drogon982007 2014-09-25 21:42
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Chrome上的HTML5画布和php无法正常工作

I would love to create a fiddle for this to show but i'm using php and it won't let me use php in those so i'm hoping someone will still know whats going on!

I have a javascript that works completely fine on it's own. It is a HTML click and drag canvas. The click and drag is constrained to a circle and draws the image to the canvas when you click a button that is next to the canvas. This button calls a method that draws the image onto the canvas and makes it click and draggable. I have tested this by itself and it works beautifully. When I add a simple line of php code my click and drag canvas quits moving the image. When you click the button to draw the image on, that works, but then you can't move the image.

I am beyond confused because the php that i am using has nothing to do with what is going on in the canvas. Here is the code:

it's also important to point out that this code works fine in safari but doesn't work at all in chrome so i know it has something to do with chrome i just don't understand what the problem is.

My question is mainly, is there a way that safari loads versus chrome that would affect running javascript and php on the same page since it works fine in one browser and not the other. I just added the code so people would know what I am referring to.

Here is the PHP

<dl class="header">
<?php
    $name = $_GET['id'];
    if ($name=="bracelet") {
       echo "<li>Design x!</li>";
    }
    elseif ($name=="purse") {
       echo "<li>Design y!</li>";
    }
    elseif ($name=="ring") {
       echo "<li>Design z!</li>";
    }
?>
</dl>

Here is the full code

<HTML>
<HEAD>
<style>
#canvas {
   border:1px solid red;
}
</style>

<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<link rel="stylesheet" type="text/css" href="styles.css">
</HEAD>
<BODY>
<dl class="header">
<?php
    $name = $_GET['id'];
    if ($name=="bracelet") {
       echo "<li>Design x!</li>";
    }
    elseif ($name=="purse") {
       echo "<li>Design y!</li>";
    }
    elseif ($name=="ring") {
       echo "<li>Design z!</li>";
    }
?>
</dl>

<h5>Add Images and Canvases with the buttons<br>
Click to select which image to move.<br>
Then move the mouse to desired drop location<br>
and click again to drop the image there.</h5>

<canvas id="canvas" width=300 height=300></canvas>
<input type="image" src="http://s25.postimg.org/tovdg674b/crystal_003.png" id="button1" width="35"     height="20"></input>
<input type="image" src="http://s25.postimg.org/ph0l7f5or/crystal_004.png" id="button2" width="35" height="20"></input>
<input type="image" src="http://s25.postimg.org/60fvkwakr/crystal_005.png" id="button3" width="35" height="20"></input>
<input type="image" src="http://s25.postimg.org/fz5fl49e3/crystal_006.png" id="button4" width="35" height="20"></input>
<button id="save">save</button>
 <br>
<script>
// canvas stuff
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var centerX = canvas.width / 2;
var centerY = canvas.height / 2;
var radius = 50;

var contexts = [];
var points = [];

// image stuff
var states = [];
var img = new Image();
img.onload = function () {}
img.src = "http://s25.postimg.org/5qs46n4az/crystal_009.png";

setUpCanvas();
setUpPoints();

function setUpCanvas() {
   contexts.push(canvas.getContext("2d"));
   // link the new canvas to its context in the contexts[] array
   canvas.contextIndex = contexts.length;
   // wire up the click handler
   canvas.onclick = function (e) {
      handleClick(e, this.contextIndex);
   };
  // wire up the mousemove handler
  canvas.onmousemove = function (e) {
      handleMousemove(e, this.contextIndex);
   };
   canvas.addEventListener('dblclick', function() {
                        removeState(this.contextIndex);
                        });
}

function setUpPoints() {
   //points that make up a circle circumference to an array
   points = [];
   for (var degree=0; degree<360; degree++) {
    var radians = degree * Math.PI/180;
    var TO_RADIANS = Math.PI/180;
    var xpoint = centerX + radius * Math.cos(radians);
    var ypoint = centerY + radius * Math.sin(radians);
    points.push({
                x: xpoint,
                y: ypoint
                });
}
ctx.beginPath();
ctx.moveTo(points[0].x + 4, points[0].y + 4)
//draws the thin line on the canvas
for (var i = 1; i < points.length; i++) {
    var pt = points[i];
    ctx.lineTo(pt.x + 4, pt.y + 4);
}
ctx.stroke(); //end of drawing the thin line
}

function addCircle() {
   ctx.beginPath();
   ctx.moveTo(points[0].x + 4, points[0].y + 4)
   //draws the thin line on the canvas
   for (var i = 1; i < points.length; i++) {
    var pt = points[i];
    ctx.lineTo(pt.x + 4, pt.y + 4);
  }
   ctx.stroke(); //end of drawing the thin line
 }

function clearAll() {
   //Clear all canvases
   for (var i = 0; i < contexts.length; i++) {
      var context = contexts[i];
      context.clearRect(0, 0, canvas.width, canvas.height);
  } 
}

function handleClick(e, contextIndex) {

    e.stopPropagation();

   var mouseX = parseInt(e.clientX - e.target.offsetLeft);
   var mouseY = parseInt(e.clientY - e.target.offsetTop);

   for (var i = 0; i < states.length; i++) {

      var state = states[i];
      console.log(state);

    if (state.dragging) {
        state.dragging = false;
        state.draw();
        continue;
    }
    if (state.contextIndex == contextIndex && mouseX > state.x && mouseX < state.x + state.width && mouseY > state.y && mouseY < state.y + state.height) {
        state.dragging = true;
        state.offsetX = mouseX - state.x;
        state.offsetY = mouseY - state.y;
        state.contextIndex = contextIndex;
    }
    state.draw();
  }
}

function handleMousemove(e, contextIndex) {
   e.stopPropagation();

   var mouseX = parseInt(e.clientX - e.target.offsetLeft);
   var mouseY = parseInt(e.clientY - e.target.offsetTop);
   clearAll();
   addCircle();
   var minDistance = 1000;
   var minPoint = -1;

   for (var i = 0; i < states.length; i++) {

    var state = states[i];

    if (state.dragging) {
        for (var i = 0; i < points.length; i++) {
            var pt = points[i];
            var dx = mouseX - pt.x;
            var dy = mouseY - pt.y;
            if ((dx > 0 && dx>120)) {
                state.x = mouseX - state.offsetX;
                state.y = mouseY - state.offsetY;
                state.contextIndex = contextIndex;
            } else if ((dx < 0 && dx < -120)) {
                state.x = mouseX - state.offsetX;
                state.y = mouseY - state.offsetY;
                state.contextIndex = contextIndex;
            }
            else {
                var distance = Math.sqrt(dx * dx + dy * dy);
                if (distance < minDistance) {
                    minDistance = distance;
                    //points in relation to the constrained line (where it will be drawn to)
                    //reset state.x and state.y to closest point on the line
                    state.x = pt.x - img.width / 2;
                    state.y = pt.y - img.height / 2;
                    state.contextIndex = contextIndex;
                }
            }
        }

    }
    state.draw();
   }
}

function removeState(contextIndex) {
   for (var i = 0; i < states.length; i++) {

    var state = states[i];
    state.remove();
   }
}

function addState(image) {
   var ptxy = points[1];
   state = {}
   state.dragging = false;
   state.contextIndex = 1;
   state.image = image;
   state.x = ptxy.x - image.width / 2;
   state.y = ptxy.y - image.height / 2;
   state.width = image.width;
   state.height = image.height;
   state.offsetX = 0;
   state.offsetY = 0;
   state.draw = function () {
    var context = contexts[this.contextIndex - 1];
    if (this.dragging) {
        context.strokeStyle = 'black';
        context.strokeRect(this.x, this.y, this.width + 2, this.height + 2)
    }
    context.drawImage(this.image, this.x, this.y);
}
state.draw();
return (state);
}
function save() {
   // var data = ctx.getImageData(0, 0, canvas.width, canvas.height);

}

$("#button1").click(function () {
                states.push(addState(img));
                });
$("#button2").click(function () {
                states.push(addState(img));
                });
$("#button3").click(function () {
                states.push(addState(img));
                });
$("#button4").click(function () {
                states.push(addState(img));
                });
$("#save").click(function () {
             save();
             });


</script> 
</BODY>
</HTML>
  • 写回答

1条回答 默认 最新

  • douyuan1049 2014-09-29 20:42
    关注

    Anyone curious and wanting to know the answer of how i solved this here you go. I am new to HTML5 canvas and how it works. After a lot of trial and error I found out that the canvas offset was wrong once the canvas changed from the top of the screen to somewhere else. It was as simple as that....

    本回答被题主选为最佳回答 , 对您是否有帮助呢?
    评论

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