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Example code for drawing animated clock on canvas

巴扎黑
Release: 2017-07-24 14:31:30
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1546 people have browsed it

I have plenty of time today, so on a whim, I would like to share a small example of html5 with you. I hope to show a small case to the "children's shoes" who have just learned html5 or have not learned html5 and are preparing to learn it. I hope it will be helpful to your learning. ! What a master! Please skip it!

I tried the waters and drew a clock, which is slightly different from the MDN example. I work it by myself!

<!DOCTYPE html>
<html lang="en">
<head><meta charset="UTF-8">
<title>Title</title>
</head><body onload="draw()">
<canvas id="canvas" width="300" height="300">
</canvas>
<script>
function init()
{
var ctx = document.getElementById('canvas').getContext('2d');

        ctx.save();
        ctx.clearRect(0,0,300,300);
        ctx.translate(150,150);
        ctx.lineWidth = 4;
        ctx.strokeStyle = "#a77";
        ctx.beginPath();
        ctx.arc(0,0,100,0,Math.PI*2,true);
        ctx.stroke();
        ctx.rotate(-Math.PI/2);//minute mark        ctx.save();for(var i = 0;i<60;i++){if(i%5 != 0){
                ctx.beginPath();
                ctx.moveTo(90,0);
                ctx.lineTo(94,0);
                ctx.stroke();
            }
            ctx.rotate(Math.PI/30);        }
        ctx.restore();//hour mark        ctx.save();for(var i=1;i<=12;i++){
            ctx.beginPath();
            ctx.moveTo(85,0);
            ctx.lineTo(95,0);
            ctx.stroke();
            ctx.rotate(Math.PI/6);        }
        ctx.restore();
        window.requestAnimationFrame(clock);
    }function clock() {var ctx = document.getElementById(&#39;canvas&#39;).getContext(&#39;2d&#39;);var now = new Date();var sec = now.getSeconds();var min = now.getMinutes();var hr = now.getHours();
        hr = hr>=12 ? hr-12 : hr;

        ctx.beginPath();
        ctx.arc(0,0,82,0,Math.PI*2,false);
        ctx.clip();
        ctx.clearRect(-90,-90,180,180);//write hour        ctx.save();
        ctx.lineWidth = 6;
        ctx.rotate(hr*Math.PI/6 + min*Math.PI/360 + sec*Math.PI/21600);        ctx.beginPath();
        ctx.moveTo(0,0);
        ctx.lineTo(50,0);
        ctx.stroke();
        ctx.restore();//write minute        ctx.save();
        ctx.lineWidth = 3;
        ctx.rotate(min*Math.PI/30 + sec*Math.PI/1800);
        ctx.beginPath();
        ctx.moveTo(0,0);
        ctx.lineTo(65,0);
        ctx.stroke();
        ctx.restore();//write second        ctx.save();
        ctx.lineWidth = 1;
        ctx.rotate(sec*Math.PI/30);        ctx.beginPath();
        ctx.moveTo(0,0);
        ctx.lineTo(80,0);
        ctx.stroke();
        ctx.restore();

        window.requestAnimationFrame(clock);
    }

    init();
    </script>
    </body>
    </html>
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Here is an example page of MDN: Click me click me

The difference from the MDN example is that MDN has to redraw the entire clock every time, while my approach separates the clock dial from the three hands, and only needs to redraw the hands.

I think there are two difficulties here: one is to calculate the angle of the hour and minute hands (when the minute hand moves, the hour hand will also move at some angle). One is the area where the pointer is redrawn.

canvasRendingContext2D.rotate(angle)

Here Math.PI is a semicircle, and the semicircle has 6 hours, so Math.PI /6 is the arc traveled by the hour hand in one hour.

Because the minute hand completes one revolution, the hour hand completes 1/12 revolutions, so the arc traveled by the hour hand relative to the minute can be calculated as follows: Math.PI*2/60*12 =>Math.PI /360

The second hand is the same.

Second, redraw the pointer.

If you do not redraw the hands, after 1 minute, you will get a clock full of 360-degree second hands. Like this:

#So how can we redraw the area of ​​​​the pointer part?

I thought of cropping. Then redraw the clipped area.

That’s OK! (La la la la la, dance la la la la~~~)

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