Canvas 渲染引擎,支持 SVG,兼容了小程序、小游戏

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Cax

Canvas 2D Rendering Engine

Features Simple API, Lightweight and High performance Support PC and Mobile Canvas 2D Rendering and Mouse and Touch Event Support event of element and element management like DOM Turing complete group nesting system Support clip and clip transformation Built-in Text, Bitmap, Sprite, Graphics and Shape Support SVG Path rendering Support CSS filter Built-in images loader Built-in cross platform motion library → to2to Demo Wechart by Cax Simple Animation Clip Clip Transform Clip Transition To2To Animate Swing Cax + Matter Pie Chart To + Shape Vision Cache Filter SVG Graphics Composite Operation Cax + Dragonbones

→ Demo Source Code

Docs Getting Started Built-in Object Group Method add remove empty replace Stage Method update scaleEventPoint Prop disableMoveDetection moveDetectionInterval Bitmap Prop rect Sprite Method gotoAndPlay gotoAndStop gotoAndPlayOnce Text Method getWidth Graphics Shape Rect Circle Ellipse Element Button Property Transform Alpha CompositeOperation Cursor Fixed Shadow Stage Method destroy Event Motion Clip Custom Object Custom Shape Custom Element Who is using cax? License Getting Started

Get cax through npm or cdn:

npm i cax https://unpkg.com/cax@latest/dist/cax.min.js https://unpkg.com/cax@latest/dist/cax.js

Usage:

import cax from 'cax' const stage = new cax.Stage(200, 200, 'body') cax.loadImgs({ imgs: ['./test.jpg'], complete: (imgs) => { const img = imgs[0] const bitmap = new cax.Bitmap(img) bitmap.x = stage.width / 2 bitmap.y = stage.height / 2 bitmap.rotation = -10 bitmap.originX = img.width / 2 bitmap.originY = img.height / 2 bitmap.filter('blur(10px)') stage.add(bitmap) stage.update() } }) Built-in Object Group

For grouping, group can also nested group, and the parent container's properties will be superimposed on child properties, such as:

the x of group is 100, the x of bitmap in group is 200, and the x of the bitmap rendered to stage is 300. the alpha of group is 0.7, the alpha of bitmap in group is 0.6, and the alpha of the bitmap rendered to stage is 0.42.

const group = new cax.Group() const rect = new cax.Rect(100, 100, { fillStyle: 'black' }) group.add(rect) stage.add(group) stage.update()

Group has commonly used add and remove methods to add and delete elements. The first add will be drawn first, and all subsequent add will be covered above the top add.

Group Method add

add child to group

groupObj.add(child) remove

remove child from group

groupObj.remove(child) empty

remove all the children from group

groupObj.empty() replace

replace child by another obj

groupObj.replace (current, pre) Stage

Stage is the largest top container inherited from Group, so have all the methods and props of Group.

Stage Method update

Any element can't be seen on the stage. You must execute the update method.

stage.update()

Any element property is modified. Please perform stage.update() to update the stage, or put it in the timer.

cax.tick(stage.update.bind(stage)) scaleEventPoint

When the height of the canvas and the pixels of the canvas are not one-to-one, the event triggering position is inaccurate, and you can use the scaleEventPoint method to make the event correct.

//The width of the canvas is half the canvas pixel stage.scaleEventPoint(0.5, 0.5)

Example: https://github.com/dntzhang/cax/blob/master/packages/cax/examples/pie/main.js#L218-L220

Stage Prop disableMoveDetection

Disable event detection for mouse or touch mobile. Default value in the web is false. You can change it:

stage.disableMoveDetection = true moveDetectionInterval

Set the touchmove and mousemove detection interval by moveDetectionInterval.

//check twice in one second stage.moveDetectionInterval = 500 Bitmap

const bitmap = new cax.Bitmap(img) stage.add(bitmap) stage.update()

If you only transmit URL instead of the instance of the Image object, you need to do this:

const bitmap = new cax.Bitmap('./wepay.png', ()=>{ stage.update() }) stage.add(bitmap) bitmap-prop rect

You can set the picture clipping display area, and other transform attributes:

bitmap.rect = [0, 0, 170, 140] bitmap.x = 200 bitmap.rotation = 30 Sprite

The sequence frame animation component can combine any region of any picture into a series of animations.

const sprite = new cax.Sprite({ framerate: 7, imgs: ['./mario-sheet.png'], frames: [ // x, y, width, height, originX, originY ,imageIndex [0, 0, 32, 32], [32 * 1, 0, 32, 32], [32 * 2, 0, 32, 32], [32 * 3, 0, 32, 32], [32 * 4, 0, 32, 32], [32 * 5, 0, 32, 32], [32 * 6, 0, 32, 32], [32 * 7, 0, 32, 32], [32 * 8, 0, 32, 32], [32 * 9, 0, 32, 32], [32 * 10, 0, 32, 32], [32 * 11, 0, 32, 32], [32 * 12, 0, 32, 32], [32 * 13, 0, 32, 32], [32 * 14, 0, 32, 32] ], animations: { walk: { frames: [0, 1] }, happy: { frames: [5, 6, 7, 8, 9] }, win: { frames: [12] } }, playOnce: false, currentAnimation: "walk", animationEnd: function () { } }); Sprite Method gotoAndPlay

Jump to the current animationName and start playing

spriteObj.gotoAndPlay(animationName) gotoAndStop

Jump to the current animationName and stop

spriteObj.gotoAndStop(animationName) gotoAndPlayOnce

Jump to the current animationName and start playing, then destroy yourself after animation. Often used in explosions

spriteObj.gotoAndPlayOnce(animationName) Text

Text object

const text = new cax.Text('Hello World', { font: '20px Arial', color: '#ff7700', baseline: 'top' }) Method getWidth

Get text width

textObj.getWidth() Graphics

The drawing object is used to draw graphics with Canvas instructions in the basic way of linking.

const graphics = new cax.Graphics() graphics .beginPath() .arc(0, 0, 10, 0, Math.PI * 2) .closePath() .fillStyle('#f4862c') .fill() .strokeStyle('black') .stroke() graphics.x = 100 graphics.y = 200 stage.add(graphics)

In particular, if you perform a graphics connection rendering operation in a loop, be sure to add the clear () method, or the path will be overloaded to your browser:

cax.setInterval(function(){ graphics .clear() .beginPath() .arc(0, 0, 10, 0, Math.PI * 2) .stroke() }, 16) Shape

Unlike Graphics, Shape usually has limited width height, so it can be buffered with off screen Canvas. The following are Shape.

Rect

const rect = new cax.Rect(200, 100, { fillStyle: 'black' }) Circle

const circle = new cax.Circle(10) Ellipse

const ellipse = new cax.Ellipse(120, 20) Element

Element is a combination of multiple elements, such as Bitmap, Group, Text, Shape and other mixed images.

Button

const button = new cax.Button({ width: 100, height: 40, text: "Click Me!" }) Property Transform

name Describe
x Horizontal offset
y Vertical offset
scaleX Horizontal scaling
scaleY Vertical scaling
scale Horizontal and Vertical scaling
rotation rotation
skewX skewX
skewY skewY
originX Rotation base point X
originY Rotation base point Y
Alpha
Name Describe
alpha The transparency of the element

Notice that the father and son have set up alpha to do multiplicative stacking.

compositeOperation
Name Describe
compositeOperation The superposition pattern drawn from the source image to the target image

Notice that if you don't have a definition of compositeOperation to look up, find the nearest compositeOperation's parent container as its own compositeOperation.

Cursor
Name Describe
cursor The shape of the mouse
Fixed
Name Describe
fixed Whether to fixed or not, the default is false, and set to true will not overlay the transform of ancestors.
Shadow
Name Describe
shadow shadow

Usage:

obj.shadow = { color: '#42B035', offsetX: -5, offsetY: 5, blur: 10 } Stage

Name Describe
stage get the root stage

Usage:

obj.stage Method destroy

Destroy self

obj.destroy() Event

Name Describe
click Click time trigger on the element
mousedown Triggers when the mouse button is pressed on the element
mousemove Trigger when the mouse pointer moves to the element
mouseup Trigger when the mouse button is released on the element
mouseover Trigger when the mouse pointer moves to the element
mouseout Trigger when the mouse pointer moves out of the element
tap Leave the finger and leave immediately
touchstart The start of finger touch action
touchmove Move the finger after touch
touchend End of finger touch action
drag Drag and drop

const handler = () => {} obj.on('click', handler) //unbind obj.off('click', handler) Motion

Cax has built-in to capability to write motion effects in a continuous way.

const easing = cax.To.easing.elasticInOut cax.To.get(bitmap) .to({ y: 340, rotation: 240 }, 2000, easing) .begin(() => { console.log("Task one has began!") }) .progress(() => { console.log("Task one is progressing!") }) .end(() => { console.log("Task one has completed!") }) .wait(500) .to() .rotation(0, 1400, easing) .begin(() => { console.log("Task two has began!") }) .progress(() => { console.log("Task two is progressing!") }) .end(() => { console.log("Task two has completed!") }) .start(); to and to are parallel to and wait are serial The serial between to and to is serial with the next to and to

If you want circular motion, you can use the cycle method:

cax.To.get(bitmap) .to() .y(340, 2000, cax.easing.elasticInOut) .to .y(0, 2000, cax.easing.elasticInOut) .cycle() .start() → Motion Demo → to2to package → cax.To.easing

It's important to note that, unlike tween.js, Cax uses the camelcase. For example, Cubic.In becomes cubicIn.

Clip

const stage = new cax.Stage(600, 400, 'body') const bitmap = new cax.Bitmap('./wepay-diy.jpg', () => { stage.update() }) const clipPath = new cax.Graphics() clipPath.arc(40, 40, 25, 0, Math.PI * 2) bitmap.clip(clipPath) stage.add(bitmap)

You can get the same effect with blow code:

const clipPath = new cax.Graphics() clipPath.x = 40 clipPath.y = 40 clipPath.arc(0, 0, 25, 0, Math.PI * 2)

So you can find that clip graphics supports all the transformation props(x,y,scaleX,scaleY,rotation,skewX,skewY,originX,originY).

→ Clip Demo

Custom Object Custom Shape

Custom Shape inherits from cax.Shape:

class Sector extends cax.Shape { constructor (r, from, to, option) { super() this.option = option || {} this.r = r this.from = from this.to = to } draw () { this.beginPath() .moveTo(0, 0) .arc(0, 0, this.r, this.from, this.to) .closePath() .fillStyle(this.option.fillStyle) .fill() .strokeStyle(this.option.strokeStyle) .lineWidth(this.option.lineWidth) .stroke() } }

Use the Shape:

const sector = new Sector(10, 0, Math.PI/6, { fillStyle: 'red' lineWidth: 2 }) stage.add(sector) stage.update() Custom Element

Custom Element inherits from cax.Group:

class Button extends cax.Group { constructor (option) { super() this.width = option.width this.roundedRect = new cax.RoundedRect(option.width, option.height, option.r) this.text = new cax.Text(option.text, { font: option.font, color: option.color }) this.text.x = option.width / 2 - this.text.getWidth() / 2 * this.text.scaleX this.text.y = option.height / 2 - 10 + 5 * this.text.scaleY this.add(this.roundedRect, this.text) } } export default Button

Use the Button:

const button = new cax.Button({ width: 100, height: 40, text: "Click Me!" })

In general, it is suggested that inherit Group from a slightly complex combination, which is conducive to expansion and management of internal components.

Wechat Game Demo

License

MIT

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