[英]recursive image manipulation (Canvas, HTML5, Javascript)
I'm trying to use Canvas for a fractal algorithm that requires one to draw something, then capture that image, draw some mangled copies of it, then capture that image, etc. I'm running into a problem, though, because toDataURL() seems to be causing a failure in either the clear screen command ("clearRect") or the restore transformation matrix command ("restore"). 我正在尝试使用Canvas进行分形算法,该算法需要先绘制一些东西,然后捕获该图像,绘制其一些变形的副本,然后捕获该图像,等等。但是,由于toDataURL( )似乎导致清除屏幕命令(“ clearRect”)或还原转换矩阵命令(“ restore”)失败。
The code below is intended to draw a black square, then copy the canvas to a variable named “img”, translate down and to the right, then paste “img” to the new position. 下面的代码旨在绘制一个黑色正方形,然后将画布复制到名为“ img”的变量,向下和向右平移,然后将“ img”粘贴到新位置。 The result should be two squares. 结果应为两个正方形。 But instead it's first 1 square, then 2 squares, then 3, then 4 … (Then it goes out of bounds, but presumably it's still copying squares off the page.) 但是取而代之的是它是第一个1平方,然后是2平方,然后是3,然后是4…(然后超出范围,但大概仍在复制页面上的正方形。)
Any help will be greatly, greatly appreciated. 任何帮助将不胜感激。
Here's a link to the code in action: https://www.msu.edu/~brown202/dataURLproblem.html 这是运行中的代码的链接: https : //www.msu.edu/~brown202/dataURLproblem.html
Here's the code: 这是代码:
<html>
<head>
<script type="application/x-javascript">
function draw() {
var canvas = document.getElementById("fractal");
if (canvas.getContext) {
var ctx = canvas.getContext("2d");
var img;
ctx.clearRect(0,0,400,400); // clear the canvas, which measures 400 by 400
ctx.fillRect (0,0,100,100); // draw a square
ctx.save();
img = canvas.toDataURL(); // store the canvas image in "img"
ctx.translate(100,100); // shift picture
ctx.drawImage(img, 0,0); // draw the stored image of the canvas in the new place
ctx.restore();
}
}
function init() {
setInterval(draw,500); // repeat every 500 ms.
}
</script>
</head>
<body onload="init();">
<canvas id="fractal" width="400" height="400">
<p>This animation requires a browser that supports the
<a href="http://www.w3.org/html/wg/html5/">HTML5</a>
<canvas> feature.</p>
</canvas>
</body>
</html>
If you look at the javascript console when your page runs, it's generating errors: 如果您在页面运行时查看javascript控制台,则会生成错误:
Uncaught TypeError: Type error 未捕获的TypeError:类型错误
This is because you're trying to pass a string (the dataURL
version of the image) to drawImage
when the drawImage
function is expecting an image/canvas. 这是因为当drawImage
函数需要图像/画布时,您试图将字符串(图像的dataURL
版本)传递给drawImage
。
The drawImage
function can take in a canvas
element as its argument, which will do what you want. drawImage
函数可以将canvas
元素作为其参数,这将完成您想要的操作。
Instead of doing: 而不是做:
img = canvas.toDataURL();
ctx.drawImage(img, 0,0);
Just do: 做就是了:
ctx.drawImage(canvas, 0,0);
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