JavaScript 点击时描边填充

JavaScript stroke fill on click

我正在努力使 canvas 上的图像有可能在其上方有一个低不透明度的框,以显示它已被选中。所以我需要一个 onclick 函数,但我不知道该怎么做。有什么建议吗?如果有人能指出正确的方向,让我知道如何让盒子也跳动,我将不胜感激。

                var image1 = new Kinetic.Image({
                    image: imageObj,
                    x: xposition,
                    y: yposition,
                    width: width,
                    height: height,
                    stroke: 'blue',
                    srokeFill: 'red',
                    strokeWidth: 5,
                    draggable: true,
                    dragBoundFunc: function (pos) {
                       if (pos.x < this.minX)
                            this.minX = pos.x;
                        return {
                            x: pos.x,
                            y: this.getAbsolutePosition().y                                 
                        }
                    }


                });

                layer.on('mouseover', function (evt) {
                    var shape = evt.target;
                    document.body.style.cursor = 'pointer';
                    shape.strokeEnabled(true);
                    layer.draw();
                });

                layer.on('mouseout', function (evt) {
                    var shape = evt.target;
                    document.body.style.cursor = 'default';
                    shape.strokeEnabled(false);
                    layer.draw();

                });

在 canvas 上制作可点击区域时,您需要这样做。

- Create a redraw function.
- Find the mouse point inside of canvas.
- Do collision detection on the mouse point and region.

更新:添加了多个可点击区域。

// x1, y1, x2, y2, clicked
var boxes = [{
  x1: 10,
  y1: 10,
  x2: 110,
  y2: 110,
  clicked: false
}, {
  x1: 120,
  y1: 10,
  x2: 220,
  y2: 110,
  clicked: false
}];

function go() {
  var can = document.getElementById('can');
  var ctx = can.getContext('2d');
  var w = can.width;
  var h = can.height;

  makeNoise(ctx);

  var imageData = ctx.getImageData(0, 0, w, h);
  var mx = 0;
  var my = 0;

  $('#can').mousemove(function(event) {
    var offset = $(this).offset();
    mx = event.pageX - offset.left;
    my = event.pageY - offset.top;
    redraw();
  });

  $('#can').click(function(event) {
    var offset = $(this).offset();
    mx = event.pageX - offset.left;
    my = event.pageY - offset.top;

    for (var i = 0, len = boxes.length; i < len; i++) {
      var b = boxes[i];
      if (hit(b.x1, b.y1, b.x2, b.y2)) {
        b.clicked = !b.clicked;
      }
    }

    redraw();
  });

  function redraw() {
    // Draw the original image
    ctx.putImageData(imageData, 0, 0);
    // Draw the clickable region

    for (var i = 0, len = boxes.length; i < len; i++) {
      drawBox(boxes[i]);
    }
    // Draw the mouse. Probably only needed when testing
    // mouse location.
    drawMouse();
  }

  redraw();

  // Collision dection of a square against mouse point.
  // square points x1,y1 must be less than x2,y2
  function hit(x1, y1, x2, y2) {
    if (mx < x1 || my < y1 || mx > x2 || my > y2) return false;
    return true;
  }

  function drawMouse() {
    ctx.moveTo(mx, my);
    ctx.fillStyle = "yellow";
    ctx.beginPath();
    ctx.arc(mx, my, 5, 0, Math.PI * 360);
    ctx.fill();
  }

  function drawBox(b) {

    if (b.clicked) {
      // Mouse clicked.
      ctx.fillStyle = "rgba(255,0,255,.5)"
    } else if (hit(b.x1, b.y1, b.x2, b.y2)) {
      // Mouse Over
      ctx.fillStyle = "rgba(255,255,255,.5)"
    } else {
      // Mouse Out
      ctx.fillStyle = "red";
    }

    ctx.fillRect(b.x1, b.y1, b.x2 - b.x1, b.y2 - b.y1);

  }
}

// Fill a canvas context with noise.
function makeNoise(ctx) {
  var can = ctx.canvas;
  var imageData = ctx.getImageData(0, 0, can.width, can.height);
  var d = imageData.data;
  for (var i = 0, len = d.length; i < len; i += 4) {
    d[i] = d[i + 1] = d[i + 2] = (Math.random() * 8) << 4;
    d[i + 3] = 255;
  }
  ctx.putImageData(imageData, 0, 0);
}

go();
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<canvas id="can" width="400" height="300"></canvas>