Circle is not connecting through lines properly using Canvas - javascript

I am trying to create 11 circles which connected through lines with a middle circle. I am trying to draw the circles. Here I have doing some r&d but I could not able to make lines. Please help me to complete this.
var canvas, ctx;
var circlePoints = [];
function createCanvasPainting() {
canvas = document.getElementById('myCanvas');
if (!canvas || !canvas.getContext) {
return false;
}
canvas.width = 600;
canvas.height = 600;
ctx = canvas.getContext('2d');
ctx.strokeStyle = '#B8D9FE';
ctx.fillStyle = '#B8D9FE';
ctx.translate(300, 250);
ctx.arc(0, 0, 50, 0, Math.PI * 2); //center circle
ctx.stroke();
ctx.fill();
var angleRotate = 0;
for (var i=0; i<11; i++) {
if (i > 0) {
angleRotate += 32.72;
}
lineToAngle(ctx, 0, 0, 200, angleRotate);
}
}
function lineToAngle(ctx, x1, y1, length, angle) {
angle *= Math.PI / 180;
var x2 = x1 + length * Math.cos(angle),
y2 = y1 + length * Math.sin(angle);
ctx.beginPath();
ctx.moveTo(x1, y1);
ctx.lineTo(x2, y2);
ctx.lineWidth = 1;
ctx.arc(x2, y2, 40, 0, Math.PI * 2);
ctx.fill();
ctx.stroke();
circlePoints.push({x: x2, y: y2});
// console.log(circlePoints);
}
createCanvasPainting();
<canvas id="myCanvas"></canvas>
Here is my JSFiddle Link

See below I removed all the "noise" from your code.
Just circles with lines connecting with a middle circle.
canvas = document.getElementById('myCanvas');
canvas.width = canvas.height = 200;
ctx = canvas.getContext('2d');
ctx.lineWidth = 1;
ctx.translate(99, 99);
angle = 0;
function draw() {
ctx.clearRect(-99, -99, 200, 200);
ctx.beginPath();
ctx.arc(0, 0, 35 + Math.cos(angle / 3000), 0, Math.PI * 2);
ctx.stroke();
ctx.fill();
for (var i = 0; i < 11; i++) {
a = angle * Math.PI / 180;
x = 80 * Math.cos(a)
y = 80 * Math.sin(a)
ctx.beginPath();
ctx.arc(x, y, 18, 0, Math.PI * 2);
ctx.moveTo(x, y);
ctx.lineTo(0, 0);
ctx.fill();
ctx.stroke();
angle += 32.7;
}
}
setInterval(draw, 10);
<canvas id="myCanvas"></canvas>

Related

How to get coordinates of every circle from this Canvas

I need to create a pattern where 5 circles connected by lines to a middle main circle.
So I have created dynamically by rotating in some certain angle. Now I need each and every circle's x and y axis coordinates for capturing the click events on every circle.
Please help me how to find out of coordinates of every circle?
var canvas, ctx;
function createCanvasPainting() {
canvas = document.getElementById('myCanvas');
if (!canvas || !canvas.getContext) {
return false;
}
canvas.width = 600;
canvas.height = 600;
ctx = canvas.getContext('2d');
ctx.strokeStyle = '#B8D9FE';
ctx.fillStyle = '#B8D9FE';
ctx.translate(300, 250);
ctx.arc(0, 0, 50, 0, Math.PI * 2); //center circle
ctx.stroke();
ctx.fill();
drawChildCircles(5);
fillTextMultiLine('Test Data', 0, 0);
drawTextInsideCircles(5);
}
function drawTextInsideCircles(n) {
let ang_unit = Math.PI * 2 / n;
ctx.save();
for (var i = 0; i < n; i++) {
ctx.rotate(ang_unit);
//ctx.moveTo(0,0);
fillTextMultiLine('Test Data', 200, 0);
ctx.strokeStyle = '#B8D9FE';
ctx.fillStyle = '#B8D9FE';
}
ctx.restore();
}
function drawChildCircles(n) {
let ang_unit = Math.PI * 2 / n;
ctx.save();
for (var i = 0; i < n; ++i) {
ctx.rotate(ang_unit);
ctx.beginPath();
ctx.moveTo(0,0);
ctx.lineTo(100,0);
ctx.arc(200, 0, 40, 0, Math.PI * 2);
let newW = ctx.fill();
ctx.stroke();
}
ctx.restore();
}
function fillTextMultiLine(text, x, y) {
ctx.font = 'bold 13pt Calibri';
ctx.textAlign = 'center';
ctx.fillStyle = "#FFFFFF";
// Defining the `textBaseline`…
ctx.textBaseline = "middle";
var lineHeight = ctx.measureText("M").width * 1.2;
var lines = text.split("\n");
for (var i = 0; i < lines.length; ++i) {
// console.log(lines);
if (lines.length > 1) {
if (i == 0) {
y -= lineHeight;
} else {
y += lineHeight;
}
}
ctx.fillText(lines[i], x, y);
}
}
createCanvasPainting();
<canvas id="myCanvas"></canvas>
The problem here is that you are rotating the canvas matrix and your circles are not aware of their absolute positions.
Why don't you use some simple trigonometry to determine the center of your circle and the ending of the connecting lines ?
function lineToAngle(ctx, x1, y1, length, angle) {
angle *= Math.PI / 180;
var x2 = x1 + length * Math.cos(angle),
y2 = y1 + length * Math.sin(angle);
ctx.moveTo(x1, y1);
ctx.lineTo(x2, y2);
ctx.stroke();
return {x: x2, y: y2};
}
Ref: Finding coordinates after canvas Rotation
After that, given the xy center of your circles, calculating if a coord is inside a circle, you can apply the following formula:
Math.sqrt((x1-x0)*(x1-x0) + (y1-y0)*(y1-y0)) < r
Ref: Detect if user clicks inside a circle

Using Canvas via JavaScript, how can I draw a picture X number of times and within Y parameters?

I'm trying to draw a smiley face X number of times, and then the smiley face are Y radius from the center of the canvas. I also want to add a function where it allows the drawing to stay within the canvas, not outside as well as two functions to allow maximum number of smiley face in the circle and the maximum radius it can go up to. Eventually, I want my final product to end up looking something like this: https://imgur.com/VvDcFXq. I am new to Canvas and any help is greatly appreciated
<!DOCTYPE>
<html lang="en">
<meta charset="UTF-8">
<head>
<title>CPSC 1045 Assignment 7 - Smiley Rotator</title>
</head>
<body>
<h1>CPSC 1045 Assignment 7 - Simley Rotator</h1>
<p>Enter a number of smiles to draw<input type="number" min="0" max="9" id="NumberofSmiles"></p>
<p>Enter how far from the center of the canvas to draw them<input type="number" min="0" max="151" id="radius"></p>
<button id="draw">Draw</button><br>
<canvas id="myCanvas" height="400" width="400" style="border: 1px solid black">
<script>
let c, ctx, pos, centerX, centerY, radius, eyeRadius, eyeXOffset, eyeYOffset
document.getElementById("draw").onclick = checkNumber;
document.getElementById("draw").onclick = checkRadius;
function placement() {
c = document.getElementById("myCanvas");
ctx = c.getContext("2d");
centerX = c.width / 2;
centerY = c.height / 2;
radius = 70;
eyeRadius = 10;
eyeXOffset = 25;
eyeYOffset = 20;
reset();
}
function drawFace(){
// Draw the yellow circle
ctx.beginPath();
ctx.arc(centerX + pos.left, centerY + pos.top, radius, 0, 2 * Math.PI, false);
ctx.fillStyle = 'yellow';
ctx.fill();
ctx.lineWidth = 5;
ctx.strokeStyle = 'black';
ctx.stroke();
ctx.closePath();
}
function drawEyes(){
// Draw the eyes
let eyeX = centerX + pos.left - eyeXOffset;
let eyeY = centerY + pos.top - eyeYOffset;
ctx.beginPath();
ctx.arc(eyeX, eyeY, eyeRadius, 0, 2 * Math.PI, false);
ctx.fillStyle = 'black';
ctx.fill();
ctx.closePath();
ctx.beginPath();
eyeX = centerX + pos.left + eyeXOffset;
ctx.arc(eyeX, eyeY, eyeRadius, 0, 2 * Math.PI, false);
ctx.fillStyle = 'black';
ctx.fill();
ctx.closePath();
}
function drawMouth(){
// Draw the mouth
ctx.beginPath();
ctx.arc(centerX + pos.left, centerY + pos.top, 50, 0, Math.PI, false);
ctx.stroke();
ctx.closePath();
}
function draw(x,y) {
clear();
drawFace();
drawEyes();
drawMouth();
}
function clear() {
ctx.clearRect(0, 0, c.width, c.height);
}
function checkNumber() {
var input = document.getElementById("NumberofSmiles").value;
if (input > 9) {
alert("You have enter an invalid number");
}
}
function checkRadius() {
var inputs = document.getElementById("radius").value;
if (inputs > 150) {
alert("You have entered an invalid radius");
}
}
function checkmyvalue() {
checkRadius();
checkNumber();
}
</script>
</body>
</html>
I've tried to save as much as I could from your code.
Since you want to rotate the smileys I draw them around the origin of the canvas and then I translate to the position and rotate the context:
ctx.translate(pos.left,pos.top)
ctx.rotate(Angle);
Another change I've made: I've changed the radius of the smiley because I thought it was too big but you can change it back at what you want. Everything else will scale proportionally.
I hope this is what you need.
const c = document.getElementById("myCanvas");
const ctx = c.getContext("2d");
let center = {};
center.x = c.width / 2;
center.y = c.height / 2;
let face_radius = 30;
let eyeRadius = face_radius / 7;
let mouth_radius = face_radius * 0.7;
let eyeXOffset = face_radius * 0.36;
let eyeYOffset = face_radius * 0.28;
function drawFace() {
// Draw the yellow circle
ctx.beginPath();
ctx.arc(0, 0, face_radius, 0, 2 * Math.PI, false);
ctx.fillStyle = "yellow";
ctx.fill();
ctx.lineWidth = 5;
ctx.strokeStyle = "black";
ctx.stroke();
ctx.closePath();
}
function drawEyes() {
// Draw the eyes
let eyeX = - eyeXOffset;
let eyeY = - eyeYOffset;
ctx.beginPath();
ctx.arc(eyeX, eyeY, eyeRadius, 0, 2 * Math.PI, false);
ctx.fillStyle = "black";
ctx.fill();
ctx.closePath();
ctx.beginPath();
eyeX = eyeXOffset;
ctx.arc(eyeX, eyeY, eyeRadius, 0, 2 * Math.PI, false);
ctx.fillStyle = "black";
ctx.fill();
ctx.closePath();
}
function drawMouth() {
// Draw the mouth
ctx.beginPath();
ctx.arc(0, 0, mouth_radius, 0, Math.PI, false);
ctx.stroke();
ctx.closePath();
}
function clear() {
ctx.clearRect(0, 0, c.width, c.height);
}
function drawSmiley(pos,Angle) {
ctx.save();
ctx.translate(pos.left,pos.top)
ctx.rotate(Angle);
drawFace();
drawEyes();
drawMouth();
ctx.restore();
}
function checkNumber() {
let n = parseInt(NumberofSmiles.value);
if (n > 0 && n < 9) {
return n;
} else {
alert("You have enter an invalid number");
clear();
}
}
function checkRadius() {
let R = parseInt(_radius.value);
let maxR = c.width/2 - face_radius
if (R > 0 && R < maxR) {
return R;
} else {
alert("The radius has to be smaller than "+ maxR );
clear();
}
}
function checkmyvalue() {
let R = checkRadius();
let N = checkNumber();
let angle = 2 * Math.PI / N;
clear();
for (let i = 0; i < N; i++) {
let Angle = angle * i;
let pos = {};
pos.left = center.x + R * Math.cos(Angle);
pos.top = center.y + R * Math.sin(Angle);
drawSmiley(pos,Angle);
}
}
draw.addEventListener("click", checkmyvalue);
canvas{border:1px solid}
<h1>CPSC 1045 Assignment 7 - Simley Rotator</h1>
<p>Enter a number of smiles to draw<input type="number" min="0" max="9" id="NumberofSmiles"></p>
<p>Enter how far from the center of the canvas to draw them<input type="number" min="0" max="151" id="_radius"></p>
<button id="draw">Draw</button><br>
<canvas id="myCanvas" height="400" width="400" style="border: 1px solid black">

Rotate circle around triangle canvas

I want to spin a circle around a triangle using canvas. Have this code from earlier, but here is the circle in the middle, and a rectangle spinning, i want the circle to spin and have a triangle in the middle. Can someone help?
Here is the JS code i have:
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var cx = 100;
var cy = 100;
var rectWidth = 15;
var rectHeight = 10;
var rotation = 0;
requestAnimationFrame(animate);
function animate() {
requestAnimationFrame(animate);
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.beginPath();
ctx.arc(cx, cy, 10, 0, Math.PI * 2);
ctx.closePath();
ctx.fill();
ctx.save();
ctx.translate(cx, cy);
ctx.rotate(rotation);
ctx.strokeRect(-rectWidth / 2 + 20, -rectHeight / 2, rectWidth, rectHeight);
ctx.restore();
rotation += Math.PI / 180;
}
<canvas id="canvas"></canvas>
I have edited your code to draw the requested shapes and added comments to describe, what i am doing in the snippet below.
var canvas = document.body.appendChild(document.createElement("canvas"));
var ctx = canvas.getContext("2d");
var cx = 100;
var cy = 100;
var rotation = 0;
requestAnimationFrame(animate);
function animate() {
//Clear canvas
ctx.clearRect(0, 0, canvas.width, canvas.height);
//Draw center figure
/*
ctx.beginPath();
ctx.arc(cx, cy, 10, 0, Math.PI * 2);
ctx.closePath();
ctx.fill();
*/
ctx.beginPath();
ctx.moveTo(cx - 10, cy - 10);
ctx.lineTo(cx, cy + 10);
ctx.lineTo(cx + 10, cy - 10);
ctx.closePath();
ctx.fill();
//Rotate canvas
ctx.save();
ctx.translate(cx, cy);
ctx.rotate(rotation);
//Draw rotating object
/*ctx.strokeRect(-rectWidth / 2 + 20, -rectHeight / 2, rectWidth, rectHeight);*/
ctx.beginPath();
ctx.arc(20, 0, 5, 0, Math.PI * 2);
ctx.closePath();
ctx.fill();
//Rotate canvas back
ctx.restore();
//Save rotation
rotation += Math.PI / 180;
//Request next frame
requestAnimationFrame(animate);
}
It sounds like you lack experience with HTML Canvas manipulation, so i would like to recommend some MDN's official canvas tutorial.
If you have further questions feel free to open new questions with more code-specific problems in the future.
Here is an alternative to moving objects without using the ctx.translate or the ctx.rotate
We can use Math.sin and Math.cos to move around in a circular or elliptical motion.
Once you understand this approach you open the door for many possibilities, for example you can make the spins relative to other objects.
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var rotation = 0;
setInterval(animate, 10);
function animate(rx, ry, speed) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
draw(120, 80, 1)
draw(240, 80, 10/3)
}
function draw(rx, ry, speed) {
var x = Math.cos(rotation) * 50 + rx
var y = Math.sin(rotation) * 50 + ry
ctx.beginPath()
ctx.arc(x, y, 20, 0, Math.PI * 2);
ctx.stroke();
for (var i = 1; i < 8; i++) {
x += Math.sin(rotation * i/speed) * 20
y += Math.cos(rotation * i/speed) * 20/i
ctx.beginPath()
ctx.arc(x, y, 8/i, 0, Math.PI * 2);
ctx.stroke();
}
rotation += Math.PI / 180;
}
<canvas id="canvas" height=170 width=400></canvas>
Try the following:
<code>
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var cx=100;
var cy=100;
var rectWidth=15;
var rectHeight=10;
var rotation=0;
requestAnimationFrame(animate);
function animate(){
requestAnimationFrame(animate);
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.beginPath();
var radius = 8;
ctx.moveTo(cx - radius, cy + radius);
ctx.lineTo(cx, cy - radius);
ctx.lineTo(cx + radius , cy + radius);
ctx.lineTo(cx - radius, cy + radius);
ctx.fill();
ctx.save();
ctx.translate(cx,cy);
ctx.rotate(rotation);
ctx.strokeRect(-rectWidth/2+20,-rectHeight/2,rectWidth,rectHeight);
ctx.restore();
rotation+=Math.PI/180;
}
</code>

How do you set up multiple orbiting canvas drawings (pure js)

I am making a solar system with pre-made planets and want to know how to get more than one to rotate around the sun. I ran into the issue of not being able to rotate 2 at once. Any solutions?Here is current code:
Orbiting page:
var canvasP = document.getElementById("planetsOrbit");
var ctx2 = canvasP.getContext("2d");
var angle = 6 * Math.PI / 180;
var cx = window.innerWidth / 2;
var cy = window.innerHeight / 2.12;
var radiusNew = (window.innerHeight + window.innerWidth) * 0.15;
function resizeCanvasPOrbit() {
ctx2.clearRect(0, 0, canvasP.width, canvasP.height);
if (canvasP.width < window.innerWidth) {
canvasP.width = window.innerWidth * 0.99;
}'
if (canvasP.height < window.innerHeight)
{
canvasP.height = window.innerHeight * 0.98;
}
w = canvasP.width
h = canvasP.height
}
function draw(x, y) {
ctx2.clearRect(0, 0, w, h);
ctx2.save();
ctx2.beginPath();
ctx2.beginPath();
roa(x, y, window.innerHeight * window.innerWidth * 0.00008);
ctx2.stroke();
ctx2.restore();
};
function keepDrawing() {
ctx2.clearRect(0, 0, w, h);
draw(newX, newY);
setTimeout(keepDrawing, 250);
}
window.requestAnimFrame = (function (callback) {
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function (callback) {
window.setTimeout(callback, 5000 / 60);
};
})();
var fps = 60;
function animate() {
setTimeout(function () {
requestAnimationFrame(animate);
// increase the angle of rotation A.K.A SPEED!
angle += 1 * Math.PI / 3600;
//calculate the new ball.x / ball.y
var newX = cx - radiusNew * Math.cos(angle);
var newY = cy + radiusNew * Math.sin(angle);
//draw
ctx2.clearRect(0, 0, w, h);
draw(newX, newY);
//draw the centerpoint
ctx2.beginPath();
ctx2.arc(cx, cy, radiusNew, 0, Math.PI * 2, false);
ctx2.closePath();
}, 1000 / fps);
}
animate();
and the Premade Planets:
//sun
solus = function(xAxis, yAxis, radius) {
ctx.shadowBlur=400
ctx.shadowColor="red"
ctx.fillStyle ="#ff9900";
ctx.beginPath();
ctx.arc(xAxis, yAxis, radius, 0, Math.PI * 2, false)
ctx.fill();
ctx.shadowBlur = 0;
}
//Fighting Pits
pits = function(xAxis, yAxis, radius) {
ctx.beginPath();
ctx.fillStyle ="#990000"
ctx.arc(xAxis, yAxis, radius, 0, Math.PI , false)
ctx.moveTo(xSpot1,ySpot1)
ctx.lineTo(xSpot1,ySpot2)
ctx.lineTo(xSpot2,ySpot2)
ctx.lineTo(xSpot2,ySpot3)
ctx.lineTo(xSpot3,ySpot4)
ctx.lineTo(xSpot4,ySpot3)
ctx.lineTo(xSpot4,ySpot2)
ctx.lineTo(xSpot5,ySpot2)
ctx.lineTo(xSpot5,ySpot1)
ctx.lineTo(xSpot1,ySpot1)
ctx.fill();
}
//Water Planet
roa = function(xAxis, yAxis, radius) {
ctx2.shadowBlur = 0;
ctx2.beginPath();
ctx2.fillStyle ="#00ffff"
ctx2.arc(xAxis, yAxis, radius, 0, Math.PI * 2, false)
ctx2.fill();
}
//Forest planet atmoshpere
eldridA = function(xAxis, yAxis, radius) {
ctx.beginPath();
ctx.fillStyle ="rgba(230, 230, 230, 0.3)";
ctx.arc(xAxis, yAxis, radius, 0, Math.PI * 2, false)
ctx.fill();
}
//forest core
eldrid = function(xAxis, yAxis, radius) {
ctx.shadowColor = "rgba(230, 230, 230, 0.2)";
ctx.shadowBlur = 200;
ctx.beginPath();
ctx.fillStyle ="#ff9900"
ctx.arc(xAxis, yAxis, radius / 2, 0, Math.PI * 2, false)
ctx.fill();
xAxis2 = xAxis - window.innerWidth * 0.009
yAxis2 = yAxis + window.innerHeight * 0.007
ctx.arc(xAxis2, yAxis2, radius / 4, 0, Math.PI * 2, false)
ctx.fill();
ctx.beginPath();
xAxis3 = xAxis + window.innerWidth * 0.011
ctx.arc(xAxis3 , yAxis2, radius / 3, 0, Math.PI * 2, false)
ctx.fill();
ctx.beginPath();
yAxis3 = yAxis - window.innerHeight * 0.03
ctx.arc(xAxis, yAxis3, radius / 3, 0, Math.PI * 2, false)
ctx.fill();
ctx.shadowBlur = 0;
ctx.shadowColor = null;
}
So how can I get more than one planet to orbit the Sun? any Help is appreciated.
I did a simple demo of a solar system with multiple planets using canvas: http://codepen.io/giladaya/pen/PWWKLP
I believe that you can easily adapt it to your needs and I'll explain the main parts of the code:
Each planet has it's own properties like radius, distance from center, radial velocity and a reference to a draw function.
var planets = [
{
name: 'sun', // for reference
rad: 30, // Planet radius
distance: 0, // Planet distance from center
rv: 0, // radial velocity (deg/sec)
drawFunc: drawSun // draw function
},
{
name: 'foo',
rad: 10,
distance: 70,
rv: 1,
drawFunc: drawBlue
},
{
name: 'bar',
rad: 15,
distance: 100,
rv: 2,
drawFunc: drawRed
}
];
The main loop iterates over all the planets, updates their current angle according to the radial velocity and draws each one in it's new, updated location.
function draw() {
ctx.fillRect(-cW/2, -cH/2, cW, cH);
var now = Date.now(),
dts = (now - lastFrameTime) / 1000;
planets.forEach(function(planet, idx){
var theta = 0;
planetsAngle[idx] += planet.rv/Math.PI * dts;
theta = planetsAngle[idx];
var x = planet.distance * Math.cos(theta);
var y = planet.distance * Math.sin(theta);
planet.drawFunc(ctx, x, y, planet.rad);
});
lastFrameTime = now;
requestAnimationFrame(draw);
}
Note that if using requestAnimationFrame, you don't need to set timers.
The draw function for each planet can be as complicated as you want in order to have more elements on the planet. For example:
function drawRed(ctx, x, y, rad) {
ctx.save();
ctx.fillStyle = 'red';
ctx.translate(x, y);
ctx.beginPath();
ctx.arc(0, 0, rad, 0, 2*Math.PI , false);
ctx.fill();
ctx.fillStyle = '#A00';
ctx.fillRect(-4, -4, 8, 8);
ctx.restore();
}

Circle won't be drawn on canvas

Hi I try to make an animation. A circle should run from right to left. Now the problem is that no circle become drawed in the canvas. I check in chromes developer tool the console log but there was no error. Have anyone a idea what the mistake is?
window.onload = window.onresize = function() {
var C = 1; // canvas width to viewport width ratio
var el = document.getElementById("myCanvas");
var viewportWidth = window.innerWidth;
var viewportHeight = window.innerHeight;
var canvasWidth = viewportWidth * C;
var canvasHeight = viewportHeight;
el.style.position = "fixed";
el.setAttribute("width", canvasWidth);
el.setAttribute("height", canvasHeight);
var x = canvasWidth / 100;
var y = canvasHeight / 100;
var ballx = canvasWidth / 100;
var n;
window.ctx = el.getContext("2d");
ctx.clearRect(0, 0, canvasWidth, canvasHeight);
// draw triangles
function init() {
ballx;
return setInterval(main_loop, 1000);
}
function drawcircles() {
function getRandomElement(array) {
if (array.length == 0) {
return undefined;
}
return array[Math.floor(Math.random() * array.length)];
}
var circles = [
'#FFFF00',
'#FF0000',
'#0000FF'
];
ctx.beginPath();
ctx.arc(ballx * 108, canvasHeight / 2, x * 5, 0, 2 * Math.PI, false);
ctx.fillStyle = JSON.stringify(getRandomElement(circles));
ctx.fill();
ctx.closePath;
}
function draw() {
var counterClockwise = false;
ctx.clearRect(0, 0, canvasWidth, canvasHeight);
//first halfarc
ctx.beginPath();
ctx.arc(x * 80, y * 80, y * 10, 0 * Math.PI, 1 * Math.PI, counterClockwise);
ctx.lineWidth = y * 1;
ctx.strokeStyle = 'black';
ctx.stroke();
ctx.closePath;
//second halfarc
ctx.beginPath();
ctx.arc(x * 50, y * 80, y * 10, 0 * Math.PI, 1 * Math.PI, counterClockwise);
ctx.lineWidth = y * 1;
ctx.strokeStyle = 'black';
ctx.stroke();
ctx.closePath;
//third halfarc
ctx.beginPath();
ctx.arc(x * 20, y * 80, y * 10, 0 * Math.PI, 1 * Math.PI, counterClockwise);
ctx.lineWidth = y * 1;
ctx.strokeStyle = 'black';
ctx.stroke();
ctx.closePath;
// draw stop button
ctx.beginPath();
ctx.moveTo(x * 87, y * 2);
ctx.lineTo(x * 87, y * 10);
ctx.lineWidth = x;
ctx.stroke();
ctx.beginPath();
ctx.moveTo(x * 95, y * 2);
ctx.lineTo(x * 95, y * 10);
ctx.lineWidth = x;
ctx.stroke();
ctx.closePath;
//circle
}
function update() {
ballx -= 0.1;
if (ballx < 0) {
ballx = -radius;
}
}
function main_loop() {
drawcircles();
draw();
update();
}
init();
function initi() {
console.log('init');
// Get a reference to our touch-sensitive element
var touchzone = document.getElementById("myCanvas");
// Add an event handler for the touchstart event
touchzone.addEventListener("mousedown", touchHandler, false);
}
function touchHandler(event) {
// Get a reference to our coordinates div
var can = document.getElementById("myCanvas");
// Write the coordinates of the touch to the div
if (event.pageX < x * 50 && event.pageY > y * 10) {
ballx += 1;
} else if (event.pageX > x * 50 && event.pageY > y * 10) {
ballx -= 1;
}
console.log(event, x, ballx);
draw();
}
initi();
draw();
}
<div id="gameArea">
<canvas id="myCanvas"></canvas>
</div>
Your call to draw() after calling drawcircles() has a ctx.clearRect - this clears the canvas (including the just drawn circles).
Moving drawcircles(); to after draw(); in main_loop will make the circle appear. Note that you have to wait for a bit for the circle to be drawn within the visible area.

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