Demonstrate HTML5 canvas mouse events, get the mouse coordinates on the canvas object, and demonstrate Keyboard Events
Use the keyboard to control the movement of objects on the canvas.
The canvas object supports all JavaScript mouse events, including mouse clicks and mouse clicks.
(Mouse down), mouse up, and mouse move)
You can add a mouse event to a canvas in either of the following ways:
// Mouse event
Canvas. addeventlistener ("mousedown", domousedown,False);
Canvas. addeventlistener ('mousemove ', domousemove,False);
Canvas. addeventlistener ('mouseup', domouseup,
False);
Another method is called anti-pattern in javascript:
Canvas. onmousedown =Function(E ){
}
Canvas. onmouseup =Function(E ){
}
Canvas. onmousemove =Function(E ){
}
Get the coordinates of the mouse over the canvas object:
Because the coordinates of the mouse on the canvas cannot be obtained directly from the mouse event on the canvas
The coordinates of the screen. Therefore, the mouse event E. pagex and E. Pagey are used to obtain the mouse position, and then
Canvas. getboundingclientrect () to obtain the relative position of the canvas object to the screen.
Get the coordinates of the mouse on the canvas. The Code is as follows:
FunctionGetpointoncanvas (canvas, x, y ){
VaRBBox = canvas. getboundingclientrect ();
Return{X: X-bBox. Left * (canvas. width/bBox. width ),
Y: Y
-BBox. Top * (canvas. Height/bBox. Height)
};
}
Keyboard Events:
HTML5 canvas does not support keyboard event monitoring and acquisition. There are two common methods to solve this problem:
I. Canvas keyboard event monitoring and handling through windows objects
// Key event-Use window as object
Window. addeventlistener ('keylow', dokeydown,True);
2. Add other DOM elements that support Keyboard Events to the canvas object to support Keyboard Events.
<Canvas
Id ="Event_canvas"Tabindex ="0"> </Canvas>
// Key event-use Dom element asobject
Canvas. addeventlistener ('keylow', dokeydown,True);
Canvas. Focus ();
Tabindex is an HTML5 Dom element and supports Keyboard Events.
Demonstration: a rectangle that can be moved from top to bottom of the keyboard:
A complete DEMO code for mouse and keyboard events is as follows:
var tempContext = null; // global variable 2d contextvar started = false;var mText_canvas = null;var x = 0, y =0;window.addwindow.onload = function() {var canvas = document.getElementById("event_canvas");console.log(canvas.parentNode.clientWidth);canvas.width = canvas.parentNode.clientWidth;canvas.height = canvas.parentNode.clientHeight;if (!canvas.getContext) { console.log("Canvas not supported. Please install a HTML5 compatible browser."); return;}// get 2D context of canvas and draw rectangeltempContext = canvas.getContext("2d");tempContext.fillStyle="blue";x = canvas.width/2;y = canvas.height/2;tempContext.fillRect(x, y, 80, 40); // key event - use DOM element as object canvas.addEventListener('keydown', doKeyDown, true); canvas.focus(); // key event - use window as object window.addEventListener('keydown', doKeyDown, true); // mouse event canvas.addEventListener("mousedown", doMouseDown, false); canvas.addEventListener('mousemove', doMouseMove, false); canvas.addEventListener('mouseup', doMouseUp, false);}function getPointOnCanvas(canvas, x, y) {var bbox = canvas.getBoundingClientRect();return { x: x - bbox.left * (canvas.width / bbox.width),y: y - bbox.top * (canvas.height / bbox.height)};}function doKeyDown(e) {var keyID = e.keyCode ? e.keyCode :e.which;if(keyID === 38 || keyID === 87) { // up arrow and WclearCanvas();y = y - 10;tempContext.fillRect(x, y, 80, 40);e.preventDefault();}if(keyID === 39 || keyID === 68) { // right arrow and DclearCanvas();x = x + 10;tempContext.fillRect(x, y, 80, 40);e.preventDefault();}if(keyID === 40 || keyID === 83) { // down arrow and SclearCanvas();y = y + 10;tempContext.fillRect(x, y, 80, 40);e.preventDefault();}if(keyID === 37 || keyID === 65) { // left arrow and AclearCanvas();x = x - 10;tempContext.fillRect(x, y, 80, 40);e.preventDefault();}}function clearCanvas() {tempContext.clearRect(0, 0, 500, 500)}function doMouseDown(event) {var x = event.pageX;var y = event.pageY;var canvas = event.target;var loc = getPointOnCanvas(canvas, x, y);console.log("mouse down at point( x:" + loc.x + ", y:" + loc.y + ")");tempContext.beginPath();tempContext.moveTo(loc.x, loc.y);started = true;}function doMouseMove(event) {var x = event.pageX;var y = event.pageY;var canvas = event.target;var loc = getPointOnCanvas(canvas, x, y);if (started) {tempContext.lineTo(loc.x, loc.y);tempContext.stroke();}}function doMouseUp(event) {console.log("mouse up now"); if (started) { doMouseMove(event); started = false;}}
HTML section:
<body>
I think it is good. Please support it. Thank you !!