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js Canvas实现圆形时钟教程

2019-11-20 08:56:46
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阅读本文需要一点关于canvas基本用法的基础,本文实例为大家分享了HTML5 Canvas实现圆形时钟简易教程

第一步:新建一个最简单的html文件,并且在<body>标签中定义元素canvas。

canvas.html 

<html> <head>  <title>Canvas clock tutorial</title> </head> <body>  <canvas id="clock" width="400" height="400"></canvas> </body></html>

 在这一步完成后,用浏览器打开canvas.html,你会发现什么都看不到,这是因为我们没有在canvas上绘制任何东西,同时也没有为其定义边界。

在canvas .html中为<canvas>添加css样式属性: 

<html> <head>  <title>Canvas clock tutorial</title>  <style type="text/css">   canvas { border: 1px solid black; }  </style> </head> <body>  <canvas id="clock" width="400" height="400"></canvas> </body></html> 

这样,我们就能看到<canvas>的轮廓。 

当没有设置宽度和高度的时候,canvas会初始化宽度为300像素和高度为150像素。该元素可以使用CSS来定义大小,但在绘制时图像会伸缩以适应它的框架尺寸:如果CSS的尺寸与初始画布的比例不一致,它会出现扭曲。

注意: 如果你绘制出来的图像是扭曲的, 尝试在<canvas>的属性中明确规定宽和高,而不是使用CSS。 

第二步:新建实现绘制圆形时钟逻辑的draw.js文件,进行初始化工作。

毫无疑问,要实现时钟,就需要获取系统时间。 

在js语法中,可以利用Date()来实时获取时间。
 var currentTime = new Date();

随后,要掌握的是canvas绘制圆形的函数:
 arc(x, y, radius, startAngle, endAngle, anticlockwise)该方法表示画一个以(x,y)为圆心的、以radius为半径的圆弧(圆),从startAngle开始到endAngle结束,按照anticlockwise给定的方向(默认顺时针(true))来生成。
 其中stratAngle和endAngle的单位并不是我们所熟悉的角度单位,而是弧度单位。一个完整的圆跨弧度2π。 

在canvas的坐标系中,是以x轴正方向所在的方向为0弧度。时钟指针按顺时针方向转,以2π为一个周期,因此如下图所示,时钟指针,是从(-1/2)*π位置开始走的。 

当前时间的弧度计算方式如下:

 //将一个时钟周期12等分,对12求余是因为Date().getHours将返回24小时制的小时。hour = (currentTime.getHours() % 12 ) * (2 * Math.PI /12); //MINUTE 一圈60等分minute = (currentTIme.getMinutes) * (2* Math.PI / 60); //SECOND 一圈60等分second = (currentTime.getSeconds) * (2 * Math.PI / 60); 

由于在canvas中时钟圆从(-1/2)*π开始走,因此我们还需要给它们加上(-1/2)*π的起始偏移量。 

初步得到draw.js:
 

function draw() { //canvas绘画的前提工作 var canvas = document.getElementById('clock'); var currentTime = new Date(); var hour = (currentTime.getHours()%12) * Math.PI/6; var minute = currentTime.getMinutes() * Math.PI/30; var second = currentTime.getSeconds() * Math.PI/30; hour = hour - Math.PI * (1/2); minute = minute - Math.PI * (1/2); second = second - Math.PI * (1/2); if (canvas.getContext){  var ctx = canvas.getContext('2d');  ctx.beginPath();  ctx.arc(200,200,50,Math.PI*(-1/2),hour,false);  ctx.moveTo(200,100);  ctx.arc(200,200,100,Math.PI*(-1/2),minute,false);  ctx.moveTo(200,50);  ctx.arc(200,200,150,Math.PI*(-1/2),second,false);  ctx.stroke(); }}

同时在canvas.html中 加入draw.js的引用。 

<html> <head>  <title>Canvas clock tutorial</title>  <style type="text/css">   canvas { border: 1px solid black; }  </style>  <script src="draw.js" type="text/javascript"></script> </head> <body onload="draw();">  <canvas id="clock" width="400" height="400"></canvas> </body></html> 

在完成了第二步之后,我们可以看到一个当前时间的圆形时钟轮廓。那么接下来,就是让它动起来! 

第三步:使用requestAnimationFrame()方法让时钟动起来。 

requestAnimationFrame()的执行频率是1秒60帧,用户可以在requestAnimationFrame定义事件,使其在每一帧中重复、迭代完成相应的事件。 

在我们这个案例中,每一帧里面requestAnimationFrame要做的事情很简单,为当前时间的三个参数(时针、分针、秒针)添加增量,然后重新绘制时钟。 

根据一秒60帧的频率,那么second在1帧里面的增量是:2*π / 60 / 60 = π / 1800; 

minute在一帧里面的增量是second增量的60分之一;hour在一帧里面的增量是minute的12分之1。
 

另外:当hour、minute、second任一一个变量到达3/2*π后,意味着完成了一个周期,就要重新初始化为(-1/2)*π,否则会覆盖绘制成一个圆。 

由此得到:requestAnimationFrame()函数中,hour,minute,second的更新过程如下: 

   var s = Math.PI / 1800;   var m = s / 60;   var h = m / 12;   second = second + s;   minute = minute + m;   hour = hour + h;   if(second >= Math.PI * (3/2)){    second = Math.PI * (-1/2);   }   if(minute >= Math.PI * (3/2)){    minute = Math.PI * (-1/2);   }   if(second >= Math.PI * (3/2)){    second = Math.PI * (-1/2);   }</span>

 更新draw.js的完整代码如下:

function draw() { var canvas = document.getElementById('clock'); var currentTime = new Date(); var hour = (currentTime.getHours()%12) * Math.PI/6; var minute = currentTime.getMinutes() * Math.PI/30; var second = currentTime.getSeconds() * Math.PI/30; hour = hour - Math.PI * (1/2); minute = minute - Math.PI * (1/2); second = second - Math.PI * (1/2); if (canvas.getContext){  var ctx = canvas.getContext('2d');  var s = Math.PI / 1800;  var m = s / 60;  var h = m / 12;  var rotate = requestAnimationFrame(step);  function step(){   second = second + s;   minute = minute + m;   hour = hour + h;   if(second >= Math.PI * (3/2)){    second = Math.PI * (-1/2);   }   if(minute >= Math.PI * (3/2)){    minute = Math.PI * (-1/2);   }   if(second >= Math.PI * (3/2)){    second = Math.PI * (-1/2);   }   ctx.clearRect(0, 0, 400 , 400);   ctx.beginPath();   ctx.arc(200,200,50,Math.PI*(-1/2),hour,false);   ctx.moveTo(200,100);   ctx.arc(200,200,100,Math.PI*(-1/2),minute,false);   ctx.moveTo(200,50);   ctx.arc(200,200,150,Math.PI*(-1/2),second,false);   ctx.stroke();   requestAnimationFrame(step);  } }}

到这步为止,我们已经得到了一个会动的圆形时钟,接下来,我们为其添加上指针。 

第四步*:添加时针、分针、秒针。 

JS为我们提供了Math.cos() 、Math.sin() 计算指针到达的位置,它们所接收参数的单位也都是弧度。

 function draw() { var canvas = document.getElementById('clock'); var currentTime = new Date(); var hour = (currentTime.getHours()%12) * Math.PI/6; var minute = currentTime.getMinutes() * Math.PI/30; var second = currentTime.getSeconds() * Math.PI/30; hour = hour - Math.PI * (1/2); minute = minute - Math.PI * (1/2); second = second - Math.PI * (1/2); if (canvas.getContext){  var ctx = canvas.getContext('2d');  var s = Math.PI / 1800;  var m = s / 60;  var h = m / 12;  var rotate = requestAnimationFrame(step);  function step(){   second = second + s;   minute = minute + m;   hour = hour + h;   if(second >= Math.PI * (3/2)){    second = Math.PI * (-1/2);   }   if(minute >= Math.PI * (3/2)){    minute = Math.PI * (-1/2);   }   if(second >= Math.PI * (3/2)){    second = Math.PI * (-1/2);   }   //秒针的终点   xs = 150 * Math.cos(second) + 200;   ys = 150 * Math.sin(second) + 200;   //分针的终点   xm = 100 * Math.cos(minute) + 200;   ym = 100 * Math.sin(minute) + 200;   //时针的终点   xh = 50 * Math.cos(hour) + 200;   yh = 50 * Math.sin(hour) + 200;   ctx.clearRect(0, 0, 400 , 400);   ctx.beginPath();   //绘制指针   ctx.moveTo(200,200);   ctx.lineTo(xs,ys);   ctx.moveTo(200,200);   ctx.lineTo(xm,ym);   ctx.moveTo(200,200);   ctx.lineTo(xh,yh);   //绘制圆形轮廓   ctx.moveTo(200,150);   ctx.arc(200,200,50,Math.PI*(-1/2),hour,false);   ctx.moveTo(200,100);   ctx.arc(200,200,100,Math.PI*(-1/2),minute,false);   ctx.moveTo(200,50);   ctx.arc(200,200,150,Math.PI*(-1/2),second,false);   ctx.stroke();   requestAnimationFrame(step);  } }}

嗯嗯,虽然指针是画出来了,都是我略感后悔,因为感觉太丑了。从审美学角度而言,带指针时钟就应该是个全圆轮廓的时钟。不知道读者有没有同感。我决定在第五步中把第四步回退了。 

第五步:个性化、美化、自定义你的时钟。 

html5的canvas画布,提供了多种样式属性,如线条颜色、线条粗细等等。 

为了提高代码的可重用性,我们将画圆的代码抽象成一个函数。

 function draw() { var canvas = document.getElementById('clock'); var currentTime = new Date(); var hour = (currentTime.getHours()%12) * Math.PI/6; var minute = currentTime.getMinutes() * Math.PI/30; var second = currentTime.getSeconds() * Math.PI/30; hour = hour - Math.PI * (1/2); minute = minute - Math.PI * (1/2); second = second - Math.PI * (1/2); if (canvas.getContext){  var ctx = canvas.getContext('2d');  var s = Math.PI / 1800;  var m = s / 60;  var h = m / 12;  var rotate = requestAnimationFrame(step);  function step(){   second = second + s;   minute = minute + m;   hour = hour + h;   if(second >= Math.PI * (3/2)){    second = Math.PI * (-1/2);   }   if(minute >= Math.PI * (3/2)){    minute = Math.PI * (-1/2);   }   if(second >= Math.PI * (3/2)){    second = Math.PI * (-1/2);   }   ctx.clearRect(0, 0, 400 , 400);   ctx.beginPath();   //绘制圆形轮廓   drawCircle(ctx, 100, hour, '#99ff00');   drawCircle(ctx, 120, minute, '#99ff66');   drawCircle(ctx, 140, second, '#66cc66');   requestAnimationFrame(step);  } }}function drawCircle(ctx, radius ,endAngle, color){ ctx.beginPath(); ctx.moveTo(200,200-radius); ctx.strokeStyle = color; ctx.lineWidth = 20; ctx.arc(200,200,radius,Math.PI*(-1/2),endAngle,false); ctx.stroke();} 

第六步(后续添加):为时钟添加数字指数。 

具体做法为多增加一个画布canvas元素。既然我们已经能从Date()中获取时间,那么显示数值的来源不成问题。读者唯一需要知道的就是利用setInterval(thingstodo(),interval)方法来实现每秒更新一次指数。 

修改后的canvas.html 

<html> <head>  <title>Canvas clock tutorial</title>  <style type="text/css">   canvas { border: 1px solid black; }   #display {position: absolute; top:8; left:8;}  </style>  <script src="draw.js" type="text/javascript"></script> </head> <body onload="draw();">  <canvas id="clock" width="400" height="400"></canvas>  <canvas id="display" width="400" height="400"></canvas> </body></html>

 修改后的draw.js

function draw() { var canvas = document.getElementById('clock'); var displayCanvas = document.getElementById('display'); var currentTime = new Date(); var hour = (currentTime.getHours()%12) * Math.PI/6; var minute = currentTime.getMinutes() * Math.PI/30; var second = currentTime.getSeconds() * Math.PI/30; hour = hour - Math.PI * (1/2); minute = minute - Math.PI * (1/2); second = second - Math.PI * (1/2); if (canvas.getContext){  var ctx = canvas.getContext('2d');  var ctxD = displayCanvas.getContext('2d');  showDisplay(ctxD, currentTime);  var s = Math.PI / 1800;  var m = s / 60;  var h = m / 12;  var rotate = requestAnimationFrame(step);  function step(){   second = second + s;   minute = minute + m;   hour = hour + h;   if(second >= Math.PI * (3/2)){    second = Math.PI * (-1/2);   }   if(minute >= Math.PI * (3/2)){    minute = Math.PI * (-1/2);   }   if(second >= Math.PI * (3/2)){    second = Math.PI * (-1/2);   }   ctx.clearRect(0, 0, 400 , 400);   ctx.beginPath();   //绘制圆形轮廓   drawCircle(ctx, 100, hour, '#99ff00');   drawCircle(ctx, 120, minute, '#99ff66');   drawCircle(ctx, 140, second, '#66cc66');   requestAnimationFrame(step);  } }}function drawCircle(ctx, radius ,endAngle, color){ ctx.beginPath(); ctx.moveTo(200,200-radius); ctx.strokeStyle = color; ctx.lineWidth = 20; ctx.arc(200,200,radius,Math.PI*(-1/2),endAngle,false); ctx.stroke();}function showDisplay(ctx, date){ var h = date.getHours(),m = date.getMinutes(),s = date.getSeconds(); //计时文字样式  ctx.font = "13px Sans-Serif"; ctx.textAlign = "center"; ctx.strokeText(h+":"+m+":"+s,200,200); var timmer = setInterval(function(){  s++;  if(s>=60){   m++;   s=0;  }  if(m>=60){   h++;   m=0;  }  if(h>=24){   h=0;  }  ctx.clearRect(0,0,400,400);  ctx.strokeText(h+":"+m+":"+s,200,200); },1000);}

 最终成果图如下:

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持武林网。

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