Create a collision region on canvas elements That interacts with mouse Events - javascript

I want to create a collision region around a canvas element that enables me to interact with that element using mouse events width vanilla javascript.
To elaborate more on my problem here is the following:
at first I make an arc segment constructor with x, y, radius, beginAngle, endAngle, and a color arguments
var canvas = document.querySelector('canvas');
var ctx = canvas.getContext('2d');
/* arc class constructor */
function ArcSegment(x, y, radius, beginAngle, endAngle, segColor) {
this.x = x;
this.y = y;
this.radius = radius;
this.beginAngle = beginAngle;
this.endAngle = endAngle;
this.segColor = segColor;
this.update = function() {
this.draw();
}
this.draw = function(){
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, this.beginAngle, this.endAngle, false);
ctx.lineWidth = 20;
ctx.strokeStyle = this.segColor;
ctx.stroke();
}
}
Secondly, i add some value to create those arc segments
/* x, y, radius, startAngle, endAngle and color */
var centerX = canvas.width/2;
var centerY = canvas.height/2;
var radiuses = [
100,
120
];
var pi = Math.PI;
var segmentStart = [
pi/2,
0
];
var segmentRotation = [
1.4*pi,
0.2*pi
];
var segmentColors = [
"#133046",
"#15959F"
];
Then, i draw Them on the canvas.
var segment1 = new ArcSegment(centerX, centerY, radiuses[0], segmentStart[0], segmentStart[0]+segmentRotation[0], segmentColors[0]);
segment1.update();
var segment2 = new ArcSegment(centerX, centerY, radiuses[1], segmentStart[1], segmentStart[1]+segmentRotation[1], segmentColors[1]);
segment2.update();
and here is the result:
What i want now is a way to create a collision detection on top of each arc segment created, so when a mouse is clicked or moved on top of that specific arc segment
a sequence of events can occur (like a rotation animation for example or so...).
all the research i've done suggest to get the x and y value of a rectangle and calculate the distance of mouse position (mouse.x, mouse.y) and the length of the rectangle, but that method doesn't work with an arc segment with a lineWidth property.
Any help on the subject would be very appreciated.

Below is a pure mathematical approach, the key here is the code isPointInside
// Classes
function Arc(x, y, angle, arc, radius, colour, highlightColour) {
this.x = x;
this.y = y;
this.angle = angle;
this.arc = arc;
this.radius = radius;
this.colour = colour;
this.highlightColour = highlightColour;
this.highlighted = false;
this.lineWidth = 20;
}
Arc.prototype = {
isPointInside: function(x, y) {
var _x = x - this.x;
var _y = y - this.y;
var distance = Math.sqrt(_x * _x + _y * _y);
var invDistance = 1.0 / distance;
var angle = Math.acos(
_x * Math.cos(this.angle) * invDistance +
_y * Math.sin(this.angle) * invDistance
);
return distance > (this.radius - this.lineWidth/2) &&
distance < (this.radius + this.lineWidth/2) &&
angle < this.arc/2;
},
render: function(ctx) {
ctx.lineWidth = this.lineWidth;
ctx.strokeStyle = this.highlighted ? this.highlightColour : this.colour;
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, this.angle - this.arc/2, this.angle + this.arc/2, false );
ctx.stroke();
}
};
// Variables
var canvas = null;
var ctx = null;
var arcs = [];
// Functions
function draw() {
ctx.fillStyle = "gray";
ctx.fillRect(0, 0, 999, 999);
for (var i = 0; i < arcs.length; ++i) {
arcs[i].render(ctx);
}
}
// Event Listeners
function onMouseMove(e) {
var bounds = canvas.getBoundingClientRect();
var x = e.clientX - bounds.left;
var y = e.clientY - bounds.top;
for (var i = 0; i < arcs.length; ++i) {
arcs[i].highlighted = arcs[i].isPointInside(x, y);
}
draw();
}
// Entry Point
onload = function() {
canvas = document.getElementById("canvas");
canvas.onmousemove = onMouseMove;
ctx = canvas.getContext("2d");
arcs.push(new Arc(190, 75, 0.2, 1.8, 60, "blue", "lime"));
arcs.push(new Arc(90, 75, 3.5, 4.2, 60, "red", "lime"));
draw();
}
<canvas id="canvas"></canvas>

Related

Detecting circle intersection from array

I have a canvas on which I can place circles wherever I click. I want to detect when any two circle intersect, so i am storing my coordinates in an array.
The radius of every circle is 30, so that is just hardcoded into my formula. That said, even when I place two on top of each other, it's not triggering my little filltext to let me know that it's working. I've tried many things. If someone could tell me why this isn't working, that would be appreciable. The parts where I place the dots works just fine; I just need to detect overlap.
window.onload = init;
function init() {
var canvas = document.getElementById("testCanvas");
var context = canvas.getContext("2d");
var newPath = false;
var circles = [];
canvas.onmousedown = function(e) {
newPath = true;
x = e.clientX - e.target.offsetLeft;
y = e.clientY - e.target.offsetTop;
context.moveTo(x, y);
context.beginPath();
context.arc(x, y, 30, 0, 2 * Math.PI, true);
var nextColor = randomColor();
context.fillStyle = nextColor;
context.fill();
var aCircle = [x, y];
function isIntersect(aCircle, circle) {
return Math.sqrt((aCircle[0]-circle.x) ** 2 + (aCircle[1] - circle.y) ** 2) < 30;
};
circles.forEach(circle => {
if (isIntersect(aCircle, circle)) {
context.fillText('INTERSECTED', 60, 160);
}
});
circles.push(aCircle);
context.closePath();
}
}
Multiply the radius by 2 since each circle has one...
window.onload = init;
function init() {
var canvas = document.getElementById("testCanvas");
var context = canvas.getContext("2d");
var newPath = false;
var circles = [];
canvas.onmousedown = function(e) {
newPath = true;
x = e.clientX - e.target.offsetLeft;
y = e.clientY - e.target.offsetTop;
context.moveTo(x, y);
context.beginPath();
context.arc(x, y, 30, 0, 2 * Math.PI, true);
var nextColor = '#123123' //randomColor();
context.fillStyle = nextColor;
context.fill();
var aCircle = [x, y];
function isIntersect(aCircle, circle) {
var radius = 30;
var dist = Math.hypot(aCircle[0]-circle[0], aCircle[1]-circle[1]);
return dist <= (radius * 2)
};
circles.forEach(circle => {
if (isIntersect(aCircle, circle)) {
console.log("intresected");
//context.fillText('INTERSECTED', 0, 0);
}
});
circles.push(aCircle);
context.closePath();
}
}
<canvas id='testCanvas'></canvas>

Canvas line drawing animation

I am new learner of animation using HTML5 Canvas. I am struggling to create line drawing animation in a canvas with desired length of a line.
Here is the code
var canvas = document.getElementById("canvas"),
context = canvas.getContext("2d"),
width = canvas.width = window.innerWidth,
height = canvas.height = window.innerHeight;
var x = 200;
var y = 200;
draw();
update();
function draw() {
context.beginPath();
context.moveTo(100, 100);
context.lineTo(x, y);
context.stroke();
}
function update() {
context.clearRect(0, 0, width, height);
x = x + 1;
y = y + 1;
draw();
requestAnimationFrame(update);
}
html,
body {
margin: 0px;
}
canvas {
display: block;
}
<canvas id="canvas"></canvas>
The line is growing on Canvas in the above code. But how to achieve that the 200px wide line and animate the movement in x and y direction. And the same animation with multiple lines using for loop and move them in different direction.
Check the reference image ....
Need to move each line in a different direction
Thanks in advance
Find a new reference image which i want to achieve
You need to either use transforms or a bit of trigonometry.
Transforms
For each frame:
Reset transforms and translate to center
Clear canvas
Draw line from center to the right
Rotate x angle
Repeat from step 2 until all lines are drawn
var ctx = c.getContext("2d");
var centerX = c.width>>1;
var centerY = c.height>>1;
var maxLength = Math.min(centerX, centerY); // use the shortest direction for demo
var currentLength = 0; // current length, for animation
var lenStep = 1; // "speed" of animation
function render() {
ctx.setTransform(1,0,0,1, centerX, centerY);
ctx.clearRect(-centerX, -centerY, c.width, c.height);
ctx.beginPath();
for(var angle = 0, step = 0.1; angle < Math.PI * 2; angle += step) {
ctx.moveTo(0, 0);
ctx.lineTo(currentLength, 0);
ctx.rotate(step);
}
ctx.stroke(); // stroke all at once
}
(function loop() {
render();
currentLength += lenStep;
if (currentLength < maxLength) requestAnimationFrame(loop);
})();
<canvas id=c></canvas>
You can use transformation different ways, but since you're learning I kept it simple in the above code.
Trigonometry
You can also calculate the line angles manually using trigonometry. Also here you can use different approaches, ie. if you want to use delta values, vectors or brute force using the math implicit.
For each frame:
Reset transforms and translate to center
Clear canvas
Calculate angle and direction for each line
Draw line
var ctx = c.getContext("2d");
var centerX = c.width>>1;
var centerY = c.height>>1;
var maxLength = Math.min(centerX, centerY); // use the shortest direction for demo
var currentLength = 0; // current length, for animation
var lenStep = 1; // "speed" of animation
ctx.setTransform(1,0,0,1, centerX, centerY);
function render() {
ctx.clearRect(-centerX, -centerY, c.width, c.height);
ctx.beginPath();
for(var angle = 0, step = 0.1; angle < Math.PI * 2; angle += step) {
ctx.moveTo(0, 0);
ctx.lineTo(currentLength * Math.cos(angle), currentLength * Math.sin(angle));
}
ctx.stroke(); // stroke all at once
}
(function loop() {
render();
currentLength += lenStep;
if (currentLength < maxLength) requestAnimationFrame(loop);
})();
<canvas id=c></canvas>
Bonus animation to play around with (using the same basis as above):
var ctx = c.getContext("2d", {alpha: false});
var centerX = c.width>>1;
var centerY = c.height>>1;
ctx.setTransform(1,0,0,1, centerX, centerY);
ctx.lineWidth = 2;
ctx.strokeStyle = "rgba(0,0,0,0.8)";
ctx.shadowBlur = 16;
function render(time) {
ctx.globalAlpha=0.77;
ctx.fillRect(-500, -500, 1000, 1000);
ctx.globalAlpha=1;
ctx.beginPath();
ctx.rotate(0.025);
ctx.shadowColor = "hsl(" + time*0.1 + ",100%,75%)";
ctx.shadowBlur = 16;
for(var angle = 0, step = Math.PI / ((time % 200) + 50); angle < Math.PI * 2; angle += step) {
ctx.moveTo(0, 0);
var len = 150 + 150 * Math.cos(time*0.0001618*angle*Math.tan(time*0.00025)) * Math.sin(time*0.01);
ctx.lineTo(len * Math.cos(angle), len * Math.sin(angle));
}
ctx.stroke();
ctx.globalCompositeOperation = "lighter";
ctx.shadowBlur = 0;
ctx.drawImage(ctx.canvas, -centerX, -centerY);
ctx.drawImage(ctx.canvas, -centerX, -centerY);
ctx.globalCompositeOperation = "source-over";
}
function loop(time) {
render(time);
requestAnimationFrame(loop);
};
requestAnimationFrame(loop);
body {margin:0;background:#222}
<canvas id=c width=640 height=640></canvas>
Here is what I think you are describing...
window.onload = function() {
var canvas = document.getElementById("canvas"),
context = canvas.getContext("2d"),
width = canvas.width = 400,
height = canvas.height = 220,
xcenter = 200,
ycenter = 110,
radius = 0,
radiusmax = 100,
start_angle1 = 0,
start_angle2 = 0;
function toRadians(angle) {
return angle * (Math.PI / 180);
}
function draw(x1, y1, x2, y2) {
context.beginPath();
context.moveTo(x1, y1);
context.lineTo(x2, y2);
context.stroke();
}
function drawWheel(xc, yc, start_angle, count, rad) {
var inc = 360 / count;
for (var angle = start_angle; angle < start_angle + 180; angle += inc) {
var x = Math.cos(toRadians(angle)) * rad;
var y = Math.sin(toRadians(angle)) * rad;
draw(xc - x, yc - y, xc + x, yc + y);
}
}
function update() {
start_angle1 += 0.1;
start_angle2 -= 0.1;
if(radius<radiusmax) radius++;
context.clearRect(0, 0, width, height);
drawWheel(xcenter, ycenter, start_angle1, 40, radius);
drawWheel(xcenter, ycenter, start_angle2, 40, radius);
requestAnimationFrame(update);
}
update();
};
html,
body {
margin: 0px;
}
canvas {
display: block;
}
<canvas id="canvas"></canvas>
This is one that is a variable length emerging pattern. It has a length array element for each spoke in the wheel that grows at a different rate. You can play with the settings to vary the results:
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
var width = canvas.width = window.innerWidth;
var height = canvas.height = window.innerHeight;
var xcenter = width/4;
var ycenter = height/2;
var radius;
var time;
if(width>height) {
radius = height*0.4;
}
else {
radius = width*0.4;
}
var start_angle1 = 0;
var start_angle2 = 0;
function toRadians (angle) {
return angle * (Math.PI / 180);
}
function draw(x1,y1,x2,y2) {
context.beginPath();
context.moveTo(x1,y1);
context.lineTo(x2,y2);
context.stroke();
}
var radmax=width;
var rads = [];
var radsinc = [];
function drawWheel(xc,yc,start_angle,count,rad) {
var inc = 360/count;
var i=0;
for(var angle=start_angle; angle < start_angle+180; angle +=inc) {
var x = Math.cos(toRadians(angle)) * rads[rad+i];
var y = Math.sin(toRadians(angle)) * rads[rad+i];
draw(xc-x,yc-y,xc+x,yc+y);
rads[rad+i] += radsinc[i];
if(rads[rad+i] > radmax) rads[rad+i] = 1;
i++;
}
}
function update() {
var now = new Date().getTime();
var dt = now - (time || now);
time = now;
start_angle1 += (dt/1000) * 10;
start_angle2 -= (dt/1000) * 10;
context.clearRect(0,0,width,height);
drawWheel(xcenter,ycenter,start_angle1,50,0);
drawWheel(xcenter,ycenter,start_angle2,50,50);
requestAnimationFrame(update);
}
function init() {
for(var i=0;i<100;i++) {
rads[i] = 0;
radsinc[i] = Math.random() * 10;
}
}
window.onload = function() {
init();
update();
};
html, body {
margin: 0px;
}
canvas {
width:100%;
height:200px;
display: block;
}
<canvas id="canvas"></canvas>

How I can set text to canvas circle

I used this question and I create shape like this and but now I don't know how I can set text to each circle in just first time click? (like tic tac toe)
Here you go! - I merged it for ease. Just click on circle to see text on it.
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
var radius = 70;
var lineWidth = 5;
var cols = 3;
var rows = 2;
var distance = 50;
var circles = [];
//click circle to write
canvas.onclick = function(e) {
// correct mouse coordinates:
var rect = canvas.getBoundingClientRect(), // make x/y relative to canvas
x = e.clientX - rect.left,
y = e.clientY - rect.top,
i = 0, circle;
// check which circle:
while(circle = circles[i++]) {
context.beginPath(); // we build a path to check with, but not to draw
context.arc(circle.x, circle.y, circle.radius, 0, 2*Math.PI);
if (context.isPointInPath(x, y) && !circle.clicked) {
circle.clicked = true;
context.fillStyle = "blue";
context.font = "bold 34px Arial";
context.textAlign="center";
context.fillText("Yeah", circle.x, circle.y);
break;
}
}
};
//draw circles
for (var i = 0; i < rows; i++) {
for (var j = 0; j < cols; j++) {
// Draw circle
var offset = radius * 2 + lineWidth + distance;
var center = radius + lineWidth;
var x = j * offset + center;
var y = i * offset + center;
circles.push({
id: i + "," + j, // some ID
x: x,
y: y,
radius: radius,
clicked:false
});
console.log(circles)
context.beginPath();
context.arc(x, y, radius, 0, 2 * Math.PI, false);
context.fillStyle = 'green';
context.fill();
context.lineWidth = lineWidth;
context.strokeStyle = '#003300';
if (j != cols - 1) {
// Draw horizontal line
var hLineX = x + radius;
var hLineY = y;
context.moveTo(hLineX, hLineY);
context.lineTo(hLineX + distance + lineWidth, hLineY);
}
if (i > 0) {
// Draw vertical line
var vLineY = y - radius - distance - lineWidth;
context.moveTo(x, vLineY);
context.lineTo(x, vLineY + distance + lineWidth);
}
context.stroke();
}
}
<div id="ways" style="width:1000px;margin:0 auto;height:100%;">
<canvas id="canvas" width="1000" height="1000"></canvas>
</div>
Happy Helping!

Limit values between two points on an arc?

I'm trying to adapt the code from a previous question on circular dial controls. The concept is pretty similar to this one, except I would like to define a range in which the dial cannot be selected. Consider the volume controls/dials in hardware; they often have these 'dead zones' where they can't be turned:
How can I replicate this in JavaScript? Here's the adapted code so far:
function Dial(size) {
var dial = this;
var canvas = document.querySelector('#c');
var ctx = canvas.getContext("2d");
var pi2 = Math.PI*2;
this.from = 0.75 * Math.PI;
this.to = 0.25 * Math.PI;
this.value = this.from;
var radius = size / 2 - 10;
this.draw = function() {
ctx.save();
ctx.clearRect(0,0,size,size);
ctx.translate(size/2,size/2);
ctx.beginPath();
ctx.strokeStyle = "silver";
ctx.lineWidth = 2;
ctx.arc(0, 0, radius, this.from, this.to);
ctx.stroke();
ctx.beginPath();
ctx.lineWidth = 1;
ctx.fillStyle = "green";
ctx.strokeStyle = "black";
ctx.arc(-radius*Math.sin(this.value),
-radius*Math.cos(this.value),
8, 0, 2*Math.PI);
ctx.fill();
ctx.stroke();
ctx.restore();
};
var getMousePos = function(canvas, evt) {
return {
x: event.pageX - canvas.offsetLeft,
y: event.pageY - canvas.offsetTop
};
};
var inBounds = function(pos) {
return Math.hypot(
size / 2 - radius * Math.sin(dial.value) - pos.x,
size / 2 - radius * Math.cos(dial.value) - pos.y
) <= 8;
};
canvas.addEventListener("mousemove", function(evt) {
var pos = getMousePos(canvas, evt);
if (dial.markerMoving) {
if (pos.x == size/2 && pos.y == size/2)
return;
dial.value = Math.atan2(size/2-pos.x,size/2-pos.y);
}
dial.draw();
}, false);
canvas.addEventListener("mousedown", function(evt) {
var pos = getMousePos(canvas, evt);
dial.markerMoving = inBounds(pos);
}, false);
canvas.addEventListener("mouseup", function(evt) {
dial.markerMoving = false;
}, false);
this.draw();
};
new Dial(150);
<canvas id="c"></canvas>
Bonus points if you can work out how to display a 'range' on the selection - from the starting point on the dial to the selection point.
Turns out it was pretty straightforward, using Math.abs.
function Dial(size) {
var dial = this;
var canvas = document.querySelector('#c');
var ctx = canvas.getContext("2d");
var pi2 = Math.PI*2;
this.from = 0.75 * Math.PI;
this.to = 0.25 * Math.PI;
this.value = this.from;
var radius = size / 2 - 10;
this.draw = function() {
ctx.save();
ctx.clearRect(0,0,size,size);
ctx.translate(size/2,size/2);
ctx.beginPath();
ctx.strokeStyle = "silver";
ctx.lineWidth = 2;
ctx.arc(0, 0, radius, this.from, this.to);
ctx.stroke();
ctx.beginPath();
ctx.lineWidth = 1;
ctx.fillStyle = "green";
ctx.strokeStyle = "black";
ctx.arc(-radius*Math.sin(this.value),
-radius*Math.cos(this.value),
8, 0, 2*Math.PI);
ctx.fill();
ctx.stroke();
ctx.restore();
};
var getMousePos = function(canvas, evt) {
return {
x: event.pageX - canvas.offsetLeft,
y: event.pageY - canvas.offsetTop
};
};
var inBounds = function(pos) {
return Math.hypot(
size / 2 - radius * Math.sin(dial.value) - pos.x,
size / 2 - radius * Math.cos(dial.value) - pos.y
) <= 8;
};
canvas.addEventListener("mousemove", function(evt) {
var pos = getMousePos(canvas, evt);
if (dial.markerMoving) {
if (pos.x == size/2 && pos.y == size/2) {
return;
}
var radians = Math.atan2(size/2-pos.x,size/2-pos.y);
if (Math.abs(radians) < dial.from) {
dial.value = radians;
dial.draw();
}
}
}, false);
canvas.addEventListener("mousedown", function(evt) {
var pos = getMousePos(canvas, evt);
dial.markerMoving = inBounds(pos);
}, false);
canvas.addEventListener("mouseup", function(evt) {
dial.markerMoving = false;
}, false);
this.draw();
};
new Dial(150);
<canvas id="c"></canvas>

HTML5 Canvas Arc redraw on hover

I have three arcs, the first one loads on page-load, the second one loads on mouse-over and the third one on mouse-out. I want the mouse-over-out effect to happen each time rather than just one time (as it is now).
here's the fiddle: http://jsfiddle.net/krish7878/7bX7n/
Here's the JS code:
var currentEndAngle = 0;
var currentStartAngle = 0;
var currentEndAngle2 = 0;
var currentStartAngle2 = 0;
var currentEndAngle3 = -0.5;
var currentStartAngle3 = -0.5;
var something = setInterval(draw, 5);
$("#canvas1").hover(
function(){
var something2 = setInterval(draw2, 5);
},
function(){
var something3 = setInterval(draw3, 5);
}
);
function draw() { /***************/
var can = document.getElementById('canvas1'); // GET LE CANVAS
var canvas = document.getElementById("canvas1");
var context = canvas.getContext("2d");
var x = canvas.width / 2;
var y = canvas.height / 2;
var radius;
var width;
var currentColor = "#00b5ff";
var radius = 100;
var width = 8;
var startAngle = currentStartAngle * Math.PI;
var endAngle = (currentEndAngle) * Math.PI;
if(currentEndAngle < 0.1){
currentEndAngle = currentEndAngle - 0.01;
}
if (currentEndAngle < -0.5){
clearInterval(something);
}
context.beginPath();
context.arc(x, y, radius, startAngle, endAngle, true);
context.lineWidth = width;
// line color
context.strokeStyle = currentColor;
context.stroke();
/************************************************/
}
function draw2() { /***************/
var can = document.getElementById('canvas1'); // GET LE CANVAS
var canvas = document.getElementById("canvas1");
var context = canvas.getContext("2d");
var x = canvas.width / 2;
var y = canvas.height / 2;
var radius;
var width;
var currentColor = "#000";
var radius = 100;
var width = 7;
var startAngle = currentStartAngle2 * Math.PI;
var endAngle = (currentEndAngle2) * Math.PI;
if(currentEndAngle2 < 0.1){
currentEndAngle2 = currentEndAngle2 - 0.01;
}
if (currentEndAngle2 < -0.55){
clearInterval(something2);
}
context.beginPath();
context.arc(x, y, radius, startAngle, endAngle, true);
context.lineWidth = width;
// line color
context.strokeStyle = currentColor;
context.stroke();
/*
context.beginPath();
context.clearRect ( 0 , 0 , 400 , 400 );
context.stroke():
/************************************************/
}
function draw3() { /***************/
var can = document.getElementById('canvas1'); // GET LE CANVAS
var canvas = document.getElementById("canvas1");
var context = canvas.getContext("2d");
var x = canvas.width / 2;
var y = canvas.height / 2;
var radius;
var width;
var currentColor = "#00b5ff";
var radius = 100;
var width = 8;
var startAngle = currentStartAngle3 * Math.PI;
var endAngle = (currentEndAngle3) * Math.PI;
if(currentEndAngle3 < 0){
currentEndAngle3 = currentEndAngle3 + 0.01;
}
if (currentEndAngle3 > 0){
clearInterval(something3);
}
context.beginPath();
context.arc(x, y, radius, startAngle, endAngle, false);
context.lineWidth = width;
// line color
context.strokeStyle = currentColor;
context.stroke();
/************************************************/
}
Code Explanation: there are three functions draw(), draw2(), draw3() - draw is run when the page loads, it draws a blue arc, draw2() is executed when mouse-over happens and draws a black line, draw3 is run when mouse-out happens.
Show I draw them on individual canvases and clear them individually or is there a method to get this done?
Here's one way to do it:
A Demo: http://jsfiddle.net/m1erickson/wMy4G/
Define an arc object
var arc={
cx:canvas.width/2,
cy:canvas.height/2,
radius:100,
startRadians:0,
endRadians:-Math.PI/2,
linewidth:8,
animationPercent:0,
animationRate:10,
animationDirection:0,
};
Draw a portion of the arc based on an animation point
function drawArc(arc,color){
var rStart=arc.startRadians;
var rEnd=arc.endRadians;
if(!arc.animationDirection==0){
if(arc.animationDirection>0){
rEnd=arc.animationPercent/100*(rEnd-rStart);
}else{
rEnd=(100-arc.animationPercent)/100*(rEnd-rStart);
}
}
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.beginPath();
ctx.arc(arc.cx,arc.cy,arc.radius,rStart,rEnd,true);
ctx.strokeStyle=color;
ctx.stroke();
}
Animate portions of the arc
function animate(time){
if(continueAnimation){RAF=requestAnimationFrame(animate);}
drawArc(arc,"blue");
arc.animationPercent+=arc.animationRate;
if(arc.animationPercent>=100){
continueAnimation=false;
}
}
React to hover events by drawing or undrawing the arc
$("#canvas").hover(
function(){
cancelAnimationFrame(RAF);
arc.animationPercent=0;
arc.animationDirection=1;
continueAnimation=true;
requestAnimationFrame(animate);
},
function(){
cancelAnimationFrame(RAF);
arc.animationPercent=0;
arc.animationDirection=-1;
continueAnimation=true;
requestAnimationFrame(animate);
}
);

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