javascript canvas encapsulated dynamic clock
- 2021-08-28 19:02:30
- OfStack
In this paper, we share the specific code of canvas encapsulated dynamic clock for your reference, the specific contents are as follows
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>canvas Drawing dynamic clock </title>
<style>
#clock {
display: block;
margin: 30px auto;
}
</style>
</head>
<body>
<canvas id="clock" width="200" height="200"></canvas>
<script>
function canvasClock(canvasClockObj) {
return (function (canvasClockObj) {
var ctx = canvasClockObj.dom.getContext('2d')
let width = ctx.canvas.width
let height = ctx.canvas.height
let r = width > height ? height / 2 : width / 2
// Draw Background Panel
function drawBackground() {
// Draw outer ring
ctx.save() // Save the current canvas state before starting each time, so as not to move the canvas and affect subsequent drawing
ctx.translate(r, r) // Set the starting point to the center of the circle
ctx.beginPath() // You must start every time you start drawing 1 Strip path
ctx.lineWidth = 10 // Set the width of the line to be drawn
ctx.strokeStyle = canvasClockObj.outerRing
ctx.arc(0, 0, r - ctx.lineWidth / 2, 0, 2 * Math.PI, false) // Painting 1 A whole circle
ctx.stroke() // Stroke a circle
ctx.strokeStyle = '#000'
// Drawing minutes And Hours
var minuteNumbers = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60]
minuteNumbers.map(function (number, i) {
var rad = 2 * Math.PI / 60 * i
var x = Math.cos(rad) * (r - 17) // Object for each minute x Axial coordinates
var y = Math.sin(rad) * (r - 17) // Object for each minute y Axial coordinates
ctx.beginPath() // You must start every time you start drawing 1 Strip path
ctx.fillStyle = '#ccc'
ctx.arc(x, y, 2, 0, 2 * Math.PI, false)
ctx.fill()
})
var hourNumbers = [3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 1, 2]
hourNumbers.map(function (number, i) {
var rad = 2 * Math.PI / 12 * i
var x = Math.cos(rad) * (r - 30)
var y = Math.sin(rad) * (r - 30)
var x1 = Math.cos(rad) * (r - 17)
var y1 = Math.sin(rad) * (r - 17)
ctx.beginPath() // You must start every time you start drawing 1 Strip path
ctx.fillStyle = canvasClockObj.hourColor ? canvasClockObj.hourColor :'#000' // Settings The color of the hour
ctx.textAlign = 'center' // Center the text left and right
ctx.textBaseline = 'middle' // Center the text up and down
ctx.font = 14 + 'px Arial'
ctx.fillText(number, x, y)
ctx.arc(x1, y1, 2, 0, 2 * Math.PI, false)
ctx.fill()
})
}
drawBackground()
// Draw the center of a circle
function drawDot() {
ctx.beginPath()
ctx.fillStyle = '#fff'
ctx.lineWidth = 1
ctx.arc(0, 0, 3, 2 * Math.PI, false)
ctx.fill()
}
// Draw an hour hand
function drawHour(hour, minute) {
ctx.save()
ctx.beginPath()
var hrad = Math.PI / 12 * hour * 2
var mrad = Math.PI / 12 / 60 * minute * 2
ctx.rotate(hrad + mrad)
ctx.lineWidth = 4
ctx.moveTo(0, 10)
ctx.lineTo(0, -r / 2.5)
ctx.lineCap = 'round'
ctx.stroke()
ctx.restore()
}
// Draw the minute hand
function drawMinute(minute, second) {
ctx.save()
ctx.beginPath()
var mrad = Math.PI / 60 * minute * 2
var srad = Math.PI / 60 / 60 * second * 2
ctx.rotate(srad + mrad)
ctx.lineWidth = 0.5
ctx.lineJoin = 'round'
ctx.fillStyle = '#000'
ctx.moveTo(2, 10)
ctx.lineTo(0, -r / 1.7)
ctx.lineTo(-2, 10)
ctx.lineTo(2, 10)
ctx.lineCap = 'round'
ctx.fill()
ctx.restore()
}
// Draw the second hand
function drawSecond(second) {
ctx.save()
ctx.beginPath()
var srad = Math.PI / 30 * second
ctx.rotate(srad)
ctx.lineWidth = 0.5
ctx.lineJoin = 'round'
ctx.fillStyle = canvasClockObj.secondHand ? canvasClockObj.secondHand : '#f00'
ctx.moveTo(2, 10)
ctx.lineTo(0, -r / 1.2)
ctx.lineTo(-2, 10)
ctx.lineTo(2, 10)
ctx.lineCap = 'round'
ctx.fill()
ctx.restore()
}
// Move the pointer
function draw() {
ctx.translate(-r, -r)
ctx.clearRect(0, 0, width, height)
var now = new Date()
var hour = now.getHours()
var minute = now.getMinutes()
var second = now.getSeconds()
drawBackground() // Draw a disk background
drawHour(hour, minute); // Draw an hour hand
drawMinute(minute,second); // Draw the minute hand
drawSecond(second); // Draw the second hand
drawDot(); // Drawing origin
}
draw()
setInterval(draw, 1000);
})(canvasClockObj)
}
canvasClock({
dom:document.getElementById('clock'), // Required: canvas Node
// outerRing:'purple', // Outer ring color Default value: #000
// hourColor:'skyblue', // The color of the hour Default value #000
// secondHand:'yellow' // The color of the second hand Default value: #f00
})
</script>
</body>
</html>
More JavaScript clock effects click to view: JavaScript clock effects topic