Referring to created canvas element - javascript

I have the following javascript code:
canvas = document.getElementById("cvn");
ctx = canvas.getContext("2d");
var gradient = ctx.createLinearGradient(0, 0, 100, 0);
gradient.addColorStop(0, "#00FF00");
gradient.addColorStop(0.5, "black");
and would like to refer to the colorstops created later in the code. How would I do that?
I'd like to use it as such:
firstColorStop.setAttribute('offset', xyz);

You can use variables and just draw the canvas again.
How about something like this:
<canvas id="cvn"></canvas>
<script>
var canvas = document.getElementById("cvn");
var ctx = canvas.getContext("2d");
canvas.width = 300
var blueStop = 1
var color = "white"
function drawStuff() {
var gradient = ctx.createLinearGradient(0, 0, 240, 0);
gradient.addColorStop(0, color);
gradient.addColorStop(blueStop, "blue");
ctx.fillStyle=gradient;
ctx.fillRect(20,20, 240,60);
var prop = canvas.width / 10
for (var x = prop; x < canvas.width - prop * 1.5; x += prop)
for (var y = prop; y < canvas.height; y += prop)
ctx.rect(x, y, 9, 9);
ctx.stroke();
}
drawStuff();
canvas.onmousemove = function(e) {
blueStop = e.x/(canvas.width+10)
color = (e.y > 100)? "red": "white"
drawStuff();
}
</script>
Move the mouse over the canvas:
the gradient stop color changes as your mouse moves in the X axis
the color changes as your mouse to the bottom ( Y axis )

Related

Canvas HTML fillText letters to not animate only shadows

Only want shadows to animate and keep the fillText from animating due to letters pixelating from getting ran over and over.
var canvas = document.getElementById('canvas')
var ctx = this.canvas.getContext('2d')
var width = canvas.width = canvas.scrollWidth
var height = canvas.height = canvas.scrollHeight
var start;
var j=0;
var makeText = function(){
j+=1
ctx.shadowColor= 'red';
ctx.shadowOffsetX = j; //animate
ctx.shadowOffsetY = j; //animate
ctx.globalAlpha=0.5;
ctx.font = "48px serif";
ctx.fillStyle = "black";
ctx.fillText('hey you', width/2, height / 2); //Only ran once so letters
//don't pixelate!
}
function animateText(timestamp){
var runtime = timestamp - start;
var progress = Math.min(runtime / 1400, 1);
makeText(progress)
if(progress < 1){
requestAnimationFrame(animateText)
}else {
return;
}
}
requestAnimationFrame(function(timestamp){
start = timestamp;
animateText(timestamp)
})
<canvas id="canvas" width=500px height=500px></canvas>
My outcome of the process would only have shadows animate and keeping letters where they are
Just draw your own shadows, here is an example:
var canvas = document.getElementById('canvas')
var ctx = this.canvas.getContext('2d')
ctx.font = "68px serif";
var base = {text: 'hey you', x: 10, y: 60 }
var inc = 2;
var j = 30;
var makeText = function() {
ctx.globalAlpha = 1;
ctx.fillStyle = "black";
ctx.fillText(base.text, base.x, base.y);
}
var makeshadow = function(offset) {
ctx.fillStyle = "red";
for (var i = 0; i < offset; i++) {
ctx.globalAlpha = 1/i;
ctx.fillText(base.text, base.x + i, base.y + i);
}
}
function animateText() {
ctx.clearRect(0, 0, 999, 999)
makeshadow(j);
makeText();
j += inc;
if (j > 35 || j < 3) inc *= -1
}
setInterval(animateText, 50)
<canvas id="canvas" width=300px height=170px></canvas>
And if you add some math in the mix you can get some cool effects:
var canvas = document.getElementById('canvas')
var ctx = this.canvas.getContext('2d')
ctx.font = "68px serif";
var base = {text: '123456', x: 30, y: 80 }
var inc = 5;
var j = 0;
var makeText = function() {
ctx.globalAlpha = 1;
ctx.fillStyle = "black";
ctx.fillText(base.text, base.x, base.y);
}
var makeshadow = function(offset) {
ctx.globalAlpha = 0.05;
ctx.fillStyle = "red";
for (var i = 0; i < offset; i++)
ctx.fillText(base.text, base.x + Math.sin(i/5)*10, base.y + Math.cos(i/5)*15);
}
function animateText() {
ctx.clearRect(0, 0, 999, 999)
makeshadow(j);
makeText();
j += inc;
if (j > 120 || j < 0) inc *= -1
}
setInterval(animateText, 50)
<canvas id="canvas" width=300px height=170px></canvas>
Your main issue (the text pixelisation) is due to you not clearing the canvas between every frames, and drawing again and again over the same position. semi-transparent pixels created by antialiasing mix up to more and more opaque pixels.
But in your situation, it seems that you actually want at-least the shadow to mix up like this.
To do it, one way would be to draw only once your normal text, and to be able to draw only the shadow, behind the current drawing.
Drawing only the shadow of a shape.
One trick to draw only the shadows of your shape is to draw your shape out of the visible viewPort, with shadowOffsets set to the inverse of this position.
var text = 'foo bar';
var ctx = canvas.getContext('2d');
var original_x = 20; // the position it would have been
ctx.font = '30px sans-serif';
var targetPosition = ctx.measureText(text).width + original_x + 2;
// default shadow settings
ctx.shadowColor = 'red';
ctx.shadowBlur = 3;
// just to show what happens
var x = 0;
anim();
function anim() {
if(++x >= targetPosition) {
x=0;
return;
}
// if we weren't to show the anim, we would use 'targetPosition'
// instead of 'x'
ctx.shadowOffsetX = x;
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.fillText(text, -x + original_x, 30);
requestAnimationFrame(anim);
}
// restart the anim on click
onclick = function() {
if(x===0)anim();
};
<canvas id="canvas"></canvas>
Once we have this clear shadow, without our shape drawn on it, we can redraw it as we wish.
Drawing behind the current pixels
The "destination-over" compositing option does just that.
So if we put these together, we can draw behind the normal text, and only draw our shadow behind it at each frame, avoiding antialiasing mix-up.
(Note that we can also keep the clean shadow on an offscreen canvas for performances, since shadow is a really slow operation.)
var text = 'foo bar';
var ctx = canvas.getContext('2d');
ctx.font = '48px sans-serif';
var x = 20;
var y = 40;
var shadow = generateTextShadow(ctx, text, x, y, 'red', 5);
ctx.globalAlpha = 0.5;
ctx.fillText(text, x, y);
// from now on we'll draw behind current content
ctx.globalCompositeOperation = 'destination-over';
var shadow_pos = 0;
anim();
// in the anim, we just draw the shadow at a different offset every frame
function anim() {
if(shadow_pos++ > 65) return;
ctx.drawImage(shadow, shadow_pos, shadow_pos);
requestAnimationFrame(anim);
}
// returns a canvas where only the shadow of the text provided is drawn
function generateTextShadow(original_ctx, text, x, y, color, blur, offsetX, offsetY) {
var canvas = original_ctx.canvas.cloneNode();
var ctx = canvas.getContext('2d');
ctx.font = original_ctx.font;
var targetPosition = ctx.measureText(text).width + 2;
// default shadow settings
ctx.shadowColor = color || 'black';
ctx.shadowBlur = blur || 0;
ctx.shadowOffsetX = targetPosition + x +(offsetX ||0);
ctx.shadowOffsetY = (offsetY || 0);
ctx.fillText(text, -targetPosition, y);
return canvas;
}
<canvas id="canvas"></canvas>

Make a shape move up on a canvas

Currently, I have a canvas which is the width and height of your browser. Using this code:
var requestAnimationFrame = window.requestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.msRequestAnimationFrame;
var canvas = document.getElementById("canvas");
var width = window.innerWidth;
var height = window.innerHeight;
var circle = canvas.getContext("2d");
canvas.width = width;
canvas.height = height;
for(var i = 0; i < numofcirc; i++)
{
name = "circleno" + i;
var name = new Array(3);
name = [height, rndwidth, rndradius, vel]
circles[i] = name;
}
var vel = 2;
var circles = [];
var numofcirc = 1;
var name;
function DrawCircle()
{
rndwidth = Math.floor((Math.random() * width) + 1);
height = height - 13;
rndradius = Math.floor((Math.random() * 15) + 5);
circle.beginPath();
circle.arc(rndwidth, height, rndradius, 0, 2*Math.PI);
circle.fillStyle = "white";
circle.fill();
circle.translate(0,6);
}
function Move()
{
circle.translate(0,6);
requestAnimationFrame(Move);
}
Move();
DrawCircle();
I am able to create a circle placed randomly at the bottom of your screen. The bit of the code that isn't working is this:
function Move()
{
circle.translate(0,6);
requestAnimationFrame(Move);
}
Fireworks();
When DrawCircle(); is called, the circle is drawn on the canvas. Then Move(); is called. Becuase it uses requestAnimationFrame the function Move(); repeats over and over again. I want this code to move that circle drawn ealier up by 6, so it looks like the circle moving up.
If I add the circle.translate(0,6); to the DrawCircle(); function and change the DrawCircle(); function to this:
function DrawCircle()
{
rndwidth = Math.floor((Math.random() * width) + 1);
height = height - 13;
rndradius = Math.floor((Math.random() * 15) + 5);
circle.beginPath();
circle.arc(rndwidth, height, rndradius, 0, 2*Math.PI);
circle.fillStyle = "white";
circle.fill();
circle.translate(0,6);
requestAnimationFrame(Move);
}
DrawCircle();
then it keeps on drawing rows of circles across the screen which are all separated by 6.
Is there any way I can just make one single circle move up on your screen when it is drawn?
Thank you for you help #HelderSepu !
You should look at examples and build from that...
Here is one simple case:
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
canvas.width = canvas.height = 170;
var circles = []
circles.push({color:"red", x:120, y:120, r:15, speed:{x: 0, y: -0.5}})
circles.push({color:"blue", x:80, y:120, r:20, speed:{x: -0.5, y: -2.5}})
circles.push({color:"green", x:40, y:120, r:5, speed:{x: -1.5, y: -1.0}})
function DrawCircle() {
context.clearRect(0, 0, canvas.width, canvas.height);
circles.forEach(function(c) {
c.x += c.speed.x;
c.y += c.speed.y;
context.beginPath();
context.arc(c.x, c.y, c.r, 0, 2 * Math.PI);
context.fillStyle = c.color;
context.fill();
if (c.x + c.r < 0) c.x = canvas.width + c.r
if (c.y + c.r < 0) c.y = canvas.height + c.r
});
window.requestAnimationFrame(DrawCircle);
}
DrawCircle();
<canvas id="canvas"></canvas>
But if you are going to do a lot more animations you should consider using a game engine, there are a lot of great open source ones:
https://github.com/collections/javascript-game-engines
Since you're getting a sequence of circles, it looks like you're not clearing the canvas when a frame is drawn. Simply draw a white rectangle that fills the canvas whenever a new frame is requested, then draw your circle.
The method you provide as an argument to requestAnimationFrame is responsible for drawing a complete image on the canvas which replaces whatever was there during the previous frame.

Image filling in polygon using Raphael js or any another js

I am facing the issue on filling the background image within the polygon selected at roof top.
I have successfully created the polygon, now I want that as soon as the image is selected from the number of slides present, that image should get filled within the selected polygon.
I am using Raphael js for doing the same, if possible with any other js then please advise.
Below is the code for testing purpose:
// Creates canvas 320 × 200 at 10, 50
var paper = Raphael(10, 50, 320, 200);
//draw triangle
var t = paper.path("M0 0L250 0L100 100L 0");
// Sets the fill attribute of the circle to red (#f00)
t.attr("fill", "url('http://interlock.renoworks.com/en/data/exterior/Slate/~Interlock-01-SlateRoofing/~swatch1-400.jpg')");
// Sets the stroke attribute of the circle to white
t.attr("stroke", "#f00");
Here is the demo url: http://jsfiddle.net/hxez863d/5/
You can clip a path in HTML5 without a library. Draw on the canvas after to put things in the clip region.
var can = document.getElementById('can');
var ctx = can.getContext('2d');
var noise = makeNoise(300,200);
var squares = makeSquares(300, 200, 10, "#CCCCCC", "#999999");
// Draw background image.
ctx.drawImage(noise, 0, 0);
ctx.save();
//var paper = Raphael(10, 50, 320, 200);
ctx.translate(10, 50);
ctx.save();
//draw triangle
//var t = paper.path("M0 0L250 0L100 100L 0");
clipPath(ctx, [
[0,0],
[250, 0],
[100, 100],
[0, 0]
]);
// Draw with clip.
ctx.drawImage(squares, 0, 0);
ctx.fillRect(90, 70, 30, 30);
ctx.restore(); // <-- removes clip
// Draw without clip.
ctx.fillStyle = "red";
ctx.fillRect(100, 80, 30, 30);
ctx.restore(); // <-- removes translate
function clipPath(ctx, coords) {
ctx.beginPath();
ctx.moveTo(coords[0][0], coords[0][1]);
for (var i = 1; i < coords.length; i++) {
ctx.lineTo(coords[i][0], coords[i][1]);
}
ctx.clip();
}
function makeNoise(w, h) {
var can = document.createElement('canvas');
can.width = w;
can.height = h;
var ctx = can.getContext('2d');
var imageData = ctx.getImageData(0, 0, w, h);
var d = imageData.data;
var len = d.length;
for (var i = 0; i < len; i+=4) {
d[i] = d[i+1] = d[i+2] = Math.floor(Math.random() * 256);
d[i+3] = 255;
}
ctx.putImageData(imageData, 0, 0);
return can;
}
function makeSquares(w, h, size, color1, color2) {
var can = document.createElement('canvas');
var ctx = can.getContext('2d');
can.width = w;
can.height = h;
for (var y = 0; y < h; y+= size) {
for (var x = 0; x < w; x += size*2) {
ctx.fillStyle = color1;
ctx.fillRect(x, y, size, size);
ctx.fillStyle = color2;
ctx.fillRect(x + size, y, size, size);
}
var temp = color1;
color1 = color2;
color2 = temp;
}
return can;
}
<canvas id="can" width="300" height="200"></canvas>

Update HTML5 canvas rectangle on hover?

I've got some code which draws a rectangle on a canvas, but I want that rectangle to change color when I hover the mouse over it.
The problem is after I've drawn the rectangle I'm not sure how I select it again to make the adjustment.
What I want to do:
var c=document.getElementById("myCanvas");
var ctx=c.getContext("2d");
ctx.rect(20,20,150,100);
ctx.stroke();
$('c.[rectangle]').hover(function(this){
this.fillStyle = 'red';
this.fill();
});
You can't do this out-of-the-box with canvas. Canvas is just a bitmap, so the hover logic has to be implemented manually.
Here is how:
Store all the rectangles you want as simple object
For each mouse move on the canvas element:
Get mouse position
Iterate through the list of objects
use isPointInPath() to detect a "hover"
Redraw both states
Example
var canvas = document.querySelector("canvas"),
ctx = canvas.getContext("2d"),
rects = [
{x: 10, y: 10, w: 200, h: 50},
{x: 50, y: 70, w: 150, h: 30} // etc.
], i = 0, r;
// render initial rects.
while(r = rects[i++]) ctx.rect(r.x, r.y, r.w, r.h);
ctx.fillStyle = "blue"; ctx.fill();
canvas.onmousemove = function(e) {
// important: correct mouse position:
var rect = this.getBoundingClientRect(),
x = e.clientX - rect.left,
y = e.clientY - rect.top,
i = 0, r;
ctx.clearRect(0, 0, canvas.width, canvas.height); // for demo
while(r = rects[i++]) {
// add a single rect to path:
ctx.beginPath();
ctx.rect(r.x, r.y, r.w, r.h);
// check if we hover it, fill red, if not fill it blue
ctx.fillStyle = ctx.isPointInPath(x, y) ? "red" : "blue";
ctx.fill();
}
};
<canvas/>
This is a stable code in base of #K3N answer. The basic problem of his code is because when one box is over the another the two may get mouse hover at same time. My answer perfectly solves that adding a 'DESC' to 'ASC' loop.
var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d");
var map = [
{x: 20, y: 20, w: 60, h: 60},
{x: 30, y: 50, w: 76, h: 60}
];
var hover = false, id;
var _i, _b;
function renderMap() {
for(_i = 0; _b = map[_i]; _i ++) {
ctx.fillStyle = (hover && id === _i) ? "red" : "blue";
ctx.fillRect(_b.x, _b.y, _b.w, _b.h);
}
}
// Render everything
renderMap();
canvas.onmousemove = function(e) {
// Get the current mouse position
var r = canvas.getBoundingClientRect(),
x = e.clientX - r.left, y = e.clientY - r.top;
hover = false;
ctx.clearRect(0, 0, canvas.width, canvas.height);
for(var i = map.length - 1, b; b = map[i]; i--) {
if(x >= b.x && x <= b.x + b.w &&
y >= b.y && y <= b.y + b.h) {
// The mouse honestly hits the rect
hover = true;
id = i;
break;
}
}
// Draw the rectangles by Z (ASC)
renderMap();
}
<canvas id="canvas"></canvas>
You may have to track the mouse on the canvas using JavaScript and see when it is over your rectangle and change the color then. See code below from my blog post
<!DOCTYPE html>
<html>
<body>
<canvas id="myCanvas" width="700" height="500" style="border:1px solid #c3c3c3;">
Your browser does not support the HTML5 canvas tag.
</canvas>
<script>
var myRect={x:150, y:75, w:50, h:50, color:"red"};
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
ctx.fillStyle = myRect.color;
ctx.fillRect(myRect.x, myRect.y, myRect.w, myRect.h);
c.addEventListener("mousemove", function(e){
if ((e.clientX>=myRect.x)&(e.clientX<=myRect.x+myRect.w)&(e.clientY>=myRect.y)&(e.clientY<=myRect.y+myRect.h)){
myRect.color = "green";}
else{
myRect.color = "red";}
updateCanvas();
}, false);
function updateCanvas(){
ctx.fillStyle = myRect.color;
ctx.fillRect(myRect.x, myRect.y, myRect.w, myRect.h);
}
</script>
</body>
</html>
I believe this is a slightly more in-depth answer that would work better for you, especially if you are interested in game design with the canvas element.
The main reason this would work better for you is because it focuses more on an OOP (object orientated programming) approach. This allows for objects to be defined, tracked and altered at a later time via some event or circumstance. It also allows for easy scaling of your code and in my opinion is just more readable and organized.
Essentially what you have here is two shapes colliding. The cursor and the individual point / object it hovers over. With basic squares, rectangles or circles this isn't too bad. But, if you are comparing two more unique shapes, you'll need to read up more on Separating Axis Theorem (SAT) and other collision techniques. At that point optimizing and performance will become a concern, but for now I think this is the optimal approach.
const canvas = document.querySelector('canvas');
const ctx = canvas.getContext('2d');
const width = canvas.width = window.innerWidth;
const height = canvas.height = window.innerHeight;
const cx = width / 2;
const cy = height / 2;
const twoPie = Math.PI * 2;
const points = []; // This will be the array we store our hover points in later
class Point {
constructor(x, y, r) {
this.x = x;
this.y = y;
this.r = r || 0;
}
}
class HoverPoint extends Point {
constructor(x, y, r, color, hoverColor) {
super(x, y, r);
this.color = color;
this.hoverColor = hoverColor;
this.hovered = false;
this.path = new Path2D();
}
draw() {
this.hovered ? ctx.fillStyle = this.hoverColor : ctx.fillStyle = this.color;
this.path.arc(this.x, this.y, this.r, 0, twoPie);
ctx.fill(this.path);
}
}
class Cursor extends Point {
constructor(x, y, r) {
super(x, y, r);
}
collisionCheck(points) {
// This is the method that will be called during the animate function that
// will check the cursors position against each of our objects in the points array.
document.body.style.cursor = "default";
points.forEach(point => {
point.hovered = false;
if (ctx.isPointInPath(point.path, this.x, this.y)) {
document.body.style.cursor = "pointer";
point.hovered = true;
}
});
}
}
function createPoints() {
// Create your points and add them to the points array.
points.push(new HoverPoint(cx, cy, 100, 'red', 'coral'));
points.push(new HoverPoint(cx + 250, cy - 100, 50, 'teal', 'skyBlue'));
// ....
}
function update() {
ctx.clearRect(0, 0, width, height);
points.forEach(point => point.draw());
}
function animate(e) {
const cursor = new Cursor(e.offsetX, e.offsetY);
update();
cursor.collisionCheck(points);
}
createPoints();
update();
canvas.onmousemove = animate;
There is one more thing that I would like to suggest. I haven't done tests on this yet but I suspect that using some simple trigonometry to detect if our circular objects collide would preform better over the ctx.IsPointInPath() method.
However if you are using more complex paths and shapes, then the ctx.IsPointInPath() method would most likely be the way to go. if not some other more extensive form of collision detection as I mentioned earlier.
The resulting change would look like this...
class Cursor extends Point {
constructor(x, y, r) {
super(x, y, r);
}
collisionCheck(points) {
document.body.style.cursor = "default";
points.forEach(point => {
let dx = point.x - this.x;
let dy = point.y - this.y;
let distance = Math.hypot(dx, dy);
let dr = point.r + this.r;
point.hovered = false;
// If the distance between the two objects is less then their combined radius
// then they must be touching.
if (distance < dr) {
document.body.style.cursor = "pointer";
point.hovered = true;
}
});
}
}
here is a link containing examples an other links related to collision detection
I hope you can see how easily something like this can be modified and used in games and whatever else. Hope this helps.
Below code adds shadow to canvas circle on hovering it.
<html>
<body>
<canvas id="myCanvas" width="1000" height="500" style="border:1px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.</canvas>
</body>
<script>
var canvas = document.getElementById("myCanvas"),
ctx = canvas.getContext("2d"),
circle = [{
x: 60,
y: 50,
r: 40,
},
{
x: 100,
y: 150,
r: 50,
} // etc.
];
// render initial rects.
for (var i = 0; i < circle.length; i++) {
ctx.beginPath();
ctx.arc(circle[i].x, circle[i].y, circle[i].r, 0, 2 * Math.PI);
ctx.fillStyle = "blue";
ctx.fill();
}
canvas.onmousemove = function(e) {
var x = e.pageX,
y = e.pageY,
i = 0,
r;
ctx.clearRect(0, 0, canvas.width, canvas.height);
for (let i = 0; i < circle.length; i++) {
if ((x > circle[i].x - circle[i].r) && (y > circle[i].y - circle[i].r) && (x < circle[i].x + circle[i].r) && (y < circle[i].y + circle[i].r)) {
ctx.beginPath();
ctx.arc(circle[i].x, circle[i].y, circle[i].r, 0, 2 * Math.PI);
ctx.fillStyle = "blue";
ctx.fill();
ctx.shadowBlur = 10;
ctx.lineWidth = 3;
ctx.strokeStyle = 'rgb(255,255,255)';
ctx.shadowColor = 'grey';
ctx.stroke();
ctx.shadowColor = 'white';
ctx.shadowBlur = 0;
} else {
ctx.beginPath();
ctx.arc(circle[i].x, circle[i].y, circle[i].r, 0, 2 * Math.PI);
ctx.fillStyle = "blue";
ctx.fill();
ctx.shadowColor = 'white';
ctx.shadowBlur = 0;
}
}
};
</script>
</html>
I know this is old, but I am surprised no one has mentioned JCanvas. It adds to the simplicity of animating canvas on events. More documentation here https://projects.calebevans.me/jcanvas/docs/mouseEvents/
<html lang="en">
<head>
<!-- css and other -->
</head>
<body onload="draw();">
<canvas id = "canvas" width="500" height="500" style= border:1px solid #000000;"> </canvas>
<script>
function draw() {
$('canvas').drawRect({
layer: true,
fillStyle:'#333',
x:100, y: 200,
width: 600,
height: 400,
mouseover: function(layer) {
$(this).animateLayer(layer, {
fillStyle: 'green'
}, 1000, 'swing');
}
});
}
<script src="https://code.jquery.com/jquery-3.3.1.min.js" crossorigin="anonymous"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/jcanvas/21.0.1/jcanvas.js" crossorigin="anonymous"></script>
</body>
</html>
Consider this following code:
var c=document.getElementById("myCanvas");
var ctx=c.getContext("2d");
ctx.rect(20,20,150,100);
ctx.stroke();
c.addEventListener("mouseover", doMouseOver, false);//added event to canvas
function doMouseOver(e){
ctx.fillStyle = 'red';
ctx.fill();
}
DEMO
You could use canvas.addEventListener
var canvas = document.getElementById('canvas0');
canvas.addEventListener('mouseover', function() { /*your code*/ }, false);
It worked on google chrome
var c=document.getElementById("myCanvas");
var ctx=c.getContext("2d");
ctx.rect(20,20,150,100);
ctx.stroke();
$(c).hover(function(e){
ctx.fillStyle = 'red';
ctx.fill();
});
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
<canvas id="myCanvas"/>

Creating (and editing) rectangles with Javascript

I want to create multiple rectangles in my page, but I need to be able to edit their properties later on (color and position).
My html have:
<div id="display-area">
<canvas id="myCanvas">
Your browser does not support the HTML5 canvas tag.
</canvas>
</div>
and my external javascript:
function drawRectangles() {
var i;
var x = 0;
var y = 0;
/* Set the size of canvas */
document.getElementById('myCanvas').setAttribute('width', '600');
document.getElementById('myCanvas').setAttribute('height', '500');
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
context.clearRect(0, 0, canvas.width, canvas.height);
context.strokeStyle = "rgb(0,0,0)";
/* Creates 50 rectangles in random positions and colors */
for (i = 0; i < 50; i++) {
x = Math.floor((Math.random() * 550) + 1);
y = Math.floor((Math.random() * 450) + 1);
context.fillStyle = getRandomColor();
context.strokeRect(x, y, 50, 50);
context.fillRect(x, y, 50, 50);
}
}
I need to access these rectangles, but I'm only able to access the canvas. Is there any way or should I try a different implementation to have access to them?
In order to do this, you will need to keep track of all your rectangles, instead of just drawing random rectangles and then forgetting about them. Once the rectangles are drawn on the canvas, the canvas contains now knowledge of them anymore, only the pixels that resulted.
var rectangleList = [];
/* Creates 50 rectangles in random positions and colors */
for (i = 0; i < 50; i++) {
x = Math.floor((Math.random() * 550) + 1);
y = Math.floor((Math.random() * 450) + 1);
var color = getRandomColor();
// Save the rectangle in a list for later.
rectangleList.push({
x: x,
y: y,
color: color,
});
context.fillStyle = color;
context.strokeRect(x, y, 50, 50);
context.fillRect(x, y, 50, 50);
}
Once you have a list of all the rectangles, any time you change one, you will need to re-render the canvas to update it.
context.clearRect(0, 0, canvas.width, canvas.height);
context.strokeStyle = "rgb(0,0,0)";
for (i = 0; i < rectangleList.length; i++) {
// Iterate through each of the previously remembered rectangles, then re-draw them.
x = rectangleList[i].x;
y = rectangleList[i].y;
var color = rectangleList[i].color;
context.fillStyle = color;
context.strokeRect(x, y, 50, 50);
context.fillRect(x, y, 50, 50);
}

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