How to use canvas js in vue

< html lang= "en" >
< head >
< meta charset= "UTF-8" >
< title > test < / title >
< style >

body {
  display: flex;
  flex-flow: column wrap;
  justify-content: center;
  align-items: center;
}

-sharpc {
    margin: 0 auto;
    margin-top:10px;
    margin-bottom: 10px;
    margin-top: 20px;   
    position: absolute;
    left: -32px;
    top:-51px;

}
.ball{
    width:120px;
    height:120px;
    background:rgba(124,68,209,1);
    box-shadow:0px 1px 8px 0px rgba(0,0,0,0.2),0px 0px 13px 0px rgba(255,255,255,0.3);
    border-radius: 50%;
    position: relative;
}

< / style >
< / head >
< body >

<div class="ball">
        <canvas id="c">canvas </canvas>
</div>


< / body >

< script >
canvas = document.getElementById ("c");
ctx = canvas.getContext ("2d");

M = Math;
Sin = M.sin;
Cos = M.Cos;
Sqrt = M.sqrt;
Pow = M.Q.;
PI = M.PI;
Round = M.C.;

oW = canvas.width = 184;
oH = canvas.height = 184;

/ / Lineweight
lineWidth = 2

/ / large radius
r = (oW / 2);
console.log ("r", r)

cR = r-8 linewidth;
console.log ("cr", cR)

ctx.beginPath ();

ctx.lineWidth = lineWidth;

/ / initial parameters of water wave animation
axisLength = 2 r-16 lineWidth; / / Sin figure length
unit = axisLength / 9; / / Wave width
range = .4 / / Wave amplitude
nowrange = range;
xoffset = 8 * lineWidth; / / x axis offset
data = 55 / 100; / / data
sp = 0; / / Periodic offset
nowdata = 0;
waveupsp = 0.009; / Water Wave rising Speed

/ / the initial parameters of circle animation
arcStack = []; / / circle stack
bR = rMui 8lines width;
soffset =-(PI/2); / / start position of circle animation
circleLock = true; / start animation lock

cStartPoint = arcStack.shift (); / / starting point of the circle

ctx.strokeStyle = "- sharp1c86d1";

render (); / / start rendering

function drawSine () {
ctx.beginPath ();
ctx.save ();
var Stack = []; / / record the starting and ending coordinates
for (var I = xoffset; I < = xoffset + axisLength; i+=20/axisLength) {

var x = sp + (xoffset + i) / unit;
var y = Sin(x) * nowrange;

var dx = i;

var dy = 2*cR*(1-nowdata) + (r - cR) - (unit * y);

ctx.lineTo(dx, dy);
Stack.push([dx,dy])

}

/ / get the starting and ending points
var startP = Stack [0]
var endP = Stack [Stack.length-1]

ctx.lineTo (xoffset + axisLength,oW);
ctx.lineTo (xoffset,oW);
ctx.lineTo (startP [0], startP [1])
var grd = ctx.createLinearGradient (0,0,200,0);
grd.addColorStop (0, "- sharpFAD961");
grd.addColorStop (1, "- sharpF76B1C");
ctx.fillStyle = grd
ctx.fill ()
ctx.restore ();
}

function render () {
ctx.clearRect;

if (circleLock) {

if (arcStack.length) {
  var temp = arcStack.shift();
  ctx.lineTo(temp[0],temp[1])
  ctx.stroke();
} else {
  circleLock = false;
  ctx.stroke();
  arcStack = null;

  ctx.globalCompositeOperation = "destination-over";
  ctx.beginPath();
  ctx.lineWidth = lineWidth;
  ctx.arc(r,r, bR, 0, 2*PI, 1);

  ctx.beginPath();  
  ctx.save();
  ctx.arc(r,r, r-16*lineWidth, 0, 2*PI, 1);
  ctx.restore()
  ctx.clip();

}

} else {

// 
// 
if (data >= 0.85) {
  if (nowrange > range/4) {
    var t = range * 0.01;
    nowrange -= t;   
  }
} else if (data <= 0.1) {
  if (nowrange < range*1.5) {
    var t = range * 0.01;
    nowrange += t;   
  }
} else {
  if (nowrange <= range) {
    var t = range * 0.01;
    nowrange += t;   
  }      

  if (nowrange >= range) {
    var t = range * 0.01;
    nowrange -= t;
  }
}

if((data - nowdata) > 0) {
  nowdata += waveupsp;      
}

if((data - nowdata) < 0){
  nowdata -= waveupsp
}

sp += 0.07;
drawSine();

}
requestAnimationFrame (render)
}
< / script >

May.23,2022

put the js code that operates canvas into the Vue lifecycle hook function mounted, because operating canvas requires getting the DOM node, and mounted is the earliest time in the life cycle of Vue to get the DOM node.


write the above rendering function in mounted.

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