终于开始能够写代码了,手都开始痒了。这里的代码仅仅是在chrome检测过,我能够确定的是IE10如下浏览器是行不通,我一直在考虑,是否是使用IE禁止看个人篇博客,就是这群使用IE的人,给我加了不少工做量。javascript
一个地图的基本动做,无非就是加载数据,平移,放大与缩小。这篇博客主要是经过一张图片的方式来模拟一下。html
我这里认为你们都稍微了解甚至熟悉canvas的一些API,就不具体说,每个参数表明什么意思了。html5
<!DOCTYPE html> <html> <head> <meta charset='utf-8'> <title>图片加载平移放大缩小示例</title> <style> html,body{ margin:0px; padding:0px; } canvas{ border: 1px solid #000; } </style> </head> <body> <canvas id="canvas" width="800" height="800"></canvas> <script type="text/javascript" src="main.js"></script> </body> </html>
var canvas,context; function int(){ canvas=document.getElementById('canvas'); context=canvas.getContext('2d'); }
图片加载java |
建立一个图片对象以后,图片不能立刻绘制到canvas上面,由于图片尚未加载完成。因此咱们须要监听图片对象加载完事件,而后再去绘制。chrome
var img,//图片对象 imgIsLoaded//图片是否加载完成; function loadImg(){ img=new Image(); img.onload=function(){ imgIsLoaded=true; //draw image } img.src="map.jpg"; }
图片绘制canvas |
绘制图像一个函数就能够搞定,可是须要记录这个图像的左上角坐标以及缩放比例。浏览器
var imgX,imgY,imgScale; function drawImage(){ context.clearRect(0,0,canvas.width,canvas.height); context.drawImage(img,0,0,img.width,img.height,imgX,imgY,img.width*imgScale,img.height*imgScale); }
图片平移函数 |
html5事件最小细度在DOM上,因此咱们没法对canvas上的图像作监听,只能对canvas监听。spa
canvas.onmousedown=function(event){ var pos=windowToCanvas(canvas,event.clientX,event.clientY); canvas.onmousemove=function(event){ canvas.style.cursor="move"; var pos1=windowToCanvas(canvas,event.clientX,event.clientY); var x=pos1.x-pos.x; var y=pos1.y-pos.y; pos=pos1; imgX+=x; imgY+=y; drawImage(); } canvas.onmouseup=function(){ canvas.onmousemove=null; canvas.onmouseup=null; canvas.style.cursor="default"; } } function windowToCanvas(canvas,x,y){ var bbox = canvas.getBoundingClientRect(); return { x:x - bbox.left - (bbox.width - canvas.width) / 2, y:y - bbox.top - (bbox.height - canvas.height) / 2 }; }
图片缩放firefox |
其实缩放很简单,稍微复杂的是,如何让鼠标成为放大或者缩小的中心。若是数学几何很差,计算公式就可能看不明白了。
canvas.onmousewheel=canvas.onwheel=function(event){//chrome firefox浏览器兼容 var pos=windowToCanvas(canvas,event.clientX,event.clientY); event.wheelDelta=event.wheelDelta?event.wheelDelta:(event.deltaY*(-40)); if(event.wheelDelta>0){ imgScale*=2; imgX=imgX*2-pos.x; imgY=imgY*2-pos.y; }else{ imgScale/=2; imgX=imgX*0.5+pos.x*0.5; imgY=imgY*0.5+pos.y*0.5; } drawImage(); }
这个时候,基本功能就实现了,加载一张图片和加载多张图片都差很少,维护每一张图片的位置和大小,下面来整理一下代码吧。
var canvas,context; var img,//图片对象 imgIsLoaded,//图片是否加载完成; imgX=0, imgY=0, imgScale=1; (function int(){ canvas=document.getElementById('canvas'); context=canvas.getContext('2d'); loadImg(); })(); function loadImg(){ img=new Image(); img.onload=function(){ imgIsLoaded=true; drawImage(); } img.src="map.jpg"; } function drawImage(){ context.clearRect(0,0,canvas.width,canvas.height); context.drawImage(img,0,0,img.width,img.height,imgX,imgY,img.width*imgScale,img.height*imgScale); } canvas.onmousedown=function(event){ var pos=windowToCanvas(canvas,event.clientX,event.clientY); canvas.onmousemove=function(event){ canvas.style.cursor="move"; var pos1=windowToCanvas(canvas,event.clientX,event.clientY); var x=pos1.x-pos.x; var y=pos1.y-pos.y; pos=pos1; imgX+=x; imgY+=y; drawImage(); } canvas.onmouseup=function(){ canvas.onmousemove=null; canvas.onmouseup=null; canvas.style.cursor="default"; } } canvas.onmousewheel=canvas.onwheel=function(event){ var pos=windowToCanvas(canvas,event.clientX,event.clientY); event.wheelDelta=event.wheelDelta?event.wheelDelta:(event.deltaY*(-40)); if(event.wheelDelta>0){ imgScale*=2; imgX=imgX*2-pos.x; imgY=imgY*2-pos.y; }else{ imgScale/=2; imgX=imgX*0.5+pos.x*0.5; imgY=imgY*0.5+pos.y*0.5; } drawImage(); } function windowToCanvas(canvas,x,y){ var bbox = canvas.getBoundingClientRect(); return { x:x - bbox.left - (bbox.width - canvas.width) / 2, y:y - bbox.top - (bbox.height - canvas.height) / 2 }; }
若是不想复制这些代码的话,能够温柔的点击一下这里下载