如何使用 clearRect 不在 canvas 上绘制移动对象

How to use clearRect to not draw an moving object on canvas

我有一个蓝色圆圈,它围绕着红色圆圈旋转,只要按下按钮,它就会朝一个方向连续canvas移动。

现在我想在按下按钮时移动的红色圆圈(其路径的轨迹)进行绘制。

我曾尝试对 clearRect() 进行更改,但没有成功。移动时蓝色圆圈开始在 canvas 上绘制,我不需要。

如果用clearRect()功能做不到,是否可以通过堆叠canvas层来做到这一点。请帮忙举个例子

const canvas = document.getElementById('canvas1');
const ctx = canvas.getContext('2d');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
let positionX = 100;
let positionY = 100;
let X = 50;
let Y = 50;
let angle = 0;
let mouseButtonDown = false;

document.addEventListener('mousedown', () => mouseButtonDown = true);
document.addEventListener('mouseup', () => mouseButtonDown = false);

function circle(){
    ctx.fillStyle = 'red';
    ctx.beginPath();
    ctx.arc(X, Y, 20, 0, Math.PI*2);
    ctx.closePath();
    ctx.fill();
}
function direction(){
    ctx.fillStyle = 'blue';
    ctx.beginPath();
    ctx.arc(positionX + X, positionY + Y, 10, 0, Math.PI*2);
    ctx.closePath();
    positionX = 35 * Math.sin(angle);
    positionY = 35 * Math.cos(angle);
    ctx.fill();   
}
function animate(){
    if (mouseButtonDown) {
        X += positionX / 10;
        Y += positionY / 10;
    } else {
        angle += 0.1;
    }
    ctx.clearRect(X-positionX,Y-positionY, 20, 20);
    circle();
    direction();
    requestAnimationFrame(animate);   
}
animate();
#canvas1{
    position: absolute;
    top:0;
    left: 0;
    width: 100%;
    height: 100%;
}
<!DOCTYPE html>
<html lang="en">
<head>
    <link rel="stylesheet" href="style.css">
</head>
<body>
    <canvas id="canvas1"></canvas>
    
    <script src="script.js"></script>
</body>
</html>

如果您不反对只构建一个粒子 class,您可以使用它们来实现。在下面的代码片段中,我有一个 Circle class 和一个 Particles class 来创建您想要实现的目标。我目前的粒子最大值为 500,但如果您不想让它们消失,您可以更改它或一起删除该行。

const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;

let mouseButtonDown = false;
//the array holding particles
let particles = [];
//the counter is only needed it you want to slow down how fast particles are being pushed and dispolayed
let counter = 0;

document.addEventListener("mousedown", () => (mouseButtonDown = true));
document.addEventListener("mouseup", () => (mouseButtonDown = false));

//ES6 constructor class
class Circle {
  //sets the basic structor of the object
  constructor(r, c) {
    this.x = 100; 
    this.y = 100;
    this.x2 = 50;
    this.y2 = 50;
    this.r = r; //will be assigned the argument passed in through the constructor by each instance created later
    this.color = c; //same as above. This allows each instance to have different parameters.
    this.angle = 0;
  }
  //this function creates the red circle
  drawRed() {
    ctx.fillStyle = this.color;
    ctx.beginPath();
    ctx.arc(this.x, this.y, this.r, 0, Math.PI * 2);
    ctx.fill();
    ctx.closePath();
  }
  //this function creates the blue circle
  drawBlue() {
    ctx.fillStyle = this.color;
    ctx.beginPath();
    ctx.arc(this.x + this.x2, this.y + this.y2, this.r, 0, Math.PI * 2);
    ctx.fill();
    ctx.closePath();
  }
  //this function is where we'll place parameter that change our object
  update() {
    //makes the blue circle rotate
    this.x2 = 35 * Math.sin(this.angle);
    this.y2 = 35 * Math.cos(this.angle);
    //mouse action is same as your code
    if (mouseButtonDown) {
      this.x += this.x2 / 20;
      this.y += this.y2 / 20;
    } else {
      this.angle += 0.1;
    }
  }
}
//When using this type of constructor class you have to create an instance of it by calling new Object. You can create as money as you want.
let blueCircle = new Circle(10, "blue"); //passing in the radius and color in to the constructor
let redCircle = new Circle(20, "red"); 

//another class for the particles
class Particles {
  constructor() {
    this.x = redCircle.x;
    this.y = redCircle.y;
    this.r = redCircle.r;
    this.color = redCircle.color;
  }
  draw() {
    ctx.fillStyle = this.color;
    ctx.beginPath();
    ctx.arc(this.x, this.y, this.r, 0, Math.PI * 2);
    ctx.fill();
    ctx.closePath();
  }
}
//just wrapping all of the particle stuff into one function
function handleParticles() {
  //while the mouse is held it will push particles
  if (mouseButtonDown) {
    particles.push(new Particles());
  }
  //this loops through the array and calls the draw() function for each particle
  for (let i = 0; i < particles.length; i++) {
    particles[i].draw();
  }
  //this keeps the array from getting too big.
  if (particles.length > 500) {
    particles.shift();
  }
}

//wrap all functions into this one animate one and call requeatAnimationFrame
function animate() {
  ctx.clearRect(0, 0, canvas.width, canvas.height);
  handleParticles();
  //These must be called for each instance created of the object
  blueCircle.drawBlue(); 
  blueCircle.update(); 
  redCircle.drawRed(); 
  redCircle.update(); 
  requestAnimationFrame(animate);
}
animate();
#canvas1{
    position: absolute;
    top:0;
    left: 0;
    width: 100%;
    height: 100%;
}
<canvas id="canvas"></canvas>

我还想补充一点,您可以通过添加计数器变量然后像 counter % 10 == 0

一样限制绘制来更改绘制粒子的速率

例子

添加全局变量let counter = 0;

然后在 handleParticles 函数中添加这个

function handleParticles() {
  counter++
  if (mouseButtonDown && counter % 10 == 0) {
    particles.push(new Particles());
  }
  for (let i = 0; i < particles.length; i++) {
    particles[i].draw();
  }
  if (particles.length > 500) {
    particles.shift();
  }
}

您可以更改代码以使用数组 属性 跟踪红色圆圈的路径,如下所示:

const canvas = document.getElementById('canvas1');
const ctx = canvas.getContext('2d');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;

let mouseButtonDown = false;

document.addEventListener('mousedown', () => mouseButtonDown = true);
document.addEventListener('mouseup', () => mouseButtonDown = false);
function drawCircle({x, y, radius, color}) {  
    ctx.fillStyle = color;
    ctx.beginPath();
    ctx.arc(x, y, radius, 0, Math.PI*2);
    ctx.fill();
}
const red = { x: 50, y: 50, radius: 20, color: "red", path: [] };
const blue = { x: 100, y: 100, radius: 10, color: "blue", angle: 0 };
function animate(){
    if (mouseButtonDown) {
        red.path.push({x: red.x, y: red.y}); // store the old value
        red.x += (blue.x - red.x) / 10;
        red.y += (blue.y - red.y) / 10;
    } else {
        blue.angle += 0.1;
    }
    blue.x = red.x + 35 * Math.sin(blue.angle);
    blue.y = red.y + 35 * Math.cos(blue.angle);
    ctx.clearRect(0, 0, canvas.width, canvas.height);  // clear the whole canvas
    for (const {x, y} of red.path) {  // draw circle at all the previous positions
        drawCircle({...red, x, y});
    }
    drawCircle(red);
    drawCircle(blue);
    requestAnimationFrame(animate);   
}
animate();

使用 2 canvases 也可以,并且可能表现更好,尤其是当红色圆圈的路径变长时,因为背景 canvas 不需要清除和重绘。在您的 html 页面中添加第二个 canvas 并具有相同的位置,并为它们指定 ID 'background' 和 'foreground'。然后,您可以调整代码以将蓝色圆圈绘制到前景,将红色圆圈绘制到背景(反之亦然)。

// Create 2 canvases, set them to full size and get the contexts
const backgroundCanvas = document.getElementById('background');
const foregroundCanvas = document.getElementById('foreground');
const background = backgroundCanvas.getContext("2d");
const foreground = foregroundCanvas.getContext("2d");
backgroundCanvas.width = innerWidth;
backgroundCanvas.height = innerHeight;
foregroundCanvas.width = innerWidth;
foregroundCanvas.height = innerHeight;

let mouseButtonDown = false;
document.addEventListener('mousedown', () => mouseButtonDown = true);
document.addEventListener('mouseup', () => mouseButtonDown = false);

// Create objects to represent the current properties of the red and blue circle
const red = { x: 50, y: 50, radius: 20, color: "red" };
const blue = { x: 100, y: 100, radius: 10, color: "blue", angle: 0};

function drawCircle(ctx, {x, y, radius, color}) { 
    //--- Draw a circle to the specified canvas context, ctx = foreground or background
    ctx.fillStyle = color;
    ctx.beginPath();
    ctx.arc(x, y, radius, 0, Math.PI*2);
    ctx.closePath();
    ctx.fill();
}

function animate(){
    if (mouseButtonDown) {
        red.x += (blue.x - red.x) / 10;
        red.y += (blue.y - red.y) / 10;
    } else {
        blue.angle += 0.1;
    }
    blue.x = red.x + 35 * Math.sin(blue.angle);
    blue.y = red.y + 35 * Math.cos(blue.angle);

    drawCircle(background, red);  // Draw the red circle in the background (without clearing the existing circles)
    foreground.clearRect(0, 0, foregroundCanvas.width, foregroundCanvas.height);    // Clear the foreground
    drawCircle(foreground, blue); // Draw the blue circle on the foreground
    requestAnimationFrame(animate);  
}
animate();

不管怎样,把画圆的代码抽象成一个函数或者方法,把两个圆的属性都存储在对象中比较方便。

正如@Blindman67 的回答说明,堆叠 2 个 canvas 可能会产生性能成本,如果这是一个问题,您可能想尝试在屏幕外绘制背景,然后将其复制到屏幕上canvas.

不要在页面上堆叠 canvas

您向页面添加的每个 canvas 都会增加 GPU 和页面合成器呈现页面所需的工作量。

使用不在页面上的第二个 canvas,并通过使用 ctx.drawImage(secondCanvas, 0, 0).[=33= 将 canvas 渲染到页面 canvas 来进行合成]

这减少了合成器的工作量,并且在许多情况下避免了为第二个 canvas I.E. 进行附加图像渲染(合成)的需要。如果您只使用一个 onpage canvas.[=33=,onpage 可能需要 3 个 drawImages(每个 canvas 一个,结果一个)而不是 2 个(一次在您的代码中,一次作为结果) ]

使用秒 canvas

创建第二个 canvas 来存储绘制的红线。

您可以使用

创建 canvas 的副本
    function copyCanvas(canvas, copyContent = false) {
        const can = Object.assign(document.createElement("canvas"), {
            width: canvas.width, height: canvas.height
        });
        can.ctx = can.getContext("2d");
        copyContent && can.ctx.drawImage(canvas, 0, 0);
        return can;
    }

当您创建像 circledirection 这样的渲染函数时,将 2D 上下文作为参数传递,例如 circle(ctx) 以便很容易将渲染定向到任何 canvas.

     function circle(ctx){
        ctx.fillStyle = 'red';
        ctx.beginPath();
        ctx.arc(X, Y, redSize, 0, Math.PI*2);
        ctx.fill();
     }
     // the background canvas
     const bgCan = copyCanvas(canvas);
     circle(bgCan.ctx);  // will draw to the background canvas

正在更新动画

当动画最简单时,清除整个 canvas 而不是只清除渲染像素。清除渲染像素很快就会变得很复杂,最终会比清除整个像素慢很多倍 canvas。

清除canvas后将背景canvas绘制到主体canvas

    ctx.clearRect(0, 0, ctx.canvas.width,  ctx.canvas.height);
    ctx.drawImage(bgCan, 0, 0);

当鼠标按钮按下时,将圆圈绘制到背景 canvas,当它向上时,绘制到主按钮 canvas。

例子

  • 添加一个函数来复制一个canvas。 copyCanvas
  • 清除主要 canvas,并将背景 canvas 绘制到主要 canvas。
  • 渲染函数 circledirection 有参数 ctx 来直接渲染到任何上下文。
  • 当鼠标按下时,圆圈被绘制到背景 canvas bgCan 否则到主要 canvas。

requestAnimationFrame(animate);
const ctx = canvas1.getContext('2d');
canvas1.width = innerWidth;
canvas1.height = innerHeight;
const bgCan = copyCanvas(canvas1);
const redSize = 10, blueSize = 5; // circle sizes on pixels
const drawSpeed = 2; // when button down draw speed in pixels per frame
var X = 50, Y = 50;
var angle = 0;
var mouseButtonDown = false;
document.addEventListener('mousedown', () => mouseButtonDown = true);
document.addEventListener('mouseup', () => mouseButtonDown = false);
function copyCanvas(canvas) {
    const can = Object.assign(document.createElement("canvas"), {
        width: canvas.width, height: canvas.height
    });
    can.ctx = can.getContext("2d");
    return can;
}
function circle(ctx){
    ctx.fillStyle = 'red';
    ctx.beginPath();
    ctx.arc(X, Y, redSize, 0, Math.PI*2);
    ctx.fill();
}
function direction(ctx){
    const d = blueSize + redSize + 5;
    ctx.fillStyle = 'blue';
    ctx.beginPath();
    ctx.arc(d * Math.sin(angle) + X, d * Math.cos(angle) + Y, blueSize, 0, Math.PI*2);
    ctx.fill(); 
}
function animate(){
    ctx.clearRect(0, 0, ctx.canvas.width,  ctx.canvas.height);
    ctx.drawImage(bgCan, 0, 0);
    if (mouseButtonDown) {
        circle(bgCan.ctx);
        X += Math.sin(angle) * drawSpeed;
        Y += Math.cos(angle) * drawSpeed;
    } else {
        angle += 0.1;
        circle(ctx);
    }
    direction(ctx);
    requestAnimationFrame(animate);   
}
#canvas1{
    position: absolute;
    top:0;
    left: 0;
    width: 100%;
    height: 100%;
}
<canvas id="canvas1"></canvas>

  • BTW ctx.closePath() 就像 ctx.lineTo 它不是 ctx.beginPath 的对立面。一个完整的弧形或者如果你只是填充一个形状你不需要使用 ctx.closePath

  • BTW window是默认的这个,不用包含,不用t use it to get at window.documentso why use it forwindow.innerWidth(same asinnerWidth` )