I have currently two circles in a <canvas>
tag with HTML5 & JavaScript.
Now I'm trying to add an image (done) that changes based on mouse-over and click.
It's basically an implementation of a play / pause button with an extra color change when the user mouse-overs the button.
I can't seem to figure out how events work on shapes in HTML5 since they are not objects ... Here is my code at the moment :
window.onload = function() {
var canvas = document.getElementsByTagName('canvas')[0];
var context = canvas.getContext('2d');
var centerX = canvas.width / 2;
var centerY = canvas.height / 2;
//Outer circle
context.beginPath();
context.arc(centerX, centerY, 150, 0, Math.PI * 2, false);
context.fillStyle = "#000";
context.fill();
context.stroke();
//Inner cicle
context.beginPath();
context.arc(centerX, centerY, 75, 0, Math.PI * 2, false);
context.fillStyle = "#fff";
context.fill();
context.stroke();
//Play / Pause button
var imagePlay = new Image();
var imageHeight = 48/2;
imagePlay.onload = function() {
context.drawImage(imagePlay, centerX - imageHeight, centerY - imageHeight);
};
imagePlay.src = "images/play.gif";
}
How to handle events on shapes created with <canvas>
?
How to clean-up / remove images on the <canvas>
when replacing it with another one?
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