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带有多个图标的 Google Maps API 标记

[英]Google Maps API markers with multiple icons

I'd like to implement a complex marker using the Google Maps JavaScript API that combines both a static image (PNG file) as well as an image that is editable "on the fly", such as SVG.我想使用 Google Maps JavaScript API 实现一个复杂的标记,该 API 结合了静态图像(PNG 文件)和可“动态”编辑的图像,例如 SVG。 This is what I'm aiming for:这就是我的目标:

谷歌地图标记 PNG + SVG

I have already built the "soldier" as a PNG file marker and that all works well.我已经将“士兵”构建为 PNG 文件标记,并且一切正常。 However, I can't seem to find a way to add more than one element to a marker's "icon" property.但是,我似乎找不到将多个元素添加到标记的“图标”属性的方法。 I have read all of the Google Maps API documentation, reference and examples and looked at this link:我已阅读所有 Google Maps API 文档、参考和示例,并查看了此链接:

How to place multiple icons for Google map markers in v3? 如何在 v3 中为 Google 地图标记放置多个图标?

That link doesn't seem to help exactly, because I want the red bar under the soldier to be dynamically changed as it represents the soldier's health.该链接似乎并没有完全帮助,因为我希望士兵下方的红条能够动态更改,因为它代表士兵的健康状况。

Does anyone have a working solution?有没有人有一个可行的解决方案? I don't mind if it doesn't use SVG and uses CSS or even Canvas, as long as it presents a simple rectangle who's length can be dynamically adjusted.我不介意它不使用SVG并使用CSS甚至Canvas,只要它呈现一个长度可以动态调整的简单矩形即可。

Thank you.谢谢。

One option would be to use two separate markers, bound together (if you need to move them):一种选择是使用两个单独的标记,绑定在一起(如果您需要移动它们):

var soldier = new google.maps.Marker({
  position: map.getCenter(),
  map: map,
  draggable: true,
  icon: { url: "http://www.geocodezip.com/mapIcons/greenSoldier.png",
   scaledSize: new google.maps.Size(32,48)
  }
});
var health = new google.maps.Marker({
  position: soldier.getPosition(),
  map: map,
  icon: { path: "M 100 100 L 150 100 L 150 110 L 100 110 z",
  scale: 0.5,
  fillColor: "red",
  fillOpacity: 1.0,
  strokeColor: "black",
  strokeWeight: 2,
  anchor: new google.maps.Point(125,110)
  }
});
health.bindTo("position", soldier);

proof of concept fiddle概念证明小提琴

结果地图的截图

code snippet:代码片段:

 function initialize() { var map = new google.maps.Map( document.getElementById("map_canvas"), { center: new google.maps.LatLng(37.4419, -122.1419), zoom: 13, mapTypeId: google.maps.MapTypeId.ROADMAP }); var soldier = new google.maps.Marker({ position: map.getCenter(), map: map, draggable: true, icon: { url: "https://www.geocodezip.net/mapIcons/greenSoldier.png", scaledSize: new google.maps.Size(32, 48) } }); var health = new google.maps.Marker({ position: soldier.getPosition(), map: map, icon: { path: "M 100 100 L 150 100 L 150 110 L 100 110 z", scale: 0.5, fillColor: "green", fillOpacity: 1.0, strokeColor: "black", strokeWeight: 2, anchor: new google.maps.Point(125, 110) } }); health.bindTo("position", soldier); setInterval(changeLength, 5000); var idx = 0; function changeLength() { var icon = health.getIcon(); icon.fillColor = colors[(idx) % colors.length]; icon.path = lengths[(idx++) % lengths.length]; health.setIcon(icon); } } google.maps.event.addDomListener(window, "load", initialize); var colors = ["green", "green", "yellow", "red"]; var lengths = ["M 100 100 L 150 100 L 150 110 L 100 110 z", "M 100 100 L 140 100 L 140 110 L 100 110 z", "M 100 100 L 130 100 L 130 110 L 100 110 z", "M 100 100 L 120 100 L 120 110 L 100 110 z" ]
 html, body, #map_canvas { height: 100%; width: 100%; margin: 0px; padding: 0px }
 <script src="https://maps.googleapis.com/maps/api/js?key=AIzaSyCkUOdZ5y7hMm0yrcCQoCvLwzdM6M8s5qk"></script> <div id="map_canvas"></div>

As promised, I've included my complete, working code.正如所承诺的那样,我已经包含了我完整的工作代码。 This function draws a marker as a canvas image.此函数将标记绘制为画布图像。 The soldier and his health bar are drawn separately, as the soldier is usually static (unless we want to animate him which we can do through canvas) but the health bar changes when he gets hit.士兵和他的生命条是分开绘制的,因为士兵通常是静态的(除非我们想为他设置动画,我们可以通过画布来做)但是当他被击中时,生命条会发生变化。 I've tested the code in my game and it's working perfectly.我已经在我的游戏中测试了代码,它运行良好。

geocodezip, I didn't end up going with your suggestion for the main reason of not wanting to double the number of markers in the game for performance reasons. geocodezip,我最终没有采纳您的建议,主要原因是出于性能原因不想将游戏中的标记数量增加一倍。 A player can have hundreds of units in the game, and there can be hundreds of players at any one time, so doubling the markers to achieve what I wanted could have impacted performance.一个玩家可以在游戏中拥有数百个单位,并且任何时候都可能有数百个玩家,因此将标记加倍以实现我想要的效果可能会影响性能。 Your code is great though, and I may use it in situations where doubling markers wouldn't have an impact on performance.不过,您的代码很棒,我可能会在加倍标记不会对性能产生影响的情况下使用它。

Code below:代码如下:

function createUnitMarker(latLng, unitData) {
    var img = new Image();
    img.crossOrigin = "Anonymous";
    img.src = 'http://yourservername.com/' + unitData.icon;

    img.onload = function() {
        // google maps markers can only be created inside the onload function, otherwise nothing is drawn

        // source: GitHub, viktorkelemen/Custom canvas google maps marker
        // create the marker and all associated elements
        var canvas, context;
        var color = "blue";
        var healthBar = { // this object controls aspects of the unit health bar
            width: 62,
            height: 10,
            x: 5,
            y: 82
        }

        canvas = document.createElement("canvas");
        context = canvas.getContext("2d");

        canvas.width = unitData.width;
        canvas.height = unitData.height;

        function drawBar(percent, color) {
            // this function draws the unit health bar

            // colours the health bar background grey
            context.fillStyle = "gray";
            context.fillRect(healthBar.x, healthBar.y, healthBar.width, healthBar.height);

            // fills the health bar with the passed colour, or empty it if the unit dies
            if (typeof percent == undefined || percent == null || percent == NaN) {
                percent = 100;
            }

            if (typeof color == undefined || color == null || color == NaN) {
                color = "green";
            }

            // we want to ensure that the health bar fill is always contained within the health bar width
            var width = Math.min(percent * healthBar.width, healthBar.width);
            width = Math.max(width, 0);

            // colour-code the health bar depending on health
            if (percent < 0.4) {
                color = "red";
            }

            else if (percent < 0.7) {
                color = "orange";
            }

            else {
                color = "green";
            }

            context.fillStyle = color;
            context.fillRect(healthBar.x, healthBar.y, width, healthBar.height);

            // places a black stroke around the health bar for greater visibility
            context.lineWidth = 2;
            context.strokeStyle = "black";
            context.strokeRect(healthBar.x, healthBar.y, healthBar.width, healthBar.height);
        }

        function drawIcon(img, width, height) {
            // this function draws the unit

            if (typeof img === "undefined" || img === null || img === "" || img === NaN) {
                img = img;
            }

            if (typeof width === "undefined" || width === null || width === "" || width === NaN) {
                width = unitData.width;
            }

            if (typeof height === "undefined" || height === null || height === "" || height === NaN) {
                height = unitData.height;
            }

            context.clearRect(0, 0, width, height);

            // save the canvas context
            context.save();

            // draw the image
            context.drawImage(img, 0, 0);

            context.restore();
        }

        drawIcon(img, unitData.width, unitData.height);

        // create an icon based on the png we want to use
        var icon = {
            url: canvas.toDataURL(),
            size: new google.maps.Size(unitData.width, unitData.height), // the dimensions in pixels of the marker image
            origin: new google.maps.Point(0, 0), // the origin for this image, where top left is (0, 0)
            labelOrigin: new google.maps.Point(25, 40), // the position of the label relative to the icon
            anchor: new google.maps.Point(unitData.width / 2, unitData.height / 2) // the anchor for this image, or where the "base point" is located
        }

        // this is the key unit object. it should store all information directly related to this unit
        var marker = new google.maps.Marker({
            position: latLng, // the lat/lon where the marker is drawn
            label: {
                color: "yellow",
                fontFamily: "Oswald",
                fontSize: "20px",
                fontWeight: "bold", // use CSS font-weight properties
                text: unitData.unit_ID.toString(),
                visibility: "hidden"
            },
            title: "Infantry", // title on hover
            icon: icon, // the icon to be drawn, using an image file or canvas
            animation: google.maps.Animation.DROP, // a bit of flair :)
            // every element below this point is game-specific and not part of the google maps api
            unitID: unitData.unit_ID, // the unique unit id for this unit as returned by the server
            etc: 0
        });

        // to add the marker to the map, call setMap()          
        marker.setMap(gv.map);

        // draw the health bar last so that it's always on top, and after we know the unit's current/max health
        var healthPercent = marker.current_health / marker.max_health;
        drawBar(healthPercent);

        // these are the key commands required every time we need to re-draw something on the unit
        icon.url = canvas.toDataURL(); // re-draws the canvas, usually because we have changed something above this line
        icon = JSON.parse(JSON.stringify(icon)); // stringifies the icon properties
        marker.setIcon(icon); // applies the changed icon properties to the icon

        marker.addListener('label_changed', function() {
            // this listener is intended to update the unit's health bar on attack. it's a bit of a hack as it relies on changes to the marker's label to fire an event. other options are changing a marker's title, or writing a custom event (which is more involved)
            // draw the health bar last so that it's always on top, and after we know the unit's current/max health
            healthPercent = this.current_health / this.max_health;
            drawBar(healthPercent);

            icon = {
                url: canvas.toDataURL(),
                size: new google.maps.Size(unitData.width, unitData.height), // the dimensions in pixels of the marker image
                origin: new google.maps.Point(0, 0), // the origin for this image, where top left is (0, 0)
                labelOrigin: new google.maps.Point(25, 40), // the position of the label relative to the icon
                anchor: new google.maps.Point(unitData.width / 2, unitData.height / 2) // the anchor for this image, or where the "base point" is located
            }

            // all we want to do is change the icon url, but we can't just pass it to setIcon as it will lose the other icon properties. instead, we clone the icon object and change the url in the clone, passing it to setIcon when selected
            icon = JSON.parse(JSON.stringify(icon));

            this.setIcon(icon);
        });
    }
}

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