我正在制作一个简单的 HTML5 Canvas 绘图应用程序,每次鼠标移动时都会在 ax 和 y 位置放置一个圆圈。(非常常见但未解决的)问题是:当鼠标移动得非常快时(例如比触发鼠标移动事件的速度更快),您最终会在圆圈之间留出空间。
我已经使用 Bresenham 的线算法在一定程度上成功地在间隙之间绘制了圆圈。但是,我遇到了另一个问题:当颜色是半透明时,我会无意中得到淡入淡出的效果。
这是一个例子:
我不明白为什么会这样。您将如何使用 Bresenham 的线算法在两点之间正确插值?还是其他算法?
这是我的代码:http: //jsfiddle.net/E5NBs/
var x = null;
var y = null;
var prevX = null;
var prevY = null;
var spacing = 3;
var drawing = false;
var size = 5;
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
function createFlow(x1, y1, x2, y2, callback) {
var dx = x2 - x1;
var sx = 1;
var dy = y2 - y1;
var sy = 1;
var space = 0;
if (dx < 0) {
sx = -1;
dx = -dx;
}
if (dy < 0) {
sy = -1;
dy = -dy;
}
dx = dx << 1;
dy = dy << 1;
if (dy < dx) {
var fraction = dy - (dx >> 1);
while (x1 != x2) {
if (fraction >= 0) {
y1 += sy;
fraction -= dx;
}
fraction += dy;
x1 += sx;
if (space == spacing) {
callback(x1, y1);
space = 0;
} else {
space += 1;
}
}
} else {
var fraction = dx - (dy >> 1);
while (y1 != y2) {
if (fraction >= 0) {
x1 += sx;
fraction -= dy;
}
fraction += dx;
y1 += sy;
if (space == spacing) {
callback(x1, y1);
space = 0;
} else {
space += 1;
}
}
}
callback(x1, y1);
}
context.fillStyle = '#FFFFFF';
context.fillRect(0, 0, 500, 400);
canvas.onmousemove = function(event) {
x = parseInt(this.offsetLeft);
y = parseInt(this.offsetTop);
if (this.offsetParent != null) {
x += parseInt(this.offsetParent.offsetLeft);
y += parseInt(this.offsetParent.offsetTop);
}
if (navigator.appVersion.indexOf('MSIE') != -1) {
x = (event.clientX + document.body.scrollLeft) - x;
y = (event.clientY + document.body.scrollTop) - y;
} else {
x = event.pageX - x;
y = event.pageY - y;
}
context.beginPath();
if (drawing == true) {
if (((x - prevX) >= spacing || (y - prevY) >= spacing) || (prevX - x) >= spacing || (prevY - y) >= spacing) {
createFlow(x, y, prevX, prevY, function(x, y) {
context.fillStyle = 'rgba(0, 0, 0, 0.1)';
context.arc(x, y, size, 0, 2 * Math.PI, false);
context.fill();
});
prevX = x, prevY = y;
}
} else {
prevX = x, prevY = y;
}
};
canvas.onmousedown = function() {
drawing = true;
};
canvas.onmouseup = function() {
drawing = false;
};