如何将图像完全放入HTML5画布中

How to fit an image fully into HTML5 canvas?

本文关键字:HTML5 布中 图像      更新时间:2023-11-18

我有一个滑动益智游戏的代码。当我使用500x500像素的图像时,一切都很好,但当我插入一个大图像时,只有图像的左上角是可见的,只有这一部分被划分为16个拼图部分。如何将整个图像放在画布上?

      <!DOCTYPE html>
<html><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
  <meta charset="utf-8">
  <style>
  .picture {
    border: 1px solid black;
  }
  </style>
</head>
<body>
  <div id="title">
    <h2>Sliding Puzzle</h2>
  </div>
  <div id="slider">
    <form>
      <label>Easy</label>
      <input type="range" id="scale" value="4" min="3" max="5" step="1">
      <label>Hard</label>
    </form>
    <br>
  </div>
  <div id="main" class="main">
    <canvas id="puzzle" width="500px" height="500px"></canvas>
  </div>
  <script>
  var context = document.getElementById('puzzle').getContext('2d');
var img = new Image();
img.src = 'http://www.antilimit.com/nature/i/37.jpg';
img.addEventListener('load', drawTiles, false);
var boardSize = document.getElementById('puzzle').width;
var tileCount = 4
var tileSize = boardSize / tileCount;
var clickLoc = new Object;
clickLoc.x = 0;
clickLoc.y = 0;
var emptyLoc = new Object;
emptyLoc.x = 0;
emptyLoc.y = 0;
var solved = false;
var boardParts;
setBoard();
document.getElementById('scale').onchange = function() {
  tileCount = this.value;
  tileSize = boardSize / tileCount;
  setBoard();
  drawTiles();
};
document.getElementById('puzzle').onclick = function(e) {
  clickLoc.x = Math.floor((e.pageX - this.offsetLeft) / tileSize);
  clickLoc.y = Math.floor((e.pageY - this.offsetTop) / tileSize);
  if (distance(clickLoc.x, clickLoc.y, emptyLoc.x, emptyLoc.y) == 1) {
    slideTile(emptyLoc, clickLoc);
    drawTiles();
  }
  if (solved) {
    setTimeout(function() {alert("You solved it!");}, 500);
  }
};
function setBoard() {
  boardParts = new Array(tileCount);
  for (var i = 0; i < tileCount; ++i) {
    boardParts[i] = new Array(tileCount);
    for (var j = 0; j < tileCount; ++j) {
      boardParts[i][j] = new Object;
      boardParts[i][j].x = (tileCount - 1) - i;
      boardParts[i][j].y = (tileCount - 1) - j;
    }
  }
  emptyLoc.x = boardParts[tileCount - 1][tileCount - 1].x;
  emptyLoc.y = boardParts[tileCount - 1][tileCount - 1].y;
  solved = false;
}
function drawTiles() {
  context.clearRect ( 0 , 0 , boardSize , boardSize );
  for (var i = 0; i < tileCount; ++i) {
    for (var j = 0; j < tileCount; ++j) {
      var x = boardParts[i][j].x;
      var y = boardParts[i][j].y;
      if(i != emptyLoc.x || j != emptyLoc.y || solved == true) {
        context.drawImage(img, x * tileSize, y * tileSize, tileSize, tileSize,
            i * tileSize, j * tileSize, tileSize, tileSize);
      }
    }
  }
}
function distance(x1, y1, x2, y2) {
  return Math.abs(x1 - x2) + Math.abs(y1 - y2);
}
function slideTile(toLoc, fromLoc) {
  if (!solved) {
    boardParts[toLoc.x][toLoc.y].x = boardParts[fromLoc.x][fromLoc.y].x;
    boardParts[toLoc.x][toLoc.y].y = boardParts[fromLoc.x][fromLoc.y].y;
    boardParts[fromLoc.x][fromLoc.y].x = tileCount - 1;
    boardParts[fromLoc.x][fromLoc.y].y = tileCount - 1;
    toLoc.x = fromLoc.x;
    toLoc.y = fromLoc.y;
    checkSolved();
  }
}
function checkSolved() {
  var flag = true;
  for (var i = 0; i < tileCount; ++i) {
    for (var j = 0; j < tileCount; ++j) {
      if (boardParts[i][j].x != i || boardParts[i][j].y != j) {
        flag = false;
      }
    }
  }
  solved = flag;
}
  </script>

</body></html>

您在示例中使用的图像是1000px乘1000px,因此将其划分为16个瓦片需要将每个图像分割为16个部分,其中每个部分将是250px乘250px。目前,您使用的是16个部分,每个部分都是125像素乘125像素,因此您只复制图像的左上角四分之一。

拍摄宽度为W、高度为H的矩形图像,然后从左上角开始,如果W<H或imgSize=H,如果H

您可以找到缩放因子imgScale=imgSize/500

在您的示例中,imgSize=1000,因此imgScale=2,因此您希望复制两倍于平铺宽度和高度的部分

将drawTiles功能更改为

function drawTiles() {
  var imgSize=Math.min(img.width,img.height);
  var imgScale=imgSize/500;     
  context.clearRect ( 0 , 0 , boardSize , boardSize );
  for (var i = 0; i < tileCount; ++i) {
    for (var j = 0; j < tileCount; ++j) {
      var x = boardParts[i][j].x;
      var y = boardParts[i][j].y;
      if(i != emptyLoc.x || j != emptyLoc.y || solved == true) {
        context.drawImage(img, x * tileSize*imgScale, y * tileSize*imgScale, tileSize*imgScale, tileSize*imgScale,
            i * tileSize, j * tileSize, tileSize, tileSize);
      }
    }
  }
}

这是一个jsfiddle