so i have a canvas element that displays some values, i use window.requestAnimationFrame
to update the canvas. Now i would like to add an animated line that would loop over the canvas. This is how my canvas looks and this is the code for the line so far:
this.ctx.lineWidth = 1;
this.ctx.strokeStyle = 'rgba(47, 48, 63, 0.3)';
this.ctx.setLineDash([]);
this.ctx.beginPath()
this.ctx.rect(0, 0, this.canvasWidth, this.canvasHeight)
this.ctx.beginPath()
this.ctx.lineWidth = 5 * this.ratio;
this.ctx.strokeStyle = this._gradient
let topEdge = this._loaderX + this._loaderWidth;
this.ctx.moveTo(this._loaderX, 0);
this.ctx.lineTo(topEdge, 0);
let bottomLeftEdge = topEdge > this.canvasWidth ? topEdge - this.canvasWidth : -this._loaderWidth;
this.ctx.moveTo(this.canvasWidth, bottomLeftEdge)
this.ctx.lineTo(this.canvasWidth, bottomLeftEdge + this._loaderWidth)
this.ctx.stroke()
this._loaderX += 5;
But the problem occurs when the line gets to the edge, it doesn't make a seamless transition, not sure how should i proceed.
property vector2d firstPoint: Qt.vector2d(lineWidth / 2, 0)
property vector2d secondPoint: Qt.vector2d(width, lineWidth / 2)
property int lineWidth: 5 * width / height
property int _loaderWidth: width / 2
onPaint:
{
var ctx = getContext("2d")
ctx.reset()
ctx.beginPath()
ctx.lineWidth = lineWidth
ctx.strokeStyle = "green"
var topEdge = this.firstPoint.x + _loaderWidth;
ctx.moveTo(this.firstPoint.x, lineWidth / 2);
ctx.lineTo(topEdge, lineWidth / 2);
var bottomLeftEdge = topEdge > this.width ? topEdge - width : -_loaderWidth;
ctx.moveTo(this.width - lineWidth / 2, bottomLeftEdge - lineWidth / 2)
ctx.lineTo(this.width - lineWidth / 2, bottomLeftEdge - _loaderWidth)
ctx.stroke()
this.firstPoint.x += 5;
}
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