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동적 레이다 차트를 만들고 있는데, 코드를 검토 한 후 동료 SO 멤버의 권고를 따랐습니다. 강조의 지점을 이동하는 가정입니다, 당신이 지점을 클릭하면다이나믹 레이더 차트 포인트 추적하기
var canv = document.getElementById('canvas');
var canv1 = document.getElementById('canvas1');
var point_xy = document.getElementById('point_xy');
var tipCanvas = document.getElementById("tip");
var tipCtx = tipCanvas.getContext("2d");
var point_xy_cords = [
[]
];
var pentagon_one = 24;
var pentagon_two = 18;
var pentagon_three = 12;
var pentagon_four = 6;
var pentagon_five = 0;
var circles = [];
var contx = canv.getContext('2d');
var contx1 = canv1.getContext('2d');
var offsetX = canv1.offsetLeft;
var offsetY = canv1.offsetTop;
contx.clearRect(0, 0, canv.width, canv.height);
function drawShape(ctx, x, y, points, radius1, radius2, alpha0) {
//points: number of points (or number of sides for polygons)
//radius1: "outer" radius of the star
//radius2: "inner" radius of the star (if equal to radius1, a polygon is drawn)
//angle0: initial angle (clockwise), by default, stars and polygons are 'pointing' up
var radius_size = radius1;
var i, angle, radius;
if (radius2 !== radius1) {
points = 2 * points;
}
for (var i = 0; i <= 5; i++) {
var temp = [];
contx1.beginPath();
for (var j = 0; j <= 4; j++) {
angle = j * 2 * Math.PI/points - Math.PI/2 + alpha0;
radius = j % 2 === 0 ? radius_size : radius_size;
temp[j] = [(x + radius_size * Math.cos(angle)), (y + radius_size * Math.sin(angle))];
ctx.lineTo(temp[j][0], temp[j][1]);
}
ctx.closePath();
style(ctx);
radius_size = radius_size - 20;
point_xy_cords.push(temp);
}
point_xy.textContent = "[1] = " + point_xy_cords[1] + " y = " + point_xy_cords[1][1];
}
function style(ctx, fill) {
ctx.strokeStyle = "rgba(0, 109, 0, 1)";
ctx.lineWidth = 2;
if (fill) {
ctx.fillStyle = "rgba(74, 157, 33, 0.6)";
ctx.fill();
} else {
ctx.stroke()
}
//contx.fill();
}
var radius = 2;
var Circle = function(x, y, radius) {
this.left = x - radius;
this.top = y - radius;
this.right = x + radius;
this.bottom = y + radius;
this.point_clicked = [];
this.clicked = function(){
points[1][0] = x; //hardcoded part
points[1][1] = y; //hardcoded part
contx1.clearRect(0, 0, canv.width, canv.height);
drawBackgroundPentagons(contx1);
drawMainPentagon(contx1, points);
drawPoints();
}
this.draw = function(ctx) {
//Draw all points
ctx.beginPath();
ctx.arc(x, y, 2, 0, 2 * Math.PI, false);
ctx.lineWidth = 1;
ctx.strokeStyle = "rgba(74, 157, 33, 1)";
ctx.fill();
ctx.stroke();
}
this.containsPoint = function(x,y){
\t return (x < this.right && x > this.left && y > this.top && y < this.bottom);
}
};
//Draw background
function drawBackgroundPentagons(ctx) {
drawShape(ctx, 120, 120, 5, 100, 100, 0);
}
drawBackgroundPentagons(contx1);
//Draw all the points
function drawPoints(){
for (var x = 1; x <= 5; x++){
for (var y = 0; y <= 4; y++){
var circle = new Circle(point_xy_cords[x][y][0], point_xy_cords[x][y][1], 8);
circle.draw(contx1);
circles.push(circle);
}
}
}
drawPoints();
function drawMainPentagon(ctx, points) {
ctx.beginPath();
ctx.moveTo(points[0][0], points[0][1]);
for (var x = 1; x <= 4; x++) {
ctx.lineTo(points[x][0], points[x][1]);
}
style(ctx, "fill");
\t ctx.closePath();
}
points = point_xy_cords[1];
drawMainPentagon(contx1, points);
function handleMouseDown(e, message) {
point_xy.textContent = (message);
}
function getMousePos(canvas, evt) {
var rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top
};
}
canv1.onmousedown = function(e) {
var pos = getMousePos(canv1, e);
var clickedX = pos.x;
var clickedY = pos.y;
var tooltipText = "nothing";
for (var i = 0; i < circles.length; i++) {
var circle = circles[i];
if (circle.containsPoint(clickedX, clickedY)) {
circle.clicked();
return;
}
\t }
tooltip("points[0]", clickedX, clickedY);
};
function tooltip(text, clickedX, clickedY) {
tipCtx.fillStyle = "black";
tipCtx.fillRect(0, 0, canvas.width, canvas.height);
tipCtx.fillStyle = "white";
tipCtx.fillText(text, 5, 10);
tipCanvas.style.left = (clickedX + 15) + "px";
tipCanvas.style.top = (clickedY - 26) + "px";
}
canv1.onmouseover = function(e) {
return null;
}
canv1.onmouseout = function(e) {
return null;
}
canv1.onmousemove = function(e) {
return null;
}
#tip {
left: -200px;
top: 100px;
position: absolute;
float: left;
maxWidth: 200px;
backgroundColor: rgba(0, 0, 0, 0.8);
border: rgba(45, 65, 45, 1);
borderRadius: 5px;
color: #f9f9f9;
fontSize: 14px;
padding: 5px;
textAlign: left;
}
<div id="canvasesdiv" style="position:relative; width:400px; height:300px">
<canvas id="tip" width=100 height=100 style="z-index: 3;"></canvas>
<canvas id="canvas" style="z-index: 1;
position:absolute;
left:10px;
top:10px;
" height="300px" width="400">
This text is displayed if your browser does not support HTML5 Canvas.
</canvas>
<canvas id="canvas1" style="z-index: 2;
position:absolute;
left:10px;
top:10px;
" height="300px" width="400">
This text is displayed if your browser does not support HTML5 Canvas.
</canvas>
</div>
<div id='point_xy'></div>
:
이 내가 장애물에 충돌 한 올하지만 보인다했습니다 얼마나 멀리입니다 오각형을 클릭 지점으로 가져옵니다. 그것은 강조된 5 각형의 정확한 구석을 이동시키기 위해 어떤 조건을 더할 수 없는지를 제외하고는 작동합니다. 위의 코드에서 필자는 하드 코드하여 어떤 점을 클릭하든 인덱스 0으로 이동합니다.
어느 방향 으로든 감상 할 수 있습니다.