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canvas画饼图(四) 饼图动画

canvas画饼图(四) 饼图动画

作者: Viewwei | 来源:发表于2021-03-21 12:18 被阅读0次
  • 饼图的动画
    饼图的动画主要有两个:一个是刚开始的饼图由小到大,鼠标到饼图上面饼图,饼图变大或者变小
  • 实现思路
    饼图变大变小完全有半径决定.调用requestAnimationFrame反复调用,在画图中需要添加 realRad,实际半径,expendRad 扩大半径,同时需要定义 state 来判断当前的行为是初始化还是鼠标在饼图上面和离开饼图的行为
    完整代码如下
<!DOCTYPE html>
<html>
    <head>
        <meta charset="utf-8">
        <title>饼图</title>
        <style>
            body {
                margin: 0;
                overflow: hidden
            }

            #canvas {
                background: antiquewhite;
            }
        </style>
    </head>
    <body>
        <canvas id="canvas"></canvas>
    </body>
    <script>
        const [width, height] = [window.innerWidth, window.innerHeight];
        const canvas = document.getElementById("canvas")
        canvas.width = width
        canvas.height = height
        const ctx = canvas.getContext("2d")
        class Tip {
            constructor() {
                this.x = 0
                this.fontSize = 15
                this.y = 0
                this.text = "数据"
                this.show = true
            }
            draw(ctx) {
                const {
                    x,
                    y,
                    fontSize,
                    text,
                    show,
                } = this
                const [padW, padH] = [15, 8]
                if (!show) {
                    return
                }
                ctx.save()
                //  设置文字的大小和字体
                ctx.font = `${fontSize}px arial`
                //  计算文字的宽度
                const {
                    width
                } = ctx.measureText(text)
                // 设置颜色
                ctx.fillStyle = 'rgba(0,0,0,0.6)';
                ctx.fillRect(x, y, width + padW * 2, fontSize + padH * 2);
                ctx.textBaseline = 'top';
                ctx.fillStyle = '#fff';
                ctx.fillText(text, x + padW, y + padH);
                ctx.restore();
            }
        }
        class Sector {
            constructor(radius = 100, startAngle = 0, endAngle = Math.PI / 2, color = 'chocolate') {
                this.radius = 0 //半径
                this.startAngle = startAngle
                this.endAngle = endAngle
                this.color = color
                this.x = 0
                this.y = 0
                this.text = "标签文字"
                this.data = 1000
                this.textAlign = 'left'
                this.p1 = {
                    x: 0,
                    y: 0,
                    d: 20
                };
                this.p2 = {
                    x: 0,
                    y: 0,
                    d: 70
                };
                this.p3 = {
                    x: 0,
                    y: 0,
                    d: 20
                };
                this.p4 = {
                    x: 0,
                    y: 0,
                    d: 10
                };
                this.realRadius = radius //代表实际半径
                this.expendRadius = radius+20 //代表扩展的长度
                
                this.state = 0 //代表模式
                this.vr = 0 // 计算出来的半径
                this.ar = 0.03 //半径加速度
                this.bound = 0.6 //弹性速度
            }
            // 画线
            draw(ctx) {
                const {
                    x,
                    y,
                    radius,
                    startAngle,
                    endAngle,
                    textAlign,
                    color,
                    text,
                    p1,
                    p2,
                    p3,
                    p4
                } = this
                ctx.save()
                ctx.beginPath()
                ctx.fillStyle = color
                ctx.moveTo(x, y)
                ctx.arc(x, y, radius, startAngle, endAngle)
                ctx.fill()
                //  开始画引导线
                ctx.beginPath()
                ctx.moveTo(p1.x, p1.y)
                ctx.lineTo(p2.x, p2.y)
                ctx.lineTo(p3.x, p3.y)
                ctx.stroke()
                ctx.save()
                ctx.fillStyle = "000"
                ctx.font = "14px arail"
                ctx.textAlign = textAlign
                ctx.textBaseline = 'middle'
                ctx.fillText(text, p4.x, p4.y)
                ctx.restore()
            }
            //  设置引导文字
            updatePoints() {
                const {
                    startAngle,
                    endAngle,
                    x,
                    y,
                    p1,
                    p2,
                    p3,
                    p4,
                    realRadius
                } = this
            const   radius = realRadius
                const dir = (startAngle + endAngle) / 2
                // p1 点
                const p1R = radius + p1.d
                p1.x = Math.cos(dir) * p1R + x
                p1.y = Math.sin(dir) * p1R + y
                // p2 点
                const p2R = radius + p2.d
                p2.x = Math.cos(dir) * p2R + x
                p2.y = Math.sin(dir) * p2R + y
                //  p3 点
                let n = 1
                if (p1.x < x) {
                    //  说明线条在左侧, 在左侧
                    this.textAlign = "right"
                    n = -1
                }
                p3.x = p2.x + p3.d * n
                p3.y = p2.y

                p4.x = p3.x + p4.d * n
                p4.y = p3.y
            }
            updateRad(diff){
                const {realRadius,state,expendRadius}  = this
                switch(state){
                    case 0:
                        this.expand(diff,realRadius)
                    break
                    case 1:
                    // 鼠标在饼图上面,需要放大
                        this.expand(diff,expendRadius)
                    break
                    case 2:
                    //  鼠标离开饼图,需要缩小
                        this.shrink(diff,realRadius)
                    break
                }
            }
            expand(diff,endR){
                const {ar,bound} = this
                this.vr += ar 
                this.radius += this.vr *diff
                if (this.radius > endR){
                    this.radius = endR
                    this.vr *=-bound 
                }
            }
            shrink(diff,endR){
                const {ar,bound} = this
                this.vr -= ar 
                this.radius += this.vr *diff
                if (this.radius < endR){
                    this.radius = endR
                    this.vr *=-bound 
                }
            }
        }
        const item = new Sector()
        item.x = 400
        item.y = 300
        // item.radius = 100
        item.endAngle = Math.PI * 3 / 2
        item.updatePoints()
        // item.draw(ctx)
        const tip = new Tip()
        canvas.addEventListener('mousemove', (event) => {
            const mousePos = getMousePost(event)
            const result = containPoint(item, mousePos)
            if (result) {
                tip.show = true
                tip.text = item.data
                tip.x = mousePos.x + 20
                tip.y = mousePos.y + 20
                item.state = 1
            } else {
                tip.show = false
                item.state = 2
            }
            // render()

        })
        let time = new Date()
         render()
        function render() {
            let now = new Date()
            const diff = now -time
            time = now
            ctx.clearRect(0, 0, canvas.width, canvas.height)
            item.updateRad(diff)
            item.draw(ctx)
            tip.draw(ctx)
            // if (item.radius != item.realRadius){
                    requestAnimationFrame(render);
            // }
            
        }
        
        // clientX,clientY
        // 判断鼠标在 canvas 的位置
        function getMousePost(event) {
            // 获取鼠标的位置
            const {
                clientX,
                clientY
            } = event
            //  获取 canvas 的边界位置
            const {
                top,
                left
            } = canvas.getBoundingClientRect()
            //  计算鼠标在 canvas 在位置
            const x = clientX - left
            const y = clientY - top
            return {
                x,
                y
            }
        }
        //  判断是不是在 canvas上
        function containPoint(item, mousePos) {
            const {
                x,
                y,
                startAngle,
                endAngle,
                radius
            } = item
            const [subx, suby] = [mousePos.x - x, mousePos.y - y]
            //圆心到鼠标 的位置
            const len = Math.sqrt(subx * subx + suby * suby)
            //判断是否在圆内
            const b1 = len < radius
            // 判断是不是在 startAngle 和 endAngle
            let dir = Math.atan2(suby, subx)
            if (dir < 0) {
                //  代表在圆心的左侧
                dir += Math.PI * 2
            }
            const b2 = (dir >= startAngle && dir < endAngle)
            return b1 && b2

        }
    </script>
</html>

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