// get canvas element.
var elem = document.getElementById('myCanvas');
function collides(rects, x, y) {
var isCollision = false;
for (var i = 0, len = rects.length; i < len; i++) {
var left = rects[i].x, right = rects[i].x+rects[i].w;
var top = rects[i].y, bottom = rects[i].y+rects[i].h;
if (right >= x
&& left <= x
&& bottom >= y
&& top <= y) {
isCollision = rects[i];
}
}
return isCollision;
}
// check if context exist
if (elem && elem.getContext) {
// list of rectangles to render
var rects = [{x: 0, y: 0, w: 50, h: 50},
{x: 75, y: 0, w: 50, h: 50}];
// get context
var context = elem.getContext('2d');
if (context) {
for (var i = 0, len = rects.length; i < len; i++) {
context.fillRect(rects[i].x, rects[i].y, rects[i].w, rects[i].h);
}
}
// listener, using W3C style for example
elem.addEventListener('click', function(e) {
console.log('click: ' + e.offsetX + '/' + e.offsetY);
var rect = collides(rects, e.offsetX, e.offsetY);
if (rect) {
console.log('collision: ' + rect.x + '/' + rect.y);
} else {
console.log('no collision');
}
}, false);
}
You're basically going to have to track where your rectangles are on the canvas, then set up an event listener on the canvas itself. From there you can take the coordinates of the click event and go through all your rectangles to test for 'collisions'.
// get canvas element.
var elem = document.getElementById('myCanvas');
function collides(rects, x, y) {
var isCollision = false;
for (var i = 0, len = rects.length; i < len; i++) {
var left = rects[i].x, right = rects[i].x+rects[i].w;
var top = rects[i].y, bottom = rects[i].y+rects[i].h;
if (right >= x
&& left <= x
&& bottom >= y
&& top <= y) {
isCollision = rects[i];
}
}
return isCollision;
}
// check if context exist
if (elem && elem.getContext) {
// list of rectangles to render
var rects = [{x: 0, y: 0, w: 50, h: 50},
{x: 75, y: 0, w: 50, h: 50}];
// get context
var context = elem.getContext('2d');
if (context) {
for (var i = 0, len = rects.length; i < len; i++) {
context.fillRect(rects[i].x, rects[i].y, rects[i].w, rects[i].h);
}
}
// listener, using W3C style for example
elem.addEventListener('click', function(e) {
console.log('click: ' + e.offsetX + '/' + e.offsetY);
var rect = collides(rects, e.offsetX, e.offsetY);
if (rect) {
console.log('collision: ' + rect.x + '/' + rect.y);
} else {
console.log('no collision');
}
}, false);
}
您也许还可以使用 ART,这是一种用于 HTML5 画布的保留模式矢量绘图 API - 请参阅这个答案< /strong> 了解更多信息。
This is an old question but what was once hard to do when it was posted is now much easier.
There are many libraries that keep track of the position of your objects that were drawn on canvas and handle all of the complexities of handling mouse interactions. See EaselJS, KineticJS, Paper.js or Fabric.js and this comparison of canvas libraries for more.
You can also take a different approach and use Raphaël and gRaphaël
to have a solution that uses SVG and VML instead of canvas and works even on IE6.
Your example changed to use Raphaël would look like this:
I found a way to make this work in mozilla using the clientX,clientY instead of offsetX/offsetY.
Also, if your canvas extends beyond the innerHeight, and uses the scroll, add the window.pageYOffset to the e.clientY. Goes the same way, if your canvas extends beyond the width.
如果你想在画布上支持多个矩形并处理其点击事件,请使用下面的函数......由 Matt King 给出的修改逻辑。
function collides(myRect, x, y) {
var isCollision = false;
for (var i = 0, len = myRect.length; i < len; i++) {
var left = myRect[i].x, right = myRect[i].x+myRect[i].w;
var top = myRect[i].y, bottom = myRect[i].y+myRect[i].h;
if ((left + right) >= x
&& left <= x
&& (top +bottom) >= y
&& top <= y) {
isCollision = json.Major[i];
}
}
}
return isCollision;
}
Please use below function if you want to support more than one rectangle in canvas and handle its click event..... modified logic given by Matt King.
function collides(myRect, x, y) {
var isCollision = false;
for (var i = 0, len = myRect.length; i < len; i++) {
var left = myRect[i].x, right = myRect[i].x+myRect[i].w;
var top = myRect[i].y, bottom = myRect[i].y+myRect[i].h;
if ((left + right) >= x
&& left <= x
&& (top +bottom) >= y
&& top <= y) {
isCollision = json.Major[i];
}
}
}
return isCollision;
}
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评论(5)
您基本上必须跟踪矩形在画布上的位置,然后在画布本身上设置一个事件侦听器。从那里您可以获取单击事件的坐标并遍历所有矩形以测试“碰撞”。
下面是这样做的一个示例: http://jsfiddle.net/9WWqG/2/
html :
javascript:
You're basically going to have to track where your rectangles are on the canvas, then set up an event listener on the canvas itself. From there you can take the coordinates of the click event and go through all your rectangles to test for 'collisions'.
Here's an example of doing just that: http://jsfiddle.net/9WWqG/2/
html:
javascript:
这是一个老问题,但发布时曾经很难做到的事情现在变得容易多了。
有许多库可以跟踪在画布上绘制的对象的位置,并处理处理鼠标交互的所有复杂性。请参阅 EaselJS,
KineticJS,
Paper.js 或
Fabric.js 和这个 画布库比较了解更多信息。
您还可以采取不同的方法并使用
拉斐尔 和 格拉斐尔
拥有一个使用 SVG 和 VML 而不是画布并且甚至可以在 IE6 上运行的解决方案。
您的示例更改为使用 Raphaël 将如下所示:
请参阅 DEMO。
2015 更新
您也许还可以使用 ART,这是一种用于 HTML5 画布的保留模式矢量绘图 API - 请参阅这个答案< /strong> 了解更多信息。
This is an old question but what was once hard to do when it was posted is now much easier.
There are many libraries that keep track of the position of your objects that were drawn on canvas and handle all of the complexities of handling mouse interactions. See EaselJS,
KineticJS,
Paper.js or
Fabric.js and this comparison of canvas libraries for more.
You can also take a different approach and use
Raphaël and gRaphaël
to have a solution that uses SVG and VML instead of canvas and works even on IE6.
Your example changed to use Raphaël would look like this:
See DEMO.
Update 2015
You may also be able to use ART, a retained mode vector drawing API for HTML5 canvas - see this answer for more info.
我找到了一种在 mozilla 中使用 clientX,clientY 而不是 offsetX/offsetY 来完成这项工作的方法。
另外,如果您的画布超出
innerHeight
并使用滚动,请将window.pageYOffset
添加到e.clientY
。如果您的画布超出宽度,则以同样的方式进行。另一个例子在我的 github 上: https://github.com/michaelBenin/fi-test
这里是另一个解释这一点的链接: http://eli.thegreenplace.net/2010/02/13/finding-out-the-mouse-click-position-on-a-canvas-with-javascript/
I found a way to make this work in mozilla using the clientX,clientY instead of offsetX/offsetY.
Also, if your canvas extends beyond the
innerHeight
, and uses the scroll, add thewindow.pageYOffset
to thee.clientY
. Goes the same way, if your canvas extends beyond the width.Another example is at my github: https://github.com/michaelBenin/fi-test
Here is another link that explains this: http://eli.thegreenplace.net/2010/02/13/finding-out-the-mouse-click-position-on-a-canvas-with-javascript/
如果您想在画布中支持多个矩形并处理其单击事件,请使用以下函数以下
是执行此操作的示例: http://jsfiddle.net/BmeKr/1291/
Please use below function if you want to support more than one rectangle in canvas and handle its click event
Here's an example of doing just that: http://jsfiddle.net/BmeKr/1291/
如果你想在画布上支持多个矩形并处理其点击事件,请使用下面的函数......由 Matt King 给出的修改逻辑。
Please use below function if you want to support more than one rectangle in canvas and handle its click event..... modified logic given by Matt King.