js刮奖处理
这个是在移动端上处理的一个刮奖小Demo
直接上完整代码
<!DOCTYPE html> <html> <head> <meta charset="utf-8"> <meta name="format-detection" content="telephone=no"> <meta name="viewport" content="user-scalable=no, initial-scale=1, maximum-scale=1, minimum-scale=1, width=device-width"> <style type="text/css"> #guaJiang .bjc { color: black; height: 70px; width: 240px; text-align: center; line-height: 70px; font-size: 20px; position: absolute; top: 300px; left: 60px; background-image: url(img/4-01.png); background-repeat: no-repeat; background-size: 18px 18px; background-position: 80% 53% } #guaJiang .guaCanvas { z-index: 3; position: absolute; top: 300px; left: 60px } </style> <title>网红</title> </head> <body > <div id='guaJiang'> <div class='bjc'>萌赚送你1.5</div> <canvas id="myCanvas" class='guaCanvas' width="240" height="70"></canvas> </div> </body> </html>
然后是JS代码
var clientWidth = document.documentElement.clientWidth; if(clientWidth *1 >0){ document.querySelector("#guaJiang .bjc").style.left = (clientWidth - 240)/2 + "px"; document.querySelector("#guaJiang .guaCanvas").style.left = (clientWidth - 240)/2 + "px"; } // 得到画笔 var cvs = document.getElementById("myCanvas"), ctx = cvs.getContext("2d"), touchRadius = 10; // 默认手指触摸半径,可以自定义设置 // 默认填充灰色来遮住文字 ctx.fillStyle = "#ccc"; ctx.fillRect(0, 0, 240, 70); // fillRect,用矩形填充 ctx.font = '15px arial'; ctx.fillStyle = 'white'; ctx.fillText('您获得一次刮奖机会', 56,40); // 画园的方法 // @param { integer } 圆心的x坐标 // @param { integer } 圆心的y坐标 // @param { integer } 圆心半径 // @param { string } 填充的颜色(本例中会通过其余代码设置为‘透明’,所以这个设置可以忽略) var fillCircle = function (x, y, radius, fillColor) { this.fillStyle = fillColor || "#eee"; this.beginPath(); this.moveTo(x-90, y-300); this.arc(x-90, y-300, radius, 0, Math.PI * 2, false); // 标准画圆 this.fill(); }; // 得到涂抹的百分比 var getTransparentPercent = function (ctx, width, height) { var imgData = ctx.getImageData(0, 0, width, height), // 得到canvas的像素信息 pixles = imgData.data, transPixs = []; for (var i = 0, j = pixles.length; i < j; i += 4) { // 因为存储的结构为[R, G, B, A],所以要每次跳4个长度 var a = pixles[i + 3]; // 拿到存储alpha通道的值 if (a === 0) { // alpha通道为0,就代表透明 transPixs.push(i); } } return (transPixs.length / (pixles.length / 4) * 100).toFixed(2); } // 需要判断是PC还是手机 var device = /android|webos|iphone|ipad|ipod|blackberry|iemobile|opera mini/i.test(navigator.userAgent.toLowerCase()), clickEvtName = device ? 'touchstart' : 'mousedown', moveEvtName = device ? 'touchmove' : 'mousemove'; // 判断是不是开始触摸等 if (!device) { var isMouseDown = false; document.addEventListener('mouseup', function (e) { isMouseDown = false; }, false); } else { document.addEventListener("touchmove", function (e) { if (isMouseDown) { e.preventDefault(); } }, false); document.addEventListener('touchend', function (e) { isMouseDown = false; }, false); } // 开始移动 cvs.addEventListener(clickEvtName, function (e) { isMouseDown = true; var x = (device ? e.touches[0].clientX : e.clientX); var y = (device ? e.touches[0].clientY : e.clientY); ctx.globalCompositeOperation = 'destination-out'; // 关键部分,描述当在canvas上再次绘画时候的情况,这个设置便是之前所说的透明 fillCircle.call(ctx, x, y, touchRadius); console.log("当前涂抹比例为:" + getTransparentPercent(ctx, 240, 70)); }, false); // 移动中 cvs.addEventListener(moveEvtName, function (e) { if (!device && !isMouseDown) { return false; } var x = (device ? e.touches[0].clientX : e.clientX); var y = (device ? e.touches[0].clientY : e.clientY); ctx.globalCompositeOperation = 'destination-out'; fillCircle.call(ctx, x, y, touchRadius); console.log("当前涂抹比例为:" + getTransparentPercent(ctx, 240, 70)); }, false);
运行之后的效果图
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