終於開始能夠寫代碼了,手都開始癢了。這裏的代碼僅僅是在chrome檢測過,我能夠確定的是IE10如下瀏覽器是行不通,我一直在考慮,是否是使用IE禁止看個人篇博客,就是這羣使用IE的人,給我加了不少工做量。javascript
一個地圖的基本動做,無非就是加載數據,平移,放大與縮小。這篇博客主要是經過一張圖片的方式來模擬一下。html
我這裏認爲你們都稍微瞭解甚至熟悉canvas的一些API,就不具體說,每個參數表明什麼意思了。html5
<!DOCTYPE html> <html> <head> <meta charset='utf-8'> <title>圖片加載平移放大縮小示例</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'); }
圖片加載java |
建立一個圖片對象以後,圖片不能立刻繪製到canvas上面,由於圖片尚未加載完成。因此咱們須要監聽圖片對象加載完事件,而後再去繪製。chrome
var img,//圖片對象 imgIsLoaded//圖片是否加載完成; function loadImg(){ img=new Image(); img.onload=function(){ imgIsLoaded=true; //draw image } img.src="map.jpg"; }
圖片繪製canvas |
繪製圖像一個函數就能夠搞定,可是須要記錄這個圖像的左上角座標以及縮放比例。瀏覽器
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); }
圖片平移函數 |
html5事件最小細度在DOM上,因此咱們沒法對canvas上的圖像作監聽,只能對canvas監聽。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 }; }
圖片縮放firefox |
其實縮放很簡單,稍微複雜的是,如何讓鼠標成爲放大或者縮小的中心。若是數學幾何很差,計算公式就可能看不明白了。
canvas.onmousewheel=canvas.onwheel=function(event){//chrome firefox瀏覽器兼容 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(); }
這個時候,基本功能就實現了,加載一張圖片和加載多張圖片都差很少,維護每一張圖片的位置和大小,下面來整理一下代碼吧。
var canvas,context; var img,//圖片對象 imgIsLoaded,//圖片是否加載完成; 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 }; }
若是不想複製這些代碼的話,能夠溫柔的點擊一下這裏下載