How to call Wordpress post featured image instead of static url - javascript

Trying to add this image hover effect to the featured image in a blog post template in Wordpress. Currently the JS is calling an image URL, but I want the effect to target the featured image of the post template. I think it may be possible using PHP in the JS file but im not sure how to do it, can anyone help me out please?
// options
var options = {
imgSrc : "https://unsplash.it/g/1024/768?image=887",
containerName : "tileContainer",
grid : false,
tileWidth : 80,
tileHeight : 80,
mouseTrail:true
}
// ----------------------------------------------------------
var tileWidth, tileHeight, numTiles, tileHolder, tileContainer;
var directionX, directionY;
var imgOriginalWidth, imgOriginalHeight;
var imgCoverWidth, imgCoverHeight;
var imageLoaded = false;
numTiles=0;
tileWidth = options.tileWidth;
tileHeight = options.tileHeight;
tileContainer = document.getElementsByClassName(options.containerName)[0];
function init(){
if(options.grid == false)tileContainer.className += " noGrid";
//preload image and get original image size, then create tiles
var image = new Image();
image.src = options.imgSrc;
image.onload = function(e){
imageLoaded = true;
imgOriginalWidth = e.currentTarget.width;
imgOriginalHeight = e.currentTarget.height;
createTileHolder();
checkTileNumber();
positionImage();
addListeners();
};
}
function resizeHandler()
{
if(imageLoaded == false)return;
//not working yet
checkTileNumber();
positionImage();
}
function createTileHolder(){
tileHolder = document.createElement('div');
tileHolder.className = "tileHolder";
tileHolder.style.position = "absolute";
tileHolder.style.top = "50%";
tileHolder.style.left = "50%";
tileHolder.style.transform = "translate(-50%, -50%)";
tileContainer.appendChild(tileHolder);
}
function checkTileNumber()
{
tileHolder.style.width = Math.ceil(tileContainer.offsetWidth / tileWidth) * tileWidth + "px";
tileHolder.style.height = Math.ceil(tileContainer.offsetHeight / tileHeight) * tileHeight + "px";
var tilesFitInWindow = Math.ceil(tileContainer.offsetWidth / tileWidth) * Math.ceil(tileContainer.offsetHeight / tileHeight);
if(numTiles < tilesFitInWindow){
for (var i=0, l=tilesFitInWindow-numTiles; i < l; i++){
addTiles();
}
}else if(numTiles > tilesFitInWindow){
for (var i=0, l=numTiles-tilesFitInWindow; i < l; i++){
removeTiles();
}
}
}
function addTiles()
{
var tile = document.createElement('div');
tile.className = "tile";
//maintain aspect ratio
imgCoverWidth = tileContainer.offsetWidth;
imgCoverHeight = tileContainer.offsetHeight;
if(imgOriginalWidth > imgOriginalHeight){
imgCoverHeight = imgOriginalHeight / imgOriginalWidth * imgCoverWidth;
}else{
imgCoverWidth = imgOriginalWidth / imgOriginalHeight * imgCoverHeight;
}
tile.style.background = 'url("'+options.imgSrc+'") no-repeat';
tile.style.backgroundSize = imgCoverWidth + "px " + imgCoverHeight + "px";
tile.style.width = tileWidth + "px";
tile.style.height = tileHeight + "px";
document.querySelectorAll(".tileHolder")[0].appendChild(tile);
tile.addEventListener("mouseover", moveImage);
numTiles++;
}
function removeTiles()
{
var tileToRemove = document.querySelectorAll(".tile")[0];
tileToRemove.removeEventListener("mouseover", moveImage);
TweenMax.killTweensOf(tileToRemove);
tileToRemove.parentNode.removeChild(tileToRemove);
numTiles--;
}
function addListeners(){
if(options.mouseTrail){
document.addEventListener('mousemove', function (event) {
directionX = event.movementX || event.mozMovementX || event.webkitMovementX || 0;
directionY = event.movementY || event.mozMovementY || event.webkitMovementY || 0;
});
}
}
function positionImage(){
for(var t=0, l=numTiles; t < l; t++)
{
var nowTile = document.querySelectorAll(".tile")[t];
var left = (-nowTile.offsetLeft - (tileHolder.offsetLeft - (tileHolder.offsetWidth/2)));
var top = (-nowTile.offsetTop - (tileHolder.offsetTop - (tileHolder.offsetHeight/2)));
nowTile.style.backgroundPosition = left + "px " + top + "px";
}
}
function resetImage(nowTile){
var left = (-nowTile.offsetLeft - (tileHolder.offsetLeft - (tileHolder.offsetWidth/2)));
var top = (-nowTile.offsetTop - (tileHolder.offsetTop - (tileHolder.offsetHeight/2)));
TweenMax.to(nowTile, 1, {backgroundPosition:left + "px " + top + "px", ease:Power1.easeInOut});
}
function moveImage(e){
var nowTile = e.currentTarget
var minWidth = -tileContainer.offsetWidth+nowTile.offsetWidth;
var minHeight = -tileContainer.offsetHeight+nowTile.offsetHeight;
var nowLeftPos = (-nowTile.offsetLeft - (tileHolder.offsetLeft - (tileHolder.offsetWidth/2)));
var nowTopPos = (-nowTile.offsetTop - (tileHolder.offsetTop - (tileHolder.offsetHeight/2)))
var offset = 60;
var left = nowLeftPos;
var top = nowTopPos;
if(options.mouseTrail){
//direction-aware movement
if(directionX > 0){
left = nowLeftPos + offset;
}else if(directionX < 0){
left = nowLeftPos - offset;
}
if(directionY > 0){
top = nowTopPos + offset;
}else if(directionY < 0){
top = nowTopPos - offset;
}
}else{
//random movement
left = getRandomInt(nowLeftPos - offset , nowLeftPos + offset);
top = getRandomInt(nowTopPos - offset, nowTopPos + offset);
}
// bounds
if(left < minWidth)left=minWidth;
if(left > 0)left=0;
if(top < minHeight)top=minHeight;
if(top > 0)top=0;
//tween
TweenMax.to(nowTile, 1.5, {backgroundPosition:left + "px " + top + "px", ease:Power1.easeOut, onComplete:resetImage, onCompleteParams:[nowTile]});
}
///////////////////////////////////////////////////////////////////
init();
// handle event
//window.addEventListener("optimizedResize", resizeHandler);
////////////////////////UTILS//////////////////////////////////////
//////////////////////////////////////////////////////////////////
function getRandomInt(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
(function() {
var throttle = function(type, name, obj) {
obj = obj || window;
var running = false;
var func = function() {
if (running) { return; }
running = true;
requestAnimationFrame(function() {
obj.dispatchEvent(new CustomEvent(name));
running = false;
});
};
obj.addEventListener(type, func);
};
/* init - you can init any event */
throttle("resize", "optimizedResize");
})();
body{background-color:#1A1919;text-align:center;}
.tileContainer{
border:10px solid black;
display:inline-block;
position:relative;
width:1024px;
height:768px;
overflow:hidden;
box-sizing:border-box;
}
.tile{
position:relative;
vertical-align:top;
display:inline-block;
border-right:1px solid rgba(0, 0, 0, 0.5);
border-bottom:1px solid rgba(0, 0, 0, 0.5);
box-sizing:border-box;
}
.tile:after{
content:"";
background-color:#cc1c32;
width:6px;
height:6px;
position:absolute;
top:100%;
right:0px;
transform:translate(50%, -50%);
z-index:2;
line-height:1;
}
/*-- no grid --*/
.noGrid .tile{
border-right:0px solid rgba(0, 0, 0, 0.5);
border-bottom:0px solid rgba(0, 0, 0, 0.5);
}
.noGrid .tile:after{
content:none;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/1.20.2/TweenMax.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<div class="tileContainer">
</div>

Related

How to position image on canvas same as overlaped div of same dimension

I have two div of same dimension which overlap each other using z-index.
Ist div contain image and 2nd div contain a canvas
I am trying to draw image on canvas same place as Ist div. I am using hammerjs library to zoomin/out , reposition and rotate image. I found these code somewhere else
function getMeta(url){
img = new Image();
var remoteImage = {}
img.src = url;
remoteImage.width = img.naturalWidth
remoteImage.height = img.naturalHeight
remoteImage.src = url;
return remoteImage
}
var urlImage = getMeta('https://www.penghu-nsa.gov.tw/FileDownload/Album/Big/20161012162551758864338.jpg')
var text = document.querySelector("#text");
var oImg=document.querySelector("#img_scan");
oImg.style['transition-duration'] = '100ms';
var timeInMs = 0;
var preAngle = 0;
var rotateAngle = 0;
var preRotation = 0;
var originalSize = {
width : oImg.offsetWidth,
height : oImg.offsetHeight,
}
var current = {
x : 0,
y : 0,
z : 1,
angle : 0,
width: originalSize.width,
height: originalSize.height,
}
var last = {
x : 0,
y : 0,
z : 1,
}
var oImgRec = oImg.getBoundingClientRect();
var cx = oImgRec.left + oImgRec.width * 0.5;
var cy = oImgRec.top + oImgRec.height * 0.5;
var imageCenter = {
x:cx,
y:cy
}
var pinchImageCenter = {}
var deltaIssue = { x: 0, y: 0 };
var pinchStart = { x: undefined, y: undefined, isPanend:false}
var panendDeltaFix = {x:0,y:0,isPanend:false}
var pinchZoomOrigin = undefined;
var lastEvent = ''
var hammer = new Hammer(oImg);
hammer.get('pinch').set({enable: true});
hammer.get('pan').set({direction: Hammer.DIRECTION_ALL}).recognizeWith(hammer.get('pinch'));
hammer.on("pinchstart", function(e) {
last.x = current.x;
last.y = current.y;
pinchStart.x = e.center.x;
pinchStart.y = e.center.y;
pinchImageCenter = {
x: imageCenter.x + last.x,
y: imageCenter.y + last.y
}
lastEvent = 'pinchstart';
});
hammer.on("pinchmove", function(e) {
if(preAngle == 0){
preAngle = Math.round(e.rotation);
preRotation = Math.round(e.rotation);
}else{
if(Math.abs(Math.round(e.rotation)-preRotation)>=300){
if(e.rotation > 0){
preAngle+=360;
}else if(e.rotation < 0){
preAngle-=360;
}
}
current.angle = rotateAngle + (Math.round(e.rotation)-preAngle);
preRotation = Math.round(e.rotation);
}
var newScale = (last.z * e.scale) >= 0.1 ? (last.z * e.scale) : 0.1;
var d = scaleCal(e.center, pinchImageCenter, last.z, newScale)
current.x = d.x + last.x;
current.y = d.y + last.y;
current.z = d.z + last.z;
update();
lastEvent = 'pinchmove';
});
hammer.on("pinchend", function(e) {
last.x = current.x;
last.y = current.y;
last.z = current.z;
rotateAngle = current.angle;
preAngle = 0;
lastEvent = 'pinchend';
});
hammer.on("panmove", function(e) {
var panDelta = {
x:e.deltaX,
y:e.deltaY
}
if (lastEvent !== 'panmove') {
deltaIssue = {
x: panDelta.x,
y: panDelta.y
}
}
current.x = (last.x+panDelta.x-deltaIssue.x);
current.y = (last.y+panDelta.y-deltaIssue.y);
lastEvent = 'panmove'
update();
});
hammer.on("panend", function(e) {
last.x = current.x;
last.y = current.y;
lastEvent = 'panend';
});
hammer.on('tap', function(e) {
if((Date.now()-timeInMs)<300){
if(last.z > 1){
last.z = 1;
current.z = 1;
update();
}else if(last.z <= 1){
last.z = 2;
current.z = 2;
update();
}
}
timeInMs = Date.now();
lastEvent = 'tap';
});
function scaleCal(eCenter, originCenter, currentScale, newScale) {
var zoomDistance = newScale - currentScale;
var x = (originCenter.x - eCenter.x)*(zoomDistance)/currentScale;
var y = (originCenter.y - eCenter.y)*(zoomDistance)/currentScale;
var output = {
x: x,
y: y,
z: zoomDistance
}
return output
}
function update() {
current.height = originalSize.height * current.z;
current.width = originalSize.width * current.z;
if(current.z < 0.1){
current.z = 0.1;
}
oImg.style.transform = " translate3d(" + current.x + "px, " + current.y + "px, 0)rotate("+current.angle+"deg)scale("+current.z+")"
}
So by above code user can zoomin/zoom out , rotate image . After they set image in their desired position i am putting that image on canvas so i can use dataurl method to save image later.
I tried below code to draw image on canvas same place as div ,same dimension and with same angle but sadly image is not getting exactly same positioned as div
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
$("#btn").click(copyoncanvas);
function copyoncanvas(){
var bound=objimg.getBoundingClientRect();
var objimg=new Image();
objimg.src="https://www.penghu-nsa.gov.tw/FileDownload/Album/Big/20161012162551758864338.jpg";
ctx.drawImage(objimg,bound.left,bound.top,current.width,current.height);
drawRotated(current.angle,bound.left,bound.top);
}
function drawRotated(degrees,l,t){
const objimg=document.getElementById("img_scan");
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.save();
var x=canvas.width/2;
var y=canvas.height/2;
ctx.translate(x,y);
ctx.rotate(degrees * Math.PI/180);
ctx.drawImage(objimg,-l,-t,current.width,current.height);
ctx.restore();
}
I think my problem is with drawrotated function because it work fine without using it but i want to rotate image on canvas too
HTML
<div id="container">
<div class="box"><canvas id="canvas"></canvas></div>
<div id="imgcont">
<img src="https://www.penghu-nsa.gov.tw/FileDownload/Album/Big/20161012162551758864338.jpg" id="img_scan" class="img-custom-img2"/>
</div>
</div>
<button id="btn">Copy on canvas</button>
CSS
#container{
position:relative;margin: 0px;
padding:0px;background:#ff0;
top:0px; overflow:hidden;
width:300px;
border:1px solid #000; height:250}
#img_scan,.box{
width:100%; height:100%;
position: absolute;
top: 0;
left: 0; margin:0; padding:0px
}
.box{z-index:98;height:250}
#canvas{width:100%;margin:0;
padding:0;
width:300;height:250}
#img_scan{width:300px;height:250px}
#imgcont{width:100%;height:250px;z-index:99}

Code crashes because object's .rad property becomes undefined

I am creating an ecosystem with my code consisting of plants, herbivores, and carnivores being represented through circles. For some reason, my code has been crashing after a certain amount of time ranging from 30 seconds to 8 minutes but no more than that.
After doing some digging I have found out that the crash is a result of my object's .rad property becoming undefined for some reason. It's probably a result of me improperly setting up my functions but I haven't been able to find a solution.
var plantSpawn = 5;
var herbSpawn = 3;
var carnSpawn = 2;
var myPlants = new Array();
var myCarns = new Array();
var myHerbs = new Array();
//////////////PLANTS//////////////////
function createPlants() {
reproducePlants();
setInterval(reproducePlants, 5000);
}
function reproducePlants() {
for(var p=0; p<plantSpawn; p++){
var rr = Math.round(Math.random() * 150);
var gg = Math.round(Math.random() * 255);
var bb = Math.round(Math.random() * 150);
var plant = new Object();
plant.x = Math.random() * canvas.width;
plant.y = Math.random() * canvas.height;
plant.rad = 2 + Math.random()*2;
plant.skin = 'rgba('+rr+','+gg+','+bb+', 1)';
myPlants.push(plant);
}
}
function drawPlants(){
var plantAmt = myPlants.length;
for(var j=0; j<plantAmt; j++) {
if (myPlants[j].x + myPlants[j].rad >= canvas.width) {
myPlants[j].x -= 10;
}
if (myPlants[j].y + myPlants[j].rad >= canvas.height) {
myPlants[j].y -= 10;
}
context.beginPath();
context.arc(myPlants[j].x, myPlants[j].y, myPlants[j].rad, 0, Math.PI*2, false);
context.closePath();
context.fillStyle = myPlants[j].skin;
context.fill();
}
}
function killPlants() {
plantDeath();
setInterval(plantDeath, 30000); //play with inc
}
function plantDeath() {
myPlants.splice(0,5);
}
//////////////HERBS//////////////////
function herbsLife(){
reproduceHerbs();
setInterval(reproduceHerbs, 10000);
herbsDeath();
setInterval(herbsDeath, 90000); //1.5 minutes
setInterval(herbsStarve, 10000); //10 seconds
}
function reproduceHerbs() {
for (var h=0; h<herbSpawn; h++){
var gg = Math.round(Math.random() * 100);
var bb = Math.round(Math.random() * 255);
var herbivore = new Object();
herbivore.x = Math.random() * canvas.width;
herbivore.y = Math.random() * canvas.height;
herbivore.rad = 5 + Math.random()*3;
herbivore.skin = 'rgba(0,'+gg+','+bb+', 1)';
herbivore.speedH = -3 + Math.random()*1.2;
herbivore.speedV = -3 + Math.random()*1.2;
herbivore.dirH = 1;
herbivore.dirV = 1;
myHerbs.push(herbivore);
}
}
function drawHerbs() {
var herbAmt = myHerbs.length;
for(var j=0; j<herbAmt; j++) {
var hX = myHerbs[j].x;
var hY = myHerbs[j].y;
//HERB MOVEMENT//
myHerbs[j].x += myHerbs[j].dirH * myHerbs[j].speedH;
if (myHerbs[j].x > canvas.width + myHerbs[j].rad || myHerbs[j].x < 0){
myHerbs[j].dirH *= -1;
}
myHerbs[j].y += myHerbs[j].dirV * myHerbs[j].speedV;
if (myHerbs[j].y > canvas.height + myHerbs[j].rad || myHerbs[j].y < 0){
myHerbs[j].dirV *= -1;
}
context.beginPath();
context.arc(myHerbs[j].x, myHerbs[j].y, myHerbs[j].rad, 0, Math.PI*2, false);
context.closePath();
context.fillStyle = myHerbs[j].skin;
context.fill();
}
}
function herbsDeath() {
myHerbs.splice(0,3);
}
function herbsEat() {
for (var k=0; k<myPlants.length; k++){
var pX = myPlants[k].x;
var pY = myPlants[k].y;
for (var h=0; h<myHerbs.length; h++){
var hX = myHerbs[h].x;
var hY = myHerbs[h].y;
var eX = hX - pX;
var eY = hY - pY;
var dist = Math.sqrt(Math.pow(eX,2) + Math.pow(eY,2));
if (dist < myPlants[k].rad*2) {
myPlants.splice(k,1);
myHerbs[h].rad += 1;
}
}
}
}
function herbsStarve() {
for (var s=0; s<myPlants.length; s++){
myHerbs[s].rad -= 1;
if (myHerbs[s].rad <= 2) {
myHerbs.splice(s,1);
}
}
}
//////////////CARNS//////////////////
function carnsLife() {
reproduceCarns();
setInterval(reproduceCarns, 20000); //20 seconds
carnsDeath();
setInterval(carnsDeath, 60000); //50 seconds
setInterval(carnsStarve, 7500); //10 seconds
}
function reproduceCarns() {
for (var c=0; c<carnSpawn; c++){
var rr = Math.round(Math.random() * 255);
var gg = Math.round(Math.random() * 100);
var carnivore = new Object();
carnivore.x = Math.random() * canvas.width;
carnivore.y = Math.random() * canvas.height;
carnivore.rad = 7 + Math.random()*3;
carnivore.skin = 'rgba('+rr+','+gg+',0, 1)';
//bigger random = slower//
carnivore.speedH = -3 + Math.random()*2;
carnivore.speedV = -3 + Math.random()*2;
carnivore.dirH = 1;
carnivore.dirV = 1;
myCarns.push(carnivore);
}
}
function drawCarns() {
var carnAmt = myCarns.length;
for(var j=0; j<carnAmt; j++) {
//CARN MOVEMENT//
myCarns[j].x += myCarns[j].dirH * myCarns[j].speedH;
if (myCarns[j].x > canvas.width + myCarns[j].rad || myCarns[j].x < 0){
myCarns[j].dirH *= -1;
}
myCarns[j].y += myCarns[j].dirV * myCarns[j].speedV;
if (myCarns[j].y > canvas.height + myCarns[j].rad || myCarns[j].y < 0){
myCarns[j].dirV *= -1;
}
context.beginPath();
context.arc(myCarns[j].x, myCarns[j].y, myCarns[j].rad, 0, Math.PI*2, false);
context.closePath();
context.fillStyle = myCarns[j].skin;
context.fill();
}
}
function carnsDeath() {
myCarns.splice(0,2);
}
function carnsEat() {
for (var k=0; k<myCarns.length; k++){
var cX = myCarns[k].x;
var cY = myCarns[k].y;
for (var h=0; h<myHerbs.length; h++){
var hX = myHerbs[h].x;
var hY = myHerbs[h].y;
var eX = cX - hX;
var eY = cY - hY;
var dist = Math.sqrt(Math.pow(eX,2) + Math.pow(eY,2));
if (dist < myCarns[k].rad*1.2 && myCarns[k].rad > myHerbs[h].rad) {
myHerbs.splice(h,1);
myCarns[k].rad += 1;
}
}
}
}
function carnsStarve() {
for (var q=0; q<myPlants.length; q++){
myCarns[q].rad = myCarns[q].rad - 1;
if (myCarns[q].rad <= 5) {
myCarns.splice(q,1);
}
}
}
<!doctype html>
<html>
<head>
<meta charset="UTF-8">
<title> Ecosystem </title>
<!-- import external .js scripts here -->
<script type="text/javascript" src="Creatures.js" ></script>
<!-- modify CSS properties here -->
<style type="text/css">
body,td,th {
font-family: Monaco, "Courier New", "monospace";
font-size: 14px;
color: rgba(255,255,255,1);
}
body {
background-color: rgba(0,0,0,1);
}
#container {
position: relative;
text-align: left;
width: 95%;
height: 800px;
}
#fmxCanvas {
position: relative;
background-color:rgba(255,255,255,1);
border: rgba(255,255,255,1) thin dashed;
cursor: crosshair;
display: inline-block;
}
</style>
</head>
<body>
<div id="container">
<!-- START HTML CODE HERE -->
<canvas id="fmxCanvas" width="800" height="800"></canvas>
<div id="display"></div>
<!-- FINISH HTML CODE HERE -->
</div>
<script>
///////////////////////////////////////////////////////////////////////
// DECLARE requestAnimFrame
var rAF = window.requestAnimFrame ||
window.mozRequestAnimFrame ||
window.webkitRequestAnimFrame ||
window.msRequestAnimFrame;
var fps = 30;
window.requestAnimFrame = (
function(callback) {
return rAF ||
function(callback) {
window.setTimeout(callback, 1000 / fps);
};
})();
///////////////////////////////////////////////////////////////////////
// DEFINE GLOBAL VARIABLES HERE
var canvas;
var context;
canvas = document.getElementById("fmxCanvas");
context = canvas.getContext("2d");
var canvas1;
var context1;
canvas1 = document.createElement("canvas");
context1 = canvas1.getContext("2d");
canvas1.width = canvas.width;
canvas1.height = canvas.height;
var display;
display = document.getElementById('display');
var counter;
///////////////////////////////////////////////////////////////////////
// DEFINE YOUR GLOBAL VARIABLES HERE
///////////////////////////////////////////////////////////////////////
// CALL THE EVENT LISTENERS
window.addEventListener("load", setup, false);
//////////////////////////////////////////////////////////////////////
// ADD EVENT LISTENERS
canvas.addEventListener("mousemove", mousePos, false);
//////////////////////////////////////////////////////////////////////
// MOUSE COORDINATES
var stage, mouseX, mouseY;
function mousePos(event) {
stage = canvas.getBoundingClientRect();
mouseX = event.clientX - stage.left;
mouseY = event.clientY - stage.top;
}
/////////////////////////////////////////////////////////////////////
// INITIALIZE THE STARTING FUNCTION
function setup() {
/////////////////////////////////////////////////////////////////////
// DECLARE STARTING VALUES OF GLOBAL VARIABLES
counter = 0;
mouseX = canvas.width/2;
mouseY = canvas.height/2;
/////////////////////////////////////////////////////////////////////
// CALL SUBSEQUENT FUNCTIONS, as many as you need
createPlants();
killPlants();
herbsLife();
carnsLife();
clear(); // COVER TRANSPARENT CANVAS OR CLEAR CANVAS
draw(); // THIS IS WHERE EVERYTHING HAPPENS
}
////////////////////////////////////////////////////////////////////
// CLEAR THE CANVAS FOR ANIMATION
// USE THIS AREA TO MODIFY BKGD
function clear() {
context.clearRect(0,0,canvas.width, canvas.height);
context1.clearRect(0,0,canvas.width, canvas.height);
// clear additional contexts here if you have more than canvas1
}
////////////////////////////////////////////////////////////////////
// THIS IS WHERE EVERYTHING HAPPENS
function draw() {
counter += 0.1; // EASIER FOR SINE COSINE FUNCTIONS
//if (counter > Math.PI*200) { counter = 0; } // RESET COUNTER
clear(); // USE THIS TO REFRESH THE FRAME AND CLEAR CANVAS
////////////////////////////////////////////////////////////////////
// >>>START HERE>>>START HERE>>>START HERE>>>START HERE>>>START HERE
drawPlants();
drawHerbs();
drawCarns();
herbsEat();
carnsEat();
// <<<END HERE<<<END HERE<<<END HERE<<<END HERE<<<END HERE<<<END HERE
///////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////
// HTML DISPLAY FIELD FOR TESTING PURPOSES
display.innerHTML =
// mouseX + " || " + mouseY +
" || Minutes = " + Math.trunc(counter/180) +
" || Seconds = " + Math.round(counter/3) +
"<br><br>" +
"Plants = " + myPlants.length +
"<br>" +
"Herbivores = " + myHerbs.length +
"<br>" +
"Carnivores = " + myCarns.length;
/////////////////////////////////////////////////////////////////
// LAST LINE CREATES THE ANIMATION
requestAnimFrame(draw); // CALLS draw() every nth of a second
}
</script>
</body>
</html>

Scrollable board for HTML5 GAME should use SVG's or Canvas

I wish to create a simple webgame that involves a tiled board. I have a collection of svg's for the background of each square (i.e one for grass, one for stone, one for dirt etc). I also have svg's for items that will be displayed on the layer above the background (such as trees, wood, sword).
I have an in memory database of what the background for each square is and if and which item it contains.
I wish to be able to:
* Zoom in or out
* Scroll left or right
* Scolll up or down
* Have items displayed above the background for that square
Only needs to work in recent versions of modern browsers
What is the best approach for this:
1. Have a canvas object. Get the current zoom, top most XY, canvas width and canvas height. Loop though the squares in the in memory database and print the corresponding SVG's in the correct locations. Each time it is scrolled or zoomed reprint the entire board.
2. Have a div. Get the current zoom, top most XY, canvas width and canvas height. Loop though the squares in the in memory database and create SVG's in the correct locations.
Each time the board scrolls add new SVGs as they become visible, delete SVGs as they move of the board. Translate all the existing SVGs by the appropriate amount.
Each time the board zooms enlarge or shrink all the existing SVGs based on the new zoom level.
3. Some third approach that I am unaware of.
The example below uses two modules svg to load images (Any image format will work) & board which handles panning, zooming & rendering. It also provides an onClick event which will give you an object that describes the tile that has been clicked on.
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<style>
body {
background-color: black;
}
canvas {
display: block;
margin: 30px auto 0px auto;
border: solid 1px white;
border-radius: 10px;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<script type="application/javascript">
var svg = function() {
"use strict";
var svgImages = [];
var areImagesLoaded = true;
var isPageLoaded = false;
addEventListener("load",function() { isPageLoaded = true; isFinished(); });
var exports = {
onload: function() {},
request: null,
get: null
};
function isFinished() {
if (isPageLoaded && areImagesLoaded) {
exports.onload();
}
}
function onSvgError() {
this.isDone = true;
console.warn("SVG " + this.src + " failed to load.");
}
function onSvgLoaded() {
this.isDone = true;
for (var id in svgImages) {
if (!svgImages[id].isDone) {
return;
}
}
areImagesLoaded = true;
isFinished();
}
function request(id,path) {
if (svgImages[id]) {
return;
}
areImagesLoaded = false;
var img = document.createElement("img");
img.onerror = onSvgError;
img.onload = onSvgLoaded;
img.isDone = false;
img.id = id;
img.src = path;
svgImages[id] = img;
}
function get(id) {
return svgImages[id];
}
exports.request = request;
exports.get = get;
return exports;
}();
var board = function() {
"use strict";
var canvasWidth = 0;
var canvasHeight = 0;
var canvas = null;
var ctx = null;
var frameRequested = false;
var tileWidth = 0;
var tileHeight = 0;
var tileTypes = [];
var boardWidth = 0;
var boardHeight = 0;
var board = [];
var hasInitialized = false;
var camera = {
x: 0.0,
y: 0.0,
zoom: 1.0
};
function mapToBoard(x,y) {
var invZoom = 1.0 / camera.zoom;
return [
(x - (canvasWidth >> 1)) * invZoom - camera.x,
(y - (canvasHeight >> 1)) * invZoom - camera.y
];
}
var isMouseDragging = false;
var mouseStartX = 0;
var mouseStartY = 0;
var mouseLastX = 0;
var mouseLastY = 0;
var tileEvent = {
background: "",
foreground: "",
x: 0,
y: 0
};
function onTileSelected(e) {
}
function onMouseDown(e) {
isMouseDragging = true;
var bounds = canvas.getBoundingClientRect();
mouseStartX = mouseLastX = e.clientX - bounds.left;
mouseStartY = mouseLastY = e.clientY - bounds.top;
}
function onMouseUp(e) {
isMouseDragging = false;
var bounds = canvas.getBoundingClientRect()
var x = e.clientX - bounds.left - mouseStartX;
var y = e.clientY - bounds.top - mouseStartY;
var l = Math.sqrt(x * x + y * y);
if (l < 2.0) {
[x,y] = mapToBoard(e.clientX - bounds.left,e.clientY - bounds.top);
if (x > 0 && y > 0 && x < boardWidth * tileWidth && y < boardHeight * tileHeight) {
x = (x / tileWidth) | 0;
y = (y / tileHeight) | 0;
var tile = board[x + y * boardWidth];
tileEvent.background = tile.background;
tileEvent.foreground = tile.foreground;
tileEvent.x = x;
tileEvent.y = y;
} else {
tileEvent.background = "";
tileEvent.foreground = "";
tileEvent.x = -1;
tileEvent.y = -1;
}
onTileSelected(tileEvent);
}
}
function onMouseMove(e) {
if (hasInitialized && isMouseDragging) {
var bounds = canvas.getBoundingClientRect();
var x = e.clientX - bounds.left;
var y = e.clientY - bounds.top;
camera.x += (x - mouseLastX) / camera.zoom;
camera.y += (y - mouseLastY) / camera.zoom;
mouseLastX = x;
mouseLastY = y;
requestDraw();
}
}
function onWheel(e) {
if (Math.sign(e.deltaY) === -1) {
camera.zoom *= 1.1;
} else {
camera.zoom *= 0.9;
}
requestDraw();
}
function draw() {
ctx.fillStyle = "gray";
ctx.fillRect(-canvasWidth >> 1,-canvasHeight >> 1,canvasWidth,canvasHeight);
var _tileWidth = tileWidth * camera.zoom;
var _tileHeight = tileHeight * camera.zoom;
var _ox = camera.x * camera.zoom;
var _oy = camera.y * camera.zoom;
var _x = _ox;
var _y = _oy;
for (var x = 0; x <boardWidth; ++x) {
for (var y = 0; y < boardHeight; ++y) {
var index = x + y * boardWidth;
var tile = board[index];
var background = tileTypes[tile.background];
var foreground = tileTypes[tile.foreground];
if (background) {
ctx.drawImage(
background,
_x,
_y,
_tileWidth,
_tileHeight
);
}
if (foreground) {
ctx.drawImage(
foreground,
_x,
_y,
_tileWidth,
_tileHeight
);
}
_y += _tileHeight;
}
_y = _oy;
_x += _tileWidth;
}
frameRequested = false;
}
function requestDraw() {
if (!frameRequested) {
frameRequested = true;
requestAnimationFrame(draw);
}
}
return {
BACKGROUND: 0,
FOREGROUND: 1,
set canvas(canvasID) {
if (!hasInitialized) {
canvas = document.getElementById(canvasID);
canvas.onmousedown = onMouseDown;
canvas.onmouseup = onMouseUp;
canvas.onmousemove = onMouseMove;
canvas.onwheel = onWheel;
ctx = canvas.getContext("2d");
}
},
set canvasWidth(w) {
if (!hasInitialized && canvas) {
canvasWidth = canvas.width = w;
}
},
set canvasHeight(h) {
if (!hasInitialized && canvas) {
canvasHeight = canvas.height = h;
}
},
set tileWidth(w) {
if (!hasInitialized) {
tileWidth = w;
}
},
set tileHeight(h) {
if (!hasInitialized) {
tileHeight = h;
}
},
set width(w) {
if (!hasInitialized) {
boardWidth = w;
}
},
set height(h) {
if (!hasInitialized) {
boardHeight = h;
}
},
set onTileSelected(callback) {
onTileSelected = callback;
},
get width() {
return boardWidth;
},
get height() {
return boardHeight;
},
get onTileSelected() {
return onTileSelected;
},
defineTileTypes: function(types) {
if (types.length % 2 !== 0) {
return;
}
for (var i = 0; i < types.length; i += 2) {
var id = types[i];
var img = types[i + 1];
tileTypes[id] = img;
}
},
init: function() {
camera.x = -(boardWidth >> 1) * tileWidth;
camera.y = -(boardHeight >> 1) * tileHeight;
ctx.translate(canvasWidth >> 1,canvasHeight >> 1);
board.length = boardWidth * boardHeight;
for (var i = 0; i < board.length; ++i) {
board[i] = {
background: "",
foreground: ""
};
}
hasInitialized = true;
requestAnimationFrame(draw);
},
set: function(type,id,x,y) {
if (hasInitialized
&& tileTypes[id]
&& x > -1
&& x < boardWidth
&& y > -1
&& y < boardHeight) {
var index = x + y * boardWidth;
if (type === this.BACKGROUND) {
board[index].background = id;
} else {
board[index].foreground = id;
}
requestDraw();
}
}
};
}();
void function() {
"use strict";
svg.request("grass","https://i.stack.imgur.com/CkvU7.png");
svg.request("water","https://i.stack.imgur.com/an6a5.png");
svg.onload = function() {
board.canvas = "canvas";
board.canvasWidth = 180;
board.canvasHeight = 160;
board.tileWidth = 25;
board.tileHeight = 25;
board.width = 20;
board.height = 20;
board.defineTileTypes([
"GRASS",svg.get("grass"),
"WATER",svg.get("water")
]);
board.init();
for (var x = 0; x < board.width; ++x) {
for (var y = 0; y < board.height; ++y) {
board.set(board.BACKGROUND,"WATER",x,y);
if (Math.random() > 0.2) {
board.set(board.BACKGROUND,"GRASS",x,y);
} else {
board.set(board.BACKGROUND,"WATER",x,y);
}
}
}
}
board.onTileSelected = function(e) {
if (e.background === "GRASS") {
board.set(board.BACKGROUND,"WATER",e.x,e.y);
} else {
board.set(board.BACKGROUND,"GRASS",e.x,e.y);
}
}
}();
</script>
</body>
</html>

Stay div in his actual position when zoom the map

I had done a multi-layer map, then I placed one div on it. But problem is that when I zoom an image that div should changed its position to anywhere else. For example if I placed div on India but when I zoom and drag it that div is USA or anywhere. But I want it placed in its actual position.
Here is my code:
window.wheelzoom = (function() {
var defaults = {
zoom: 0.10
};
var canvas1 = document.createElement('canvas');
var canvas = document.createElement('div');
var main = function(img1, options) {
//if (!img || !img.nodeName || img.nodeName !== 'IMG') { return; }
var settings = {};
var width;
var width1;
var height;
var height1;
var bgWidth;
var bgHeight;
var bgPosX;
var bgPosY;
var previousEvent;
var cachedDataUrl;
//console.log(img1.childNodes);
var img = img1.childNodes[1];
img1 = img1.childNodes[3]
function setSrcToBackground(img, id) {
img.style.backgroundImage = 'url("' + img.src + '")';
//$("#"+id).append("<h1 style='z-index:1;'>BHumoiraj</h1>")
canvas.width = img.naturalWidth;
canvas.id = "raj";
canvas.height = img.naturalHeight;
cachedDataUrl = canvas1.toDataURL();
img.src = cachedDataUrl;
}
function updateBgStyle() {
if (bgPosX > 0) {
bgPosX = 0;
} else if (bgPosX < width - bgWidth) {
bgPosX = width - bgWidth;
}
if (bgPosY > 0) {
bgPosY = 0;
} else if (bgPosY < height - bgHeight) {
bgPosY = height - bgHeight;
}
img.style.backgroundSize = bgWidth + 'px ' + bgHeight + 'px';
var bd = Math.abs(bgPosY);
var cd = Math.abs(bgPosX);
if (bgWidth < 1281) {
img.style.backgroundImage = 'url("http://blogs-images.forbes.com/trevornace/files/2016/02/political-map-world-1200x813.jpg")';
canvas.width = img.naturalWidth;
canvas.height = img.naturalHeight;
}
if (bgWidth > 1281 && bgWidth < 2283) {
img.style.backgroundImage = 'url("http://www.vector-eps.com/wp-content/gallery/administrative-europe-map-vector-and-images/administrative-europe-map-image2.jpg")';
img.style.border = "2px solid red";
}
if (bgWidth > 2283) {
img.style.backgroundImage = 'url("http://laraveldaily.com/wp-content/uploads/2016/08/World-Map-Blue.jpg")';
//img.style.backgroundSize = 2000+'px '+bgHeight+'px';
}
img.style.backgroundPosition = bgPosX + 'px ' + bgPosY + 'px';
// img1.style.top = bgPosY;//"-90px" ;
// img1.style.left = bgPosX;//"120px";
}
function reset() {
bgWidth = width;
bgHeight = height;
img1.style.top = height1 //"-90px" ;
img1.style.left = width1; //"120px";
bgPosX = bgPosY = 0;
updateBgStyle();
}
function onwheel(e) {
var deltaY = 0;
e.preventDefault();
if (e.deltaY) { // FireFox 17+ (IE9+, Chrome 31+?)
deltaY = e.deltaY;
} else if (e.wheelDelta) {
deltaY = -e.wheelDelta;
}
var rect = img.getBoundingClientRect();
var offsetX = e.pageX - rect.left - window.pageXOffset;
var offsetY = e.pageY - rect.top - window.pageYOffset;
var bgCursorX = offsetX - bgPosX;
var bgCursorY = offsetY - bgPosY;
var bgRatioX = bgCursorX / bgWidth;
var bgRatioY = bgCursorY / bgHeight;
if (deltaY < 0) {
bgWidth += bgWidth * settings.zoom;
bgHeight += bgHeight * settings.zoom;
} else {
bgWidth -= bgWidth * settings.zoom;
bgHeight -= bgHeight * settings.zoom;
}
// Take the percent offset and apply it to the new size:
bgPosX = offsetX - (bgWidth * bgRatioX);
bgPosY = offsetY - (bgHeight * bgRatioY);
// Prevent zooming out beyond the starting size
if (bgWidth <= width || bgHeight <= height) {
reset();
} else {
updateBgStyle();
}
}
function set(a, b, e) {
console.log("top=" + a + "left=" + b);
img1.style.top = b + "px"; //"-90px" ;
img1.style.left = a + "px"; //"120px";
}
function drag(e) {
e.preventDefault();
bgPosX += (e.pageX - previousEvent.pageX);
bgPosY += (e.pageY - previousEvent.pageY);
bgPosX += (e.pageX - previousEvent.pageX);
set(bgPosX, bgPosY, e);
previousEvent = e;
updateBgStyle();
}
function removeDrag() {
document.removeEventListener('mouseup', removeDrag);
document.removeEventListener('mousemove', drag);
}
// Make the background draggable
function draggable(e) {
e.preventDefault();
previousEvent = e;
document.addEventListener('mousemove', drag);
document.addEventListener('mouseup', removeDrag);
}
function load() {
if (img.src === cachedDataUrl)
return;
var computedStyle = window.getComputedStyle(img, null);
var computedStyle1 = window.getComputedStyle(img1, null);
width = parseInt(computedStyle.width, 10);
height = parseInt(computedStyle.height, 10);
width1 = parseInt(computedStyle1.top, 10);
height1 = parseInt(computedStyle1.top, 10);
bgWidth = width;
bgHeight = height;
bgPosX = 0;
bgPosY = 0;
setSrcToBackground(img);
img.style.backgroundSize = width + 'px ' + height + 'px';
img.style.backgroundPosition = '0 0';
img.addEventListener('wheelzoom.reset', reset);
img.addEventListener('wheel', onwheel);
img.addEventListener('mousedown', draggable);
img1.addEventListener('wheelzoom.reset', reset);
img1.addEventListener('wheel', onwheel);
img1.addEventListener('mousedown', draggable);
}
var destroy = function(originalProperties) {
img.removeEventListener('wheelzoom.destroy', destroy);
img.removeEventListener('wheelzoom.reset', reset);
img.removeEventListener('load', load);
img.removeEventListener('mouseup', removeDrag);
img.removeEventListener('mousemove', drag);
img.removeEventListener('mousedown', draggable);
img.removeEventListener('wheel', onwheel);
img1.removeEventListener('wheelzoom.destroy', destroy);
img1.removeEventListener('wheelzoom.reset', reset);
img1.removeEventListener('load', load);
img1.removeEventListener('mouseup', removeDrag);
img1.removeEventListener('mousemove', drag);
img1.removeEventListener('mousedown', draggable);
img1.removeEventListener('wheel', onwheel);
img.style.backgroundImage = originalProperties.backgroundImage;
img.style.backgroundRepeat = originalProperties.backgroundRepeat;
//img.src = originalProperties.src;
}.bind(null, {
backgroundImage: img.style.backgroundImage,
backgroundRepeat: img.style.backgroundRepeat
//src: img.src
});
img.addEventListener('wheelzoom.destroy', destroy);
options = options || {};
Object.keys(defaults).forEach(function(key) {
settings[key] = options[key] !== undefined ? options[key] : defaults[key];
});
if (img.complete) {
load();
}
img.addEventListener('load', load);
};
// Do nothing in IE8
if (typeof window.getComputedStyle !== 'function') {
return function(elements) {
return elements;
};
} else {
return function(elements, options) {
if (elements && elements.length) {
Array.prototype.forEach.call(elements, main, options);
} else if (elements && elements.nodeName) {
main(elements, options);
}
return elements;
};
}
}());
wheelzoom(document.querySelector('div.zoom', "id"));
<body>
<div class='zoom' style="width: 760px;height:520px;border: 1px solid red;overflow:hidden;" id="target">
<img class='zoom1' id="img" src='http://blogs-images.forbes.com/trevornace/files/2016/02/political-map-world-1200x813.jpg' alt='Daisy!' width='755px' height='520px' />
<div style="position: relative;border: 1px solid red; width: 200px; height: 100px;top:-190px;">
<img src='camera.png' alt='Daisy!' width='55px' height='20px' />
</div>
</div>
</body>
don't use width and height.you can use bootstrap with col-md-... class.use divs with this kind of classes.Its helpfull to responsive.

Move canvas position in HTML5 puzzle game

I have downloaded a ready-made HTML5 tile-swapping puzzle, but I am not getting how to change the canvas position.
If we change the canvas position by giving a margin to the body, the puzzle doesn't work. I'd like to align the puzzle to the middle of the page.
Here is a JSFiddle with the code for the puzzle:
https://jsfiddle.net/kilobyte/0ej6cv6w/
Here is an excerpt of the code you should examine, where I'm changing the margin:
function Add(){
alert("Congratulation...! You have Won...!!");
var btn=document.createElement("input");
btn.type="button";
btn.id="mybutton";
btn.value="Submit";
btn.style.width="100px";
btn.style.height="50px";
btn.style.background="green";
btn.style.margin="100px";
document.body.appendChild(btn);
var buttonid =document.getElementById("mybutton");
buttonid.addEventListener('click', ButtonClick,false);
}
function gameOver(){
document.onmousedown = null;
document.onmousemove = null;
document.onmouseup = null;
Add();
//initPuzzle();
}
Edit: Ok, seems like Firefox works, but chrome has a different behaviour. Im not going to rewrite the game, but i can give you a pointer on what to do. You need to edit the function called onPuzzleClick(), its located on on line 103 in the code. Thats where the click position is set (_mouse.x and _mouse.y). You need to find out whats different in chrome and set the correct position there, id advise looking at the left-margin and top-margin or some absolute position or similar
The code that you quote in your question doesn't actually change the margin of the canvas. It assigns a margin to a button at the end of the game. But never mind that. In my demonstration below, I've removed the unnecessary button and I set the canvas margin with CSS.
We can fix the problem of the shifted canvas with the help of a function that calculates the offset of an HTML element with respect to an HTML element that encloses it:
function getOffset(element, ancestor) {
var left = 0,
top = 0;
while (element != ancestor) {
left += element.offsetLeft;
top += element.offsetTop;
element = element.parentNode;
}
return { left: left, top: top };
}
We also need a function that computes the mouse position with respect to the upper left corner of the page:
function getMousePosition (event) {
event = event || window.event;
if (event.pageX) {
return { x: event.pageX, y: event.pageY };
}
return {
x: event.clientX + document.body.scrollLeft +
document.documentElement.scrollLeft,
y: event.clientY + document.body.scrollTop +
document.documentElement.scrollTop
};
}
In setCanvas(), we calculate and save the offset of the canvas relative to the page:
_canvas.offset = getOffset(_canvas, document.body);
Subsequently, when we need the mouse coordinates in onPuzzleClick() and updatePuzzle(), we take the canvas offset into account:
var position = getMousePosition(e);
_mouse.x = position.x - _canvas.offset.left;
_mouse.y = position.y - _canvas.offset.top;
Now the puzzle works correctly regardless of where the canvas is positioned:
const PUZZLE_DIFFICULTY = 4;
const PUZZLE_HOVER_TINT = '#009900';
var _canvas;
var _stage;
var _img;
var _pieces;
var _puzzleWidth;
var _puzzleHeight;
var _pieceWidth;
var _pieceHeight;
var _currentPiece;
var _currentDropPiece;
var _mouse;
function getOffset(element, ancestor) {
var left = 0,
top = 0;
while (element != ancestor) {
left += element.offsetLeft;
top += element.offsetTop;
element = element.parentNode;
}
return { left: left, top: top };
}
function getMousePosition (event) {
event = event || window.event;
if (event.pageX) {
return { x: event.pageX, y: event.pageY };
}
return {
x: event.clientX + document.body.scrollLeft +
document.documentElement.scrollLeft,
y: event.clientY + document.body.scrollTop +
document.documentElement.scrollTop
};
}
function init(){
_img = new Image();
_img.addEventListener('load',onImage,false);
_img.src = "http://www.justvape247.com/ekmps/shops/justvape247/images/red-apple-natural-f.w-16946-p.jpg";
}
function onImage(e){
_pieceWidth = Math.floor(_img.width / PUZZLE_DIFFICULTY)
_pieceHeight = Math.floor(_img.height / PUZZLE_DIFFICULTY)
_puzzleWidth = _pieceWidth * PUZZLE_DIFFICULTY;
_puzzleHeight = _pieceHeight * PUZZLE_DIFFICULTY;
setCanvas();
initPuzzle();
}
function setCanvas(){
_canvas = document.getElementById('gameCanvas');
_stage = _canvas.getContext('2d');
_canvas.width = _puzzleWidth;
_canvas.height = _puzzleHeight;
_canvas.style.border = "1px solid black";
_canvas.offset = getOffset(_canvas, document.body);
}
function initPuzzle(){
_pieces = [];
_mouse = {x:0,y:0};
_currentPiece = null;
_currentDropPiece = null;
_stage.drawImage(_img, 0, 0, _puzzleWidth, _puzzleHeight, 0, 0, _puzzleWidth, _puzzleHeight);
createTitle("Click to Start Puzzle");
buildPieces();
}
function createTitle(msg){
_stage.fillStyle = "#000000";
_stage.globalAlpha = .4;
_stage.fillRect(100,_puzzleHeight - 40,_puzzleWidth - 200,40);
_stage.fillStyle = "#FFFFFF";//text color
_stage.globalAlpha = 1;
_stage.textAlign = "center";
_stage.textBaseline = "middle";
_stage.font = "20px Arial";
_stage.fillText(msg,_puzzleWidth / 2,_puzzleHeight - 20);
}
function buildPieces(){
var i;
var piece;
var xPos = 0;
var yPos = 0;
for(i = 0;i < PUZZLE_DIFFICULTY * PUZZLE_DIFFICULTY;i++){
piece = {};
piece.sx = xPos;
piece.sy = yPos;
_pieces.push(piece);
xPos += _pieceWidth;
if(xPos >= _puzzleWidth){
xPos = 0;
yPos += _pieceHeight;
}
}
document.onmousedown = shufflePuzzle;
}
function shufflePuzzle(){
_pieces = shuffleArray(_pieces);
_stage.clearRect(0,0,_puzzleWidth,_puzzleHeight);
var i;
var piece;
var xPos = 0;
var yPos = 0;
for(i = 0;i < _pieces.length;i++){
piece = _pieces[i];
piece.xPos = xPos;
piece.yPos = yPos;
_stage.drawImage(_img, piece.sx, piece.sy, _pieceWidth, _pieceHeight, xPos, yPos, _pieceWidth, _pieceHeight);
_stage.strokeRect(xPos, yPos, _pieceWidth,_pieceHeight);
xPos += _pieceWidth;
if(xPos >= _puzzleWidth){
xPos = 0;
yPos += _pieceHeight;
}
}
document.onmousedown = onPuzzleClick;
}
function shuffleArray(o){
for(var j, x, i = o.length; i; j = parseInt(Math.random() * i), x = o[--i], o[i] = o[j], o[j] = x);
return o;
}
function onPuzzleClick(e){
var position = getMousePosition(e);
_mouse.x = position.x - _canvas.offset.left;
_mouse.y = position.y - _canvas.offset.top;
_currentPiece = checkPieceClicked();
if(_currentPiece != null){
_stage.clearRect(_currentPiece.xPos,_currentPiece.yPos,_pieceWidth,_pieceHeight);
_stage.save();
_stage.globalAlpha = .9;
_stage.drawImage(_img, _currentPiece.sx, _currentPiece.sy, _pieceWidth, _pieceHeight, _mouse.x - (_pieceWidth / 2), _mouse.y - (_pieceHeight / 2), _pieceWidth, _pieceHeight);
_stage.restore();
document.onmousemove = updatePuzzle;
document.onmouseup = pieceDropped;
}
}
function checkPieceClicked(){
var i;
var piece;
for(i = 0;i < _pieces.length;i++){
piece = _pieces[i];
if(_mouse.x < piece.xPos || _mouse.x > (piece.xPos + _pieceWidth) || _mouse.y < piece.yPos || _mouse.y > (piece.yPos + _pieceHeight)){
//PIECE NOT HIT
}
else{
return piece;
}
}
return null;
}
function updatePuzzle(e){
var position = getMousePosition(e);
_mouse.x = position.x - _canvas.offset.left;
_mouse.y = position.y - _canvas.offset.top;
_currentDropPiece = null;
_stage.clearRect(0,0,_puzzleWidth,_puzzleHeight);
var i;
var piece;
for(i = 0;i < _pieces.length;i++){
piece = _pieces[i];
if(piece == _currentPiece){
continue;
}
_stage.drawImage(_img, piece.sx, piece.sy, _pieceWidth, _pieceHeight, piece.xPos, piece.yPos, _pieceWidth, _pieceHeight);
_stage.strokeRect(piece.xPos, piece.yPos, _pieceWidth,_pieceHeight);
if(_currentDropPiece == null){
if(_mouse.x < piece.xPos || _mouse.x > (piece.xPos + _pieceWidth) || _mouse.y < piece.yPos || _mouse.y > (piece.yPos + _pieceHeight)){
//NOT OVER
}
else{
_currentDropPiece = piece;
_stage.save();
_stage.globalAlpha = .4;
_stage.fillStyle = PUZZLE_HOVER_TINT;
_stage.fillRect(_currentDropPiece.xPos,_currentDropPiece.yPos,_pieceWidth, _pieceHeight);
_stage.restore();
}
}
}
_stage.save();
_stage.globalAlpha = .6;
_stage.drawImage(_img, _currentPiece.sx, _currentPiece.sy, _pieceWidth, _pieceHeight, _mouse.x - (_pieceWidth / 2), _mouse.y - (_pieceHeight / 2), _pieceWidth, _pieceHeight);
_stage.restore();
_stage.strokeRect( _mouse.x - (_pieceWidth / 2), _mouse.y - (_pieceHeight / 2), _pieceWidth,_pieceHeight);
}
function pieceDropped(e){
document.onmousemove = null;
document.onmouseup = null;
if(_currentDropPiece != null){
var tmp = {xPos:_currentPiece.xPos,yPos:_currentPiece.yPos};
_currentPiece.xPos = _currentDropPiece.xPos;
_currentPiece.yPos = _currentDropPiece.yPos;
_currentDropPiece.xPos = tmp.xPos;
_currentDropPiece.yPos = tmp.yPos;
}
resetPuzzleAndCheckWin();
}
function resetPuzzleAndCheckWin(){
_stage.clearRect(0,0,_puzzleWidth,_puzzleHeight);
var gameWin = true;
var i;
var piece;
for(i = 0;i < _pieces.length;i++){
piece = _pieces[i];
_stage.drawImage(_img, piece.sx, piece.sy, _pieceWidth, _pieceHeight, piece.xPos, piece.yPos, _pieceWidth, _pieceHeight);
_stage.strokeRect(piece.xPos, piece.yPos, _pieceWidth,_pieceHeight);
if(piece.xPos != piece.sx || piece.yPos != piece.sy){
gameWin = false;
}
}
if(gameWin){
setTimeout(gameOver,500);
}
}
function gameOver(){
document.onmousedown = null;
document.onmousemove = null;
document.onmouseup = null;
alert("Congratulations...! You have Won...!!");
}
window.onload = init;
#gameCanvas {
margin: 20px 50px;
}
<canvas id="gameCanvas"></canvas>

Categories

Resources