator(options) {
this.init(options || { });
}
Oscillator.prototype = (function () {
var value = 0;
return {
init: function (options) {
this.phase = options.phase || 0;
this.offset = options.offset || 0;
this.frequency = options.frequency || 0.;
this.amplitude = options.amplitude || 1;
},
update: function () {
this.phase += this.frequency;
value = this.offset + Math.sin(this.phase) * this.amplitude;
return value;
},
value: function () {
return value;
}
};
})();
// ========================================================================================
// Tendril hovertree.com
// ----------------------------------------------------------------------------------------
function Tendril(options) {
this.init(options || { });
}
Tendril.prototype = (function () {
function Node() {
this.x = 0;
this.y = 0;
this.vy = 0;
this.vx = 0;
}
return {
init: function (options) {
this.spring = options.spring + (Math.random() * 0.1) - 0.;
this.friction = settings.friction + (Math.random() * 0.) - 0.;
this.nodes = [];
for (var i = 0, node; i < settings.size; i++) {
node = new Node();
node.x = target.x;
node.y = target.y;
this.nodes.push(node);
}
},
update: function () {
var spring = this.spring,
node = this.nodes[0];
node.vx += (target.x - node.x) * spring;
node.vy += (target.y - node.y) * spring;
for (var prev, i = 0, n = this.nodes.length; i < n; i++) {
node = this.nodes[i];
if (i > 0) {
prev = this.nodes[i - 1];
node.vx += (prev.x - node.x) * spring;
node.vy += (prev.y - node.y) * spring;
node.vx += prev.vx * settings.dampening;
node.vy += prev.vy * settings.dampening;
}
node.vx *= this.friction;
node.vy *= this.friction;
node.x += node.vx;
node.y += node.vy;
spring *= settings.tension;
}
},
draw: function () {
var x = this.nodes[0].x,
y = this.nodes[0].y,
a, b;
ctx.beginPath();
ctx.moveTo(x, y);
for (var i = 1, n = this.nodes.length - 2; i < n; i++) {
a = this.nodes[i];
b = this.nodes[i + 1];
x = (a.x + b.x) * 0.5;
y = (a.y + b.y) * 0.5;
ctx.quadraticCurveTo(a.x, a.y, x, y);
}
a = this.nodes[i];
b = this.nodes[i + 1];
ctx.quadraticCurveTo(a.x, a.y, b.x, b.y);
ctx.stroke();
ctx.closePath();
}
};
})();
// ----------------------------------------------------------------------------------------
function init(event) {
document.removeEventListener('mousemove', init);
document.removeEventListener('touchstart', init);
document.addEventListener('mousemove', mousemove);
document.addEventListener('touchmove', mousemove);
document.addEventListener('touchstart', touchstart);
mousemove(event);
reset();
loop();
}
function reset() {
tendrils = [];
for (var i = 0; i < settings.trails; i++) {
tendrils.push(new Tendril({
spring: 0. + 0. * (i / settings.trails)
}));
}
}
function loop() {
if (!ctx.running) return;
ctx.globalCompositeOperation = 'source-over';
ctx.fillStyle = 'rgba(8,5,,0.4)';
ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
ctx.globalCompositeOperation = 'lighter';
ctx.strokeStyle = 'hsla(' + Math.round(hue.update()) + ',%,%,0.)';
ctx.lineWidth = 1;
if (ctx.frame % == 0) {
console.log(hue.update(), Math.round(hue.update()), hue.phase, hue.offset, hue.frequency, hue.amplitude);
}
for (var i = 0, tendril; i < settings.trails; i++) {
tendril = tendrils[i];
tendril.update();
tendril.draw();
}
ctx.frame++;
ctx.stats.update();
requestAnimFrame(loop);
}
function resize() {
ctx.canvas.width = window.innerWidth;
ctx.canvas.height = window.innerHeight;
}
function start() {
if (!ctx.running) {
ctx.running = true;
loop();
}
}
function stop() {
ctx.running = false;
}
function mousemove(event) {
if (event.touches) {
target.x = event.touches[0].pageX;
target.y = event.touches[0].pageY;
} else {
target.x = event.clientX
target.y = event.clientY;
}
event.preventDefault();
}
function touchstart(event) {
if (event.touches.length == 1) {
target.x = event.touches[0].pageX;
target.y = event.touches[0].pageY;
}
}
function keyup(event) {
switch (event.keyCode) {
case :
save();
break;
default:
// console.log(event.keyCode); hovertree.com
}
}
function letters(id) {
var el = document.getElementById(id),
letters = el.innerHTML.replace('&', '&').split(''),
heading = '';
for (var i = 0, n = letters.length, letter; i < n; i++) {
letter = letters[i].replace('&', '&');
heading += letter.trim() ? '<span class="letter-' + i + '">' + letter + '</span>' : ' ';
}
el.innerHTML = heading;
setTimeout(function () {
el.className = 'transition-in';
}, (Math.random() * ) + );
}
function save() {
if (!buffer) {
buffer = document.createElement('canvas');
buffer.width = screen.availWidth;
buffer.height = screen.availHeight;
buffer.ctx = buffer.getContext('2d');
form = document.createElement('form');
form.method = 'post';
form.input = document.createElement('input');
form.input.type = 'hidden';
form.input.name = 'data';
form.appendChild(form.input);
document.body.appendChild(form);
}
buffer.ctx.fillStyle = 'rgba(8,5,)';
buffer.ctx.fillRect(0, 0, buffer.width, buffer.height);
buffer.ctx.drawImage(canvas,
Math.round(buffer.width / 2 - canvas.width / 2),
Math.round(buffer.height / 2 - canvas.height / 2)
);
buffer.ctx.drawImage(logo,
Math.round(buffer.width / 2 - logo.width / 4),
Math.round(buffer.height / 2 - logo.height / 4),
logo.width / 2,
logo.height / 2
);
window.open(buffer.toDataURL(), 'wallpaper', 'top=0,left=0,width=' + buffer.width + ',height=' + buffer.height);
// form.input.value = buffer.toDataURL().substr();
// form.submit(); hovertree.com
}
window.requestAnimFrame = (function () {
return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || function (fn) { window.setTimeout(fn, / ) };
})();
window.onload = function () {
ctx = document.getElementById('canvas').getContext('2d');
ctx.stats = new Stats();
ctx.running = true;
ctx.frame = 1;
logo = new Image();
logo.src = 'ht' + 'tp://ho' + 'vertree.c' + 'om/themes/hvtimages/hvtlogo.p' + 'ng';
hue = new Oscillator({
phase: Math.random() * Math.TWO_PI,
amplitude: ,
frequency: 0.,
offset:
});
letters('h1');
letters('h2');
document.addEventListener('mousemove', init);
document.addEventListener('touchstart', init);
document.body.addEventListener('orientationchange', resize);
window.addEventListener('resize', resize);
window.addEventListener('keyup', keyup);
window.addEventListener('focus', start);
window.addEventListener('blur', stop);
resize();
if (window.DEBUG) {
var gui = new dat.GUI();
// gui.add(settings, 'debug');
settings.gui.add(settings, 'trails', 1, ).onChange(reset);
settings.gui.add(settings, 'size', , ).onFinishChange(reset);
settings.gui.add(settings, 'friction', 0., 0.).onFinishChange(reset);
settings.gui.add(settings, 'dampening', 0., 0.4).onFinishChange(reset);
settings.gui.add(settings, 'tension', 0., 0.).onFinishChange(reset);
document.body.appendChild(ctx.stats.domElement);
}
};
})(window);
</script>
</body>
</html>
QML类型:Context2D
Context2D 对象通过调用 Canvas 项的 getContext() 方法创建,其 API 实现了 W3C Canvas 2D Context API 标准,并具备额外增强功能。此对象提供渲染上下文,定义了在 Canvas 项目上绘制所需的方法和属性。例如,将画布渲染上下文分配给变量:var context = mycanvas.getContext("2d")。培训小程序源码
Context2D API 将画布渲染为坐标系,其原点位于左上角,坐标沿 x 轴从左到右增加,沿 y 轴从顶部到底部增加。该坐标系统包含多种属性成员,如 canvas、fillRule、fillStyle、font、globalAlpha、globalCompositeOperation 等。此外,还包括 lineCap、lineDashOffset、lineJoin、lineWidth、miterLimit、shadowBlur、社区类app源码shadowColor、shadowOffsetX、shadowOffsetY、strokeStyle、textAlign 和 textBaseline 等。这些属性分别用于控制形状、文本样式、颜色、阴影效果以及路径操作。
Context2D API 还包含多个成员函数,如 arc、arcTo、beginPath、bezierCurveTo、clearRect、clip、closePath、createConicalGradient、createImageData、createLinearGradient、createPattern、createRadialGradient、drawImage、ellipse、fill、fillRect、fillText、getImageData、isPointInPath、lineTo、measureText、moveTo、putImageData、quadraticCurveTo、rect、reset、resetTransform、save、rotate、roundedRect、scale、setTransform、shear、stroke、strokeRect、strokeText、text 和 transform。这些函数允许执行从绘制图形到处理图像、变换和操作路径的多种任务。
总之,Context2D API 提供了全面的绘图和渲染功能,包括形状创建、文本处理、颜色管理、阴影效果和路径操作等,适用于构建动态且具有高度可定制性的图形界面。
quadraticCurveTo()HTML DOM quadraticCurveTo() 方法
在HTML DOM中,当你需要为你的图形路径增添动态效果时,可以使用CanvasRenderingContext2D对象提供的quadraticCurveTo()方法。这个方法主要用于创建一条二次贝塞尔曲线,以丰富你的图形设计。
quadraticCurveTo()方法的语法结构是:context.quadraticCurveTo(cp1x, cp1y, x, y)。其中,'cp1x' 和 'cp1y' 是控制点的坐标,这两个点共同决定了曲线的形状和转折点。'x' 和 'y' 是你想要曲线达到的终点坐标,它是贝塞尔曲线的最终目标位置。
通过调整这些参数,你可以控制曲线的曲率和路径走向。控制点决定了曲线的转折点,而终点则决定了曲线的结束位置。这个方法对于创建平滑的曲线,或者需要精确控制曲线走向的动画效果非常有用。
总的来说,quadraticCurveTo()方法是HTML5 Canvas API中的一种强大工具,它允许开发者在二维图形中创建复杂的曲线,为设计增添更多可能性。通过熟练掌握这个方法,你可以创造出富有表现力和动态感的图形内容。
quadraticCurveTo()描述
在SVG路径的绘制过程中,quadraticCurveTo() 方法发挥着关键作用。它用于在当前路径上添加一条二次贝塞尔曲线,这是一种通过控制点 (cpX, cpY) 来定义的曲线,它连接了当前点和目标点 (x, y)。这个方法的使用涉及到贝塞尔曲线的数学原理,它能够精确控制曲线的弯曲程度和方向,但此处我们不深入探讨其背后的复杂数学公式。
当调用 quadraticCurveTo() 方法后,它会将路径的当前点移动到指定的 (x, y) 处。这个过程是无缝的,让艺术家或开发者能够轻松地构建复杂的路径形状,无论是流畅的曲线还是精确的转折点。曲线的控制点 (cpX, cpY) 的设置,决定了路径如何在两点之间弯曲,是决定路径外观的重要因素。
总的来说,quadraticCurveTo() 方法是SVG路径绘制中的一个实用工具,它通过控制点和目标点的组合,为路径增添动态和美观,是创建各种图形和动画效果的基础之一。