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Erasing previously drawn lines on an HTML5 canvas

To play around with HTML5 canvas, I decided to make an app which draws an analogue clockface. Everything's fine, except that old lines don't get erased in the way that I would expect. I've included part of the code below - DrawHands() gets called once a second:

var hoursPoint = new Object();
var minutesPoint = new Object();
var secondsPoint = new Object();

function drawHands()
{
    var now = new Date();

    drawLine(centerX, centerY, secondsPoint.X, secondsPoint.Y, "white", 1);
    var se开发者_StackOverflow社区conds = now.getSeconds();
    secondsPoint = getOtherEndOfLine(centerX, centerY, 2 * Math.PI / 60 * seconds, 0.75 * radius);
    drawLine(centerX, centerY, secondsPoint.X, secondsPoint.Y, "black", 1);

    drawLine(centerX, centerY, minutesPoint.X, minutesPoint.Y, "white", 3);
    var minutes = now.getMinutes();
    minutesPoint = getOtherEndOfLine(centerX, centerY, 2 * Math.PI / 60 * minutes, 0.75 * radius);
    drawLine(centerX, centerY, minutesPoint.X, minutesPoint.Y, "black", 3);

    drawLine(centerX, centerY, hoursPoint.X, hoursPoint.Y, "white", 3);
    var hours = now.getHours();
    if (hours >= 12) { hours -= 12; } // Hours are 0-11
    hoursPoint = getOtherEndOfLine(centerX, centerY, (2 * Math.PI / 12 * hours) + (2 * Math.PI / 12 / 60 * minutes), 0.6 * radius);
    drawLine(centerX, centerY, hoursPoint.X, hoursPoint.Y, "black", 3);
}

To make sense of the above, there are two helper functions:

  • drawLine(x1, y1, x2, y2, color, thickness)
  • getOtherEndOfLine(x, y, angle, length)

The problem is that while all the hands get drawn as expected in black, they never get erased. I would expect that since the same line is drawn in white (the background colour) it would effectively erase what was previously drawn at that point. But this doesn't seem to be the case.

Anything I'm missing?


Instead of erasing the things you don't want you can:

  1. save the state of the canvas
  2. draw the things you don't want
  3. restore the canvas to the saved state to 'erase' them

This can be accomplished pretty easily using ImageData:

var canvas = document.querySelector('canvas'),
    context = canvas.getContext('2d');

context.fillStyle = 'blue';
context.fillRect(0,0,200,200);

// save the state of  the canvas here
var imageData = context.getImageData(0,0,canvas.width,canvas.height);

// draw a red rectangle that we'll get rid of in a second
context.fillStyle = 'red';
context.fillRect(50,50,100,100);

setTimeout(function () {
    // return the canvas to the state right after we drew the blue rect
    context.putImageData(imageData, 0, 0);
}, 1000);
<canvas width=200 height=200>


For reasons that I could expand upon, you should consider clearing your canvas and redrawing it entirely unless there are performance or compositing reasons not to.

You want clearRect, something like this:

//clear the canvas so we can draw a fresh clock
ctx.clearRect(0, 0, canvasWidth, canvasHeight);

//redraw your clock here
/* ... */


The reason you can't just redraw the line in white and hope for it to erase the old line is because there might be some anti-aliasing/bleeding. You'll also notice that a straight horizontal line drawn on a pixel versus a half-pixel looks very different because of this.

When you do your white "erase" lines, try drawing them with a larger lineWidth by about 3 or 4. That should work for your case.

You should also draw all of the white lines first, then all of the black lines, in case they intersect.


A quick and easy way to clear a canvas is to set the width:

context.canvas.width = context.canvas.width;


My solution is double buffering :

var shapes = 
  [{type:"circle", x:50, y:50, radious:40, lineWidth:2, strokeStyle:"#FF0000", fillStyle:"#800000"}
  ,{type:"rectangle", x:50, y:50, width:100, height: 100, lineWidth:2, strokeStyle:"#00FF00", fillStyle:"#008000"}
  ,{type:"line", x1:75, y1:100, x2:170, y2:75, lineWidth:3, strokeStyle:"#0000FF"}
  ];

step1();
setTimeout(function () {
  step2();
  setTimeout(function () {
    step3();
  }, 1000);
}, 1000);

function step1() {
  clearCanvas('myCanvas1');
  shapes.forEach((sh) => { drawShape('myCanvas1', sh); });
};

function step2() {
  clearCanvas('myCanvas2');
  shapes.pop();
  shapes.forEach((sh) => { drawShape('myCanvas2', sh); });
  showOtherCanvas('myCanvas2', 'myCanvas1');
};

function step3() {
  clearCanvas('myCanvas1');
  shapes.pop();
  shapes.forEach((sh) => { drawShape('myCanvas1', sh); });
  showOtherCanvas('myCanvas1', 'myCanvas2');
};

function showOtherCanvas(cnv1, cnv2) {
  var c1 = document.getElementById(cnv1);
  var c2 = document.getElementById(cnv2);
  
  c1.style['z-index'] = 3;
  c2.style['z-index'] = 1;
  c1.style['z-index'] = 2;
}

function clearCanvas(canvasID) {
  var canvas = document.getElementById(canvasID);
  var ctx = canvas.getContext('2d');
  
  ctx.fillStyle="#FFFFFF";
  ctx.fillRect(0,0,480,320);
} 

function drawShape (canvasID, info) {
  switch (info.type) {
    case "line"      : drawLine(canvasID, info);
    case "rectangle" : drawRectangle(canvasID, info);
    case "circle"    : drawCircle(canvasID, info);
  }
}

function drawLine (canvasID, info) {
  var canvas = document.getElementById(canvasID);
  var ctx = canvas.getContext('2d');
  
  ctx.strokeStyle = info.strokeStyle;
  ctx.lineWidth = info.lineWidth

  ctx.beginPath();
  ctx.moveTo(info.x1, info.y1);
  ctx.lineTo(info.x2, info.y2);
  ctx.stroke();
}

function drawRectangle (canvasID, info) {
  var canvas = document.getElementById(canvasID);
  var ctx = canvas.getContext('2d');
  
  ctx.fillStyle = info.fillStyle;
  ctx.strokeStyle = info.strokeStyle;
  ctx.lineWidth = info.lineWidth

  ctx.fillRect(info.x, info.y, info.width, info.height);
  ctx.strokeRect(info.x, info.y, info.width, info.height);
}

function drawCircle (canvasID, info) {
  var canvas = document.getElementById(canvasID);
  var ctx = canvas.getContext('2d');
  
  ctx.fillStyle = info.fillStyle;
  ctx.strokeStyle = info.strokeStyle;
  ctx.lineWidth = info.lineWidth

  ctx.beginPath();
  ctx.arc(info.x, info.y, info.radious, 0, 2 * Math.PI);
  ctx.fill();

  ctx.beginPath();
  ctx.arc(info.x, info.y, info.radious, 0, 2 * Math.PI);
  ctx.stroke();
}
<canvas id="myCanvas2" width="480" height="320"
	style="border: 1px solid #000000; position: absolute; top: 10; left: 10; z-index:1">
</canvas>
<canvas id="myCanvas1" width="480" height="320"
	style="border: 1px solid #000000; position: absolute; top: 10; left: 10; z-index:2">
</canvas>

The change is so fast you won't see any flicker.

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