I have a code:
function draw(ctx) {
// create new image object to use as pattern
var img = ne开发者_JS百科w Image();
img.onload = function(){
// create pattern
var ptrn = ctx.createPattern(img,'repeat');
ctx.fillStyle = ptrn;
ctx.fillRect(0,0,150,150);
}
img.src = 'images/wallpaper.png?' + new Date().getTime();
}
How can i move the start position of pattern image?
In response to the accepted answer: rather than undo the offset, I would use save()
& restore()
to avoid potential problems:
ctx.save();
ctx.translate(offset_x, offset_y);
ctx.fillRect(-offset_x, -offset_y, fill_x, fill_y);
ctx.restore();
You can achieve this by translating the canvas, drawing on it, and then translating it back to where you started:
function draw(ctx) {
// create new image object to use as pattern
var img = new Image();
img.onload = function(){
// create pattern
var ptrn = ctx.createPattern(img,'repeat');
ctx.fillStyle = ptrn;
// offset vars
var offset_x = 60;
var offset_y = 75;
var fill_x = 500; // could be canvas.width
var fill_y = 500; // could be canvas.height
// offset
ctx.translate(offset_x, offset_y);
// draw
ctx.fillRect(-offset_x, -offset_y, fill_x, fill_y);
// undo offset
ctx.translate(-offset_x, -offset_y);
}
img.src = 'images/wallpaper.png?' + new Date().getTime();
}
More general, complex transforms of the pattern alone are easily done. The trick is to do them immediately before the call to fill() or stroke().
function draw(ctx) {
// create new image object to use as pattern
var img = new Image();
img.onload = function(){
// create pattern
var ptrn = ctx.createPattern(img,'repeat');
ctx.fillStyle = ptrn;
ctx.beginPath();
ctx.rect(0, 0, 150, 150);
ctx.translate(-33, -33);
ctx.fill();
}
img.src = 'images/wallpaper.png?' + new Date().getTime();
}
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