近年來因爲移動設備對HTML5的較好支持,常常有活動用刮獎的效果,最近也在看H5方面的內容,就本身實現了一個,現分享出來跟你們交流。css
原理很簡單,就是在刮獎區添加兩個canvas,第一個canvas用於顯示刮開後顯示的內容,能夠是一張圖片或一個字符串,第二個canvas用於顯示塗層,能夠用一張圖片或用純色填充,第二個canvas覆蓋在第一個canvas上面。html
當在第二個canvas上點擊或塗抹(點擊而後拖動鼠標)時,把點擊區域變爲透明,這樣就能夠看到第一個canvas上的內容,即實現了刮獎效果。android
function Lottery(id, cover, coverType, width, height, drawPercentCallback) { this.conId = id; this.conNode = document.getElementById(this.conId); this.cover = cover || '#CCC'; this.coverType = coverType || 'color'; this.background = null; this.backCtx = null; this.mask = null; this.maskCtx = null; this.lottery = null; this.lotteryType = 'image'; this.width = width || 300; this.height = height || 100; this.clientRect = null; this.drawPercentCallback = drawPercentCallback; }
對參數解釋一下:git
而後還定義了幾個須要用到的變量:github
lottery
匹配this.background = this.background || this.createElement('canvas', { style: 'position:absolute;left:0;top:0;' }); this.mask = this.mask || this.createElement('canvas', { style: 'position:absolute;left:0;top:0;' }); if (!this.conNode.innerHTML.replace(/[\w\W]| /g, '')) { this.conNode.appendChild(this.background); this.conNode.appendChild(this.mask); this.clientRect = this.conNode ? this.conNode.getBoundingClientRect() : null; this.bindEvent(); } this.backCtx = this.backCtx || this.background.getContext('2d'); this.maskCtx = this.maskCtx || this.mask.getContext('2d');
這裏用於了createElement工具方法,另外還綁定了事件,後面介紹。web
第一個canvas分兩種類型,image 和 string,若是是圖片直接用canvas的drawImage就能夠了,若是是string,要先用白色填充,而後在上下左右居中的地方繪製字符串,代碼以下:canvas
if (this.lotteryType == 'image') { var image = new Image(), _this = this; image.onload = function () { _this.width = this.width; _this.height = this.height; _this.resizeCanvas(_this.background, this.width, this.height); _this.backCtx.drawImage(this, 0, 0); } image.src = this.lottery; } else if (this.lotteryType == 'text') { this.width = this.width; this.height = this.height; this.resizeCanvas(this.background, this.width, this.height); this.backCtx.save(); this.backCtx.fillStyle = '#FFF'; this.backCtx.fillRect(0, 0, this.width, this.height); this.backCtx.restore(); this.backCtx.save(); var fontSize = 30; this.backCtx.font = 'Bold ' + fontSize + 'px Arial'; this.backCtx.textAlign = 'center'; this.backCtx.fillStyle = '#F60'; this.backCtx.fillText(this.lottery, this.width / 2, this.height / 2 + fontSize / 2); this.backCtx.restore(); }
第二個canvas也分 image 或 color 填充兩種狀況。app
這裏有一個難點,就是如何把鼠標點擊區域變成透明的呢?答案在這裏:https://developer.mozilla.org/en/docs/Web/Guide/HTML/Canvas_tutorial/Compositingiphone
即咱們要把 maskCtx的 globalCompositeOperation 設置爲 destination-out ,詳細的用法請參考上面給出的連接。
ide
所以,繪製第二個canvas的代碼以下:
this.resizeCanvas(this.mask, this.width, this.height); if (this.coverType == 'color') { this.maskCtx.fillStyle = this.cover; this.maskCtx.fillRect(0, 0, this.width, this.height); this.maskCtx.globalCompositeOperation = 'destination-out'; } else if (this.coverType == 'image'){ var image = new Image(), _this = this; image.onload = function () { _this.maskCtx.drawImage(this, 0, 0); _this.maskCtx.globalCompositeOperation = 'destination-out'; } image.src = this.cover; }
這裏resizeCanvas是改變canvas大小的工具方法。
繪製完成後,要給第二個canvas綁定事件。這裏分了移動設備和PC-WEB兩處狀況。移動設備是 touchstart 和 touchmove 事件,對應的PC-WEB是keydown 和 mousemove事件,另外PC-WEB方式下,要給document綁定一個mouseup事件,用來判斷鼠標是否按下。代碼以下:
bindEvent: function () { var _this = this; var device = (/android|webos|iphone|ipad|ipod|blackberry|iemobile|opera mini/i.test(navigator.userAgent.toLowerCase())); var clickEvtName = device ? 'touchstart' : 'mousedown'; var moveEvtName = device? 'touchmove': 'mousemove'; if (!device) { var isMouseDown = false; document.addEventListener('mouseup', function(e) { isMouseDown = false; }, false); } this.mask.addEventListener(clickEvtName, function (e) { isMouseDown = true; var docEle = document.documentElement; if (!_this.clientRect) { _this.clientRect = { left: 0, top:0 }; } var x = (device ? e.touches[0].clientX : e.clientX) - _this.clientRect.left + docEle.scrollLeft - docEle.clientLeft; var y = (device ? e.touches[0].clientY : e.clientY) - _this.clientRect.top + docEle.scrollTop - docEle.clientTop; _this.drawPoint(x, y); }, false); this.mask.addEventListener(moveEvtName, function (e) { if (!device && !isMouseDown) { return false; } var docEle = document.documentElement; if (!_this.clientRect) { _this.clientRect = { left: 0, top:0 }; } var x = (device ? e.touches[0].clientX : e.clientX) - _this.clientRect.left + docEle.scrollLeft - docEle.clientLeft; var y = (device ? e.touches[0].clientY : e.clientY) - _this.clientRect.top + docEle.scrollTop - docEle.clientTop; _this.drawPoint(x, y); }, false); }
這裏在事件中取出了鼠標座標,調用了drawPoint進行了繪製,下面會講到。
這裏用到了canvas的徑向漸變,在鼠標從標處繪製一個圓形,代碼以下:
drawPoint: function (x, y) { this.maskCtx.beginPath(); var radgrad = this.maskCtx.createRadialGradient(x, y, 0, x, y, 30); radgrad.addColorStop(0, 'rgba(0,0,0,0.6)'); radgrad.addColorStop(1, 'rgba(255, 255, 255, 0)'); this.maskCtx.fillStyle = radgrad; this.maskCtx.arc(x, y, 30, 0, Math.PI * 2, true); this.maskCtx.fill(); if (this.drawPercentCallback) { this.drawPercentCallback.call(null, this.getTransparentPercent(this.maskCtx, this.width, this.height)); } }
在不少時候,咱們還須要知道用戶塗抹了多少而後進行下一步交互,如當用戶塗抹了80%後,才容許下一張顯示。
這個百分好比何計算呢?其實很簡單,咱們能夠用getImageData方法到畫布上指定矩形的像素數據,因爲每一個像素都是用rgba表示的,而塗抹過的區域是透明的,因此咱們只須要判斷alpha通道的值就能夠知道是否透明。代碼以下:
getTransparentPercent: function(ctx, width, height) { var imgData = ctx.getImageData(0, 0, width, height), pixles = imgData.data, transPixs = []; for (var i = 0, j = pixles.length; i < j; i += 4) { var a = pixles[i + 3]; if (a < 128) { transPixs.push(i); } } return (transPixs.length / (pixles.length / 4) * 100).toFixed(2); }
最後再提供一個入口用來進行繪製和重置,代碼以下:
init: function (lottery, lotteryType) { this.lottery = lottery; this.lotteryType = lotteryType || 'image'; this.drawLottery(); }
至此,關鍵代碼所有講解完了。
完整代碼及DEMO可看這裏:Lottery
歡迎你們留言討論,若有bug請在github上或本文後面留言。