在尝试了合成操作和在画布上绘制图像后,我现在试图删除图像和合成。我怎么做呢?

我需要清除画布重绘其他图像;这可能会持续一段时间,所以我不认为每次都画一个新的矩形是最有效的选择。


当前回答

This is a Free hand drawing Canvas with a Clear Canvas Button. See this live example of a canvas which you can draw on and also when required clear it for redrawing clearRect() is used to delete the prersent canvas and fillRect() is used to again draw the initial canvas which was clean and had no drawings on it. var canvas = document.getElementById("canvas"), ctx = canvas.getContext("2d"), painting = false, lastX = 0, lastY = 0, lineThickness = 1; canvas.width=canvas.height = 250; ctx.fillRect(0, 0, 250, 250); canvas.onmousedown = function(e) { painting = true; ctx.fillStyle = "#ffffff"; lastX = e.pageX - this.offsetLeft; lastY = e.pageY - this.offsetTop; }; canvas.onmouseup = function(e){ painting = false; } canvas.onmousemove = function(e) { if (painting) { mouseX = e.pageX - this.offsetLeft; mouseY = e.pageY - this.offsetTop; // find all points between var x1 = mouseX, x2 = lastX, y1 = mouseY, y2 = lastY; var steep = (Math.abs(y2 - y1) > Math.abs(x2 - x1)); if (steep){ var x = x1; x1 = y1; y1 = x; var y = y2; y2 = x2; x2 = y; } if (x1 > x2) { var x = x1; x1 = x2; x2 = x; var y = y1; y1 = y2; y2 = y; } var dx = x2 - x1, dy = Math.abs(y2 - y1), error = 0, de = dy / dx, yStep = -1, y = y1; if (y1 < y2) { yStep = 1; } lineThickness = 4; for (var x = x1; x < x2; x++) { if (steep) { ctx.fillRect(y, x, lineThickness , lineThickness ); } else { ctx.fillRect(x, y, lineThickness , lineThickness ); } error += de; if (error >= 0.5) { y += yStep; error -= 1.0; } } lastX = mouseX; lastY = mouseY; } } var button=document.getElementById("clear"); button.onclick=function clearcanvas(){ canvas=document.getElementById("canvas"), ctx = canvas.getContext('2d'); ctx.clearRect(0, 0, 250, 250); canvas.width=canvas.height = 250; ctx.fillRect(0, 0, 250, 250);} #clear{border-radius:10px; font-size:8px !important; position:absolute; top:1px;} #canvas{border-radius:10px} <link href="https://www.w3schools.com/w3css/4/w3.css" rel="stylesheet"/> <button id="clear" class="w3-padding w3-xxlarge w3-pink" type="button">Clear Canvas</button> <canvas id="canvas"></canvas>

其他回答

This is a Free hand drawing Canvas with a Clear Canvas Button. See this live example of a canvas which you can draw on and also when required clear it for redrawing clearRect() is used to delete the prersent canvas and fillRect() is used to again draw the initial canvas which was clean and had no drawings on it. var canvas = document.getElementById("canvas"), ctx = canvas.getContext("2d"), painting = false, lastX = 0, lastY = 0, lineThickness = 1; canvas.width=canvas.height = 250; ctx.fillRect(0, 0, 250, 250); canvas.onmousedown = function(e) { painting = true; ctx.fillStyle = "#ffffff"; lastX = e.pageX - this.offsetLeft; lastY = e.pageY - this.offsetTop; }; canvas.onmouseup = function(e){ painting = false; } canvas.onmousemove = function(e) { if (painting) { mouseX = e.pageX - this.offsetLeft; mouseY = e.pageY - this.offsetTop; // find all points between var x1 = mouseX, x2 = lastX, y1 = mouseY, y2 = lastY; var steep = (Math.abs(y2 - y1) > Math.abs(x2 - x1)); if (steep){ var x = x1; x1 = y1; y1 = x; var y = y2; y2 = x2; x2 = y; } if (x1 > x2) { var x = x1; x1 = x2; x2 = x; var y = y1; y1 = y2; y2 = y; } var dx = x2 - x1, dy = Math.abs(y2 - y1), error = 0, de = dy / dx, yStep = -1, y = y1; if (y1 < y2) { yStep = 1; } lineThickness = 4; for (var x = x1; x < x2; x++) { if (steep) { ctx.fillRect(y, x, lineThickness , lineThickness ); } else { ctx.fillRect(x, y, lineThickness , lineThickness ); } error += de; if (error >= 0.5) { y += yStep; error -= 1.0; } } lastX = mouseX; lastY = mouseY; } } var button=document.getElementById("clear"); button.onclick=function clearcanvas(){ canvas=document.getElementById("canvas"), ctx = canvas.getContext('2d'); ctx.clearRect(0, 0, 250, 250); canvas.width=canvas.height = 250; ctx.fillRect(0, 0, 250, 250);} #clear{border-radius:10px; font-size:8px !important; position:absolute; top:1px;} #canvas{border-radius:10px} <link href="https://www.w3schools.com/w3css/4/w3.css" rel="stylesheet"/> <button id="clear" class="w3-padding w3-xxlarge w3-pink" type="button">Clear Canvas</button> <canvas id="canvas"></canvas>

这里有很多很好的答案。 还有一点需要注意的是,有时候只清除部分画布也很有趣。 也就是说,“淡出”之前的图像,而不是完全擦除它。 这样可以产生很好的轨迹效果。

很容易。假设你的背景颜色是白色:

// assuming background color = white and "eraseAlpha" is a value from 0 to 1.
myContext.fillStyle = "rgba(255, 255, 255, " + eraseAlpha + ")";
myContext.fillRect(0, 0, w, h);
private clearCanvas() {
  const canvas: HTMLCanvasElement = this.ctx.canvas
  this.ctx.save()
  this.ctx.setTransform(1, 0, 0, 1, 0, 0)
  this.ctx.clearRect(0, 0, canvas.width, canvas.height)
  this.ctx.restore()
}

Chrome响应良好:上下文。clearRect (x, y, w, h);正如@Pentium10所建议的,但IE9似乎完全忽略了这条指令。 IE9似乎对:canvas做出了响应。宽度= canvas.width;但它不清除线条,只是形状,图片和其他物体,除非你也使用@John Allsopp的解决方案,首先改变宽度。

如果你有一个canvas和context是这样创建的:

var canvas = document.getElementById('my-canvas');
var context = canvas.getContext('2d');

你可以使用这样的方法:

function clearCanvas(context, canvas) {
  context.clearRect(0, 0, canvas.width, canvas.height);
  var w = canvas.width;
  canvas.width = 1;
  canvas.width = w;
}
function clear(context, color)
{
    var tmp = context.fillStyle;
    context.fillStyle = color;
    context.fillRect(0, 0, context.canvas.width, context.canvas.height);
    context.fillStyle = tmp;
}