您可以在HTML画布中有多个剪裁区域吗? [英] Can you have multiple clipping regions in an HTML Canvas?
问题描述
我有一个代码,将一堆图像加载到隐藏的img元素,然后是一个Javascript循环,将每个图像放置在画布上。
我的循环看起来像这样:
$$('#avatars img')。each(function(avatar){
var canvas = $('canvas');
var context = canvas.getContext('2d');
var x = Math.floor(Math.random()* canvas.width);
var y = Math.floor .random()* canvas.height);
context.beginPath();
context.arc(x + 24,y + 24,20,0,Math.PI * 1);
context.clip();
context.strokeStyle =black;
context.drawImage(document.getElementById(avatar.id) x,y);
context.stroke();
});问题是,只有第一个图像被绘制(或是可见的)。
$ b
$ b如果我删除剪辑逻辑:
$$('#avatars img')。 each(function(avatar){
var canvas = $('canvas');
var context = canvas.getContext('2d');
var x = floor(Math.random()* canvas.width);
var y = Math.floor(Math.random()* canvas.height);
context.drawImage(document.getElementById (avatar.id),x,y);
});
然后绘制我的所有图片。
我尝试重置裁剪区域,成为图片之间的整个画布,但是没有工作。
解决方案您应该尝试保存当前上下文状态,然后将其还原:
canvas = document.getElementById(area);
context = canvas.getContext('2d');
$(#avatars img)每个(function(avatar){
var x = Math.floor(Math.random()* canvas.width);
var y = Math.floor(Math.random()* canvas.height);
context.save(); //将当前状态推入画布
context.beginPath ();
context.arc(x + 24,y + 24,20,0,Math.PI * 2,1);
context.clip();
context.strokeStyle =black;
//这样绘制图像
var img = new Image();
img.src = avatar.src;
img.onload = function(){
context.drawImage(img,x,y);
};
context.stroke();
context.restore (); //将上下文恢复为状态
});
我认为当你调用drawImage方法时,你还需要将Image参数设置为Image类,
I have code that loads a bunch of images into hidden img elements and then a Javascript loop which places each image onto the canvas. However, I want to clip each image so that it is a circle when placed on the canvas.
My loop looks like this:
$$('#avatars img').each(function(avatar) { var canvas = $('canvas'); var context = canvas.getContext('2d'); var x = Math.floor(Math.random() * canvas.width); var y = Math.floor(Math.random() * canvas.height); context.beginPath(); context.arc(x+24, y+24, 20, 0, Math.PI * 2, 1); context.clip(); context.strokeStyle = "black"; context.drawImage(document.getElementById(avatar.id), x, y); context.stroke(); });
Problem is, only the first image is drawn (or is visible).
If I remove the clipping logic:
$$('#avatars img').each(function(avatar) { var canvas = $('canvas'); var context = canvas.getContext('2d'); var x = Math.floor(Math.random() * canvas.width); var y = Math.floor(Math.random() * canvas.height); context.drawImage(document.getElementById(avatar.id), x, y); });
Then all my images are drawn.
Is there a way to get each image individually clipped?
I tried resetting the clipping area to be the entire canvas between images but that didn't work.
解决方案You should try to save current context state and then restore it:
canvas = document.getElementById("area"); context = canvas.getContext('2d'); $("#avatars img").each(function(avatar) { var x = Math.floor(Math.random() * canvas.width); var y = Math.floor(Math.random() * canvas.height); context.save();//push current state into canvas context.beginPath(); context.arc(x + 24, y + 24, 20, 0, Math.PI * 2, 1); context.clip(); context.strokeStyle = "black"; //draw image this way var img = new Image(); img.src = avatar.src; img.onload = function() { context.drawImage(img, x, y); }; context.stroke(); context.restore();//restore context to the state });
I think when you call drawImage method,you also need to set image parameter as an Image class by adding a source line which is already in your avatar.src parameter.
You should check the reference document for Canvas State
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