Canvas Linear Gradient - javascript

I wanna add my linear gradient on my cubic Curve while changing its position while moving my mouse. But somehow it won't work. If i stop changing its position and fix it on my screen it works.
document.addEventListener("DOMContentLoaded", function() {
var canvas = document.querySelector("canvas");
canvas.height = window.innerHeight;
canvas.width = window.innerWidth;
ctx = canvas.getContext("2d");
ctx.fillStyle = "#CCC";
ctx.fillRect(0, 0, canvas.width, canvas.height);
//var prev = {};
var mouse = {};
window.addEventListener("mousemove", function(e) {
//prev.x = mouse.x;
//prev.y = mouse.y;
mouse.x = e.pageX;
mouse.y = e.pageY;
});
function draw() {
ctx.fillStyle = "#CCC";
ctx.fillRect(0, 0, canvas.width, canvas.height);
var grad = ctx.createLinearGradient(50, 50, 150, 150);
grad.addColorStop(0, "yellow");
grad.addColorStop(0.5, "white");
grad.addColorStop(1, "orange");
ctx.lineWidth = 10;
ctx.lineJoin = "round";
ctx.strokeStyle = grad;
ctx.beginPath();
ctx.moveTo((canvas.width / 2), (canvas.height / 2));
ctx.quadraticCurveTo(((canvas.width / 2) - 100), (canvas.height / 2 + 100), (mouse.x), (mouse.y));
ctx.stroke()
};
window.addEventListener("mousemove", draw);
});

When I remove it from the DOMContentLoaded event function it works fine in this jsfiddle : https://jsfiddle.net/wboq6bsk/
var canvas = document.querySelector("canvas");
canvas.id= 'test'
canvas.height = window.innerHeight;
canvas.width = window.innerWidth;
ctx = canvas.getContext("2d");
ctx.fillStyle = "#CCC";
ctx.fillRect(0, 0, canvas.width, canvas.height);
var mouse = {};
window.addEventListener("mousemove", function(e){
mouse.x = e.pageX;
mouse.y = e.pageY;
});
function draw(){
console.log('dra');
ctx.fillStyle = "#CCC";
ctx.fillRect(0, 0, canvas.width, canvas.height);
var grad = ctx.createLinearGradient(50, 50, 150, 150);
grad.addColorStop(0, "yellow");
grad.addColorStop(0.5, "white");
grad.addColorStop(1, "orange");
ctx.lineWidth = 10;
ctx.lineJoin = "round";
ctx.strokeStyle = grad;
ctx.beginPath();
ctx.moveTo((canvas.width/2), (canvas.height/2));
ctx.quadraticCurveTo(((canvas.width/2)-100), (canvas.height/2+100), (mouse.x), (mouse.y));
ctx.stroke()
}
window.addEventListener("mousemove", draw);
Unless you mean your gradient it not moving with the curve, but right now this has normal behavior. You can probably get the gradient to move too by passing in mouse positions while creating the gradient on each draw.

Related

Clear canvas after ctx.arc was clicked

So the objective is to place a circle randomly on the screen, and if the circle was clicked, remove this old circle and make a new circle.
I'm having a problem with removing the old point and making a new one. Instead of removing the old one, it keeps it, makes a new circle and eventually does whatever this is after a bit of clicking:
This is how my code looks like:
const canvas = document.createElement("canvas");
const ctx = canvas.getContext("2d");
document.body.appendChild(canvas);
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
canvas.style.cursor = "crosshair";
function randSpot() {
var X = Math.floor(Math.random() * canvas.width) + 10;
var Y = Math.floor(Math.random() * canvas.height) + 10;
ctx.arc(X, Y, 5.5, 0, 2 * Math.PI);
ctx.fillStyle = 'red';
ctx.fill();
document.body.addEventListener('click', function(e) {
if (ctx.isPointInPath(e.clientX, e.clientY)) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
randSpot()
}
});
}
randSpot()
What am I doing wrong and how can I fix it?
You forgot to begin a new path
ctx.beginPath();
I had to modify the code to make it run in the snippet
const canvas = document.createElement("canvas");
const ctx = canvas.getContext("2d");
document.body.appendChild(canvas);
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
canvas.style.cursor = "crosshair";
function randSpot() {
var X = Math.floor(Math.random() * canvas.width) + 10;
var Y = Math.floor(Math.random() * canvas.height) + 10;
ctx.beginPath();
ctx.arc(X, Y, 5.5, 0, 2 * Math.PI);
ctx.fillStyle = 'red';
ctx.fill();
}
randSpot()
document.body.addEventListener('click', function(e) {
// I had to remove the following condition
// ctx.isPointInPath(e.clientX, e.clientY)
// because the code didn't wanted to work with the snippet
// but it's unrelated to the problem
ctx.clearRect(0, 0, canvas.width, canvas.height);
randSpot()
});

Marker shaped canvas pen - Issues with two silmutaneous strokes

I am trying to create a marker style pencil with which one can draw on a canvas: a slightly rotated rectangle as pencil tip. My idea was to simply have to simultaneous strokes on mousedown, one of which is moved to the right and to the top a little bit so that is appears like a marker.
This is my code:
function draw(e) {
if (e.buttons !== 1) return;
ctx.beginPath();
ctx.lineWidth = 5;
ctx.lineCap = 'round';
ctx.moveTo(pos.x, pos.y);
setPosition(e);
ctx.lineTo(pos.x, pos.y);
ctx.moveTo(pos.x + 2, pos.y + 2);
setPosition(e);
ctx.lineTo(pos.x + 2, pos.y+1);
ctx.stroke();
}
When I draw slowly, it works perfectly. When I speed up the cursor, however, one of the two strokes is not ecxecuted properly:
Does someone have an idea how I can get both strokes to work?
Thank you!
Edit: Removing some redundancy produced a new issue with the line:
function draw(e) {
if (e.buttons !== 1) return;
ctx.beginPath();
ctx.lineWidth = 5;
ctx.lineCap = 'round';
ctx.moveTo(pos.x, pos.y);
setPosition(e);
ctx.moveTo(pos.x + 2, pos.y + 2);
ctx.stroke();
}
EDIT: example:
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
resize();
var pos = { x: 0, y: 0 };
window.addEventListener('resize', resize);
document.addEventListener('mousemove', draw);
document.addEventListener('mousedown', setPosition);
document.addEventListener('mouseenter', setPosition);
function setPosition(e) {
pos.x = e.clientX + $(document).scrollLeft();
pos.y = e.clientY + $(document).scrollTop();
}
function resize() {
ctx.canvas.width = $('#canvas').width();
ctx.canvas.height = $('#canvas').height();
}
function draw(e) {
if (e.buttons !== 1) return;
ctx.beginPath();
ctx.lineWidth = 5;
ctx.lineCap = 'round';
ctx.strokeStyle = '#000000';
ctx.moveTo(pos.x, pos.y);
setPosition(e);
ctx.lineTo(pos.x + 2, pos.y+2);
ctx.stroke();
}
#canvas {
width: 200px;
height: 200px;
border: 1px solid black;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/2.1.4/jquery.min.js"></script>
<canvas id="canvas"></canvas>

Drawing lights on a canvas

Hi i'm trying to draw lights in a canvas like this:
<canvas id="myCanvas" width="600" height="300"></canvas>
<script>
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
ctx.fillStyle = "rgba(0,0,0,0.75)";
ctx.fillRect(0,0,300,300);
ctx.clearRect(0,0,300,300);
var grd = ctx.createRadialGradient(150,150,0,150,150,150);
grd.addColorStop(0, "rgba(255,255,0,0)");
grd.addColorStop(1, "rgba(0,0,0,0.75)");
ctx.fillStyle = grd;
ctx.fillRect(0,0,300,300);
ctx.clearRect(300,0,600,300);
var grd = ctx.createRadialGradient(450,150,0,450,150,150);
grd.addColorStop(0, "rgba(255,255,0,0)");
grd.addColorStop(1, "rgba(0,0,0,0.75)");
ctx.fillStyle = grd;
ctx.fillRect(300,0,600,300);
</script>
The problem is when the lights overlap
<canvas id="myCanvas" width="500" height="300"></canvas>
<script>
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
ctx.fillStyle = "rgba(0,0,0,0.75)";
ctx.fillRect(0,0,300,300);
ctx.clearRect(0,0,300,300);
var grd = ctx.createRadialGradient(150,150,0,150,150,150);
grd.addColorStop(0, "rgba(255,255,0,0)");
grd.addColorStop(1, "rgba(0,0,0,0.75)");
ctx.fillStyle = grd;
ctx.fillRect(0,0,300,300);
ctx.clearRect(200,0,500,300);
var grd = ctx.createRadialGradient(350,150,0,350,150,150);
grd.addColorStop(0, "rgba(255,255,0,0)");
grd.addColorStop(1, "rgba(0,0,0,0.75)");
ctx.fillStyle = grd;
ctx.fillRect(200,0,500,300);
</script>
I need the lights come together and not overlap
also i need to see an image below the canvas
how can i Solve ?
that's the effect i'm looking for
I've used 2 canvas, 1 for scenery and 1 above for lights
This is almost what i'm looking for , but it remains a bit 'darker where the lights overlap, there is too little light in the center of each light, and it looks like a white light instead of a yellow light
http://jsfiddle.net/vgmc4m87/
Thanks
If you really want to overlap those two gradients, I would suggest a few things,
Get rid of the clearRect()
Change
grd.addColorStop(0, "rgba(255,255,0,0)"); grd.addColorStop(1, "rgba(0,0,0,0.75)");
Such that the second color stop has 0 alpha component, this way the gradient will actually fade out as it goes towards the edge of the circle. And you can actually overlap circles only if they're fading towards the end.
Don't use fillRect(), use arcs instead.
See, https://jsfiddle.net/fL4xffnq/3/. I've not preserved colours, but it should give you a good idea on how to proceed.
jsFiddle : https://jsfiddle.net/CanvasCode/p3k7cwqs/
javascript
var canvas = document.getElementById('myCanvas');
var ctx = canvas.getContext("2d");
var image = new Image();
image.src = "http://images4.fanpop.com/image/photos/16000000/Beautiful-Cat-cats-16096437-1280-800.jpg";
image.onload = function () {
ctx.drawImage(image, 0, 0, 500, 400);
var grd = ctx.createRadialGradient(150, 150, 0, 0, 150, 200);
grd.addColorStop(0, "rgba(255,255,0,1)");
grd.addColorStop(1, "rgba(0,0,0,0)");
ctx.beginPath();
ctx.fillStyle = grd;
ctx.arc(150, 150, 200, 0, Math.PI * 2, false)
ctx.fill();
var grd = ctx.createRadialGradient(350, 150, 0, 350, 150, 200);
grd.addColorStop(0, "rgba(255,255,0,1)");
grd.addColorStop(1, "rgba(0,0,0,0)");
ctx.beginPath();
ctx.fillStyle = grd;
ctx.arc(350, 150, 200, 0, Math.PI * 2, false)
ctx.fill();
};
Adding to #nisargjhaveri's answer setting ctx.globalCompositeOperation = "lighter" creates a nice effect.
function drawBackground() {
var can = document.getElementById('background');
var ctx = can.getContext('2d');
var grd = ctx.createLinearGradient(0, 0, 0, 150);
grd.addColorStop(0, "rgba(0,255,255,1)");
grd.addColorStop(1, "rgba(30,100,200,1)");
ctx.fillStyle = grd;
ctx.fillRect(0, 0, 500, 150);
var grd = ctx.createLinearGradient(0, 150, 0, 300);
grd.addColorStop(0, "rgba(15,75,25,1)");
grd.addColorStop(1, "rgba(30,150,50,1)");
ctx.fillStyle = grd;
ctx.fillRect(0, 150, 500, 300);
}
drawBackground();
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
var bg = document.getElementById("background");
var x1 = 150;
var y1 = 150;
var x2 = 350;
var y2 = 150;
var step1 = {
x: 1,
y: 1
};
var step2 = {
x: -1,
y: 1
};
function loop() {
ctx.save();
ctx.fillStyle = "rgba(0,0,0,1)";
ctx.clearRect(0, 0, 500, 300);
// Create a white to transparent gradient for the circles
// Circle one
var grd = ctx.createRadialGradient(x1, y1, 0, x1, y1, 150);
grd.addColorStop(.75, "rgba(255,255,0,1)");
grd.addColorStop(1, "rgba(255,255,0,0)");
ctx.beginPath();
ctx.fillStyle = grd;
ctx.arc(x1, y1, 150, 0, Math.PI * 2, false)
ctx.fill();
// Circle two
var grd = ctx.createRadialGradient(x2, y2, 0, x2, y2, 150);
grd.addColorStop(.75, "rgba(255,255,255,1)");
grd.addColorStop(1, "rgba(255,255,255,0)");
ctx.beginPath();
ctx.fillStyle = grd;
ctx.arc(x2, y2, 150, 0, Math.PI * 2, false)
ctx.fill();
// Fill the white part with the background image.
ctx.globalCompositeOperation = "source-atop";
ctx.drawImage(bg, 0, 0, bg.width, bg.height);
// Fill the transparent part with gray.
ctx.globalCompositeOperation = "destination-atop"
ctx.fillStyle = "rgba(63,63,63,1)";
ctx.fillRect(0, 0, c.width, c.height);
// clear the globalCompositeOperation
ctx.restore();
step1.x = x1 > c.width ? -1 : x1 < 0 ? 1 : step1.x;
step1.y = y1 > c.height ? -1 : y1 < 0 ? 1 : step1.y;
step2.x = x2 > c.width ? -1 : x2 < 0 ? 1 : step2.x;
step2.y = y2 > c.height ? -1 : y2 < 0 ? 1 : step2.y;
x1 += step1.x;
y1 += step1.y;
x2 += step2.x;
y2 += step2.y;
setTimeout(loop, 1000 / 60);
}
loop()
<canvas id="background" width="500" height="300" style='display:none'></canvas>
<canvas id="myCanvas" width="500" height="300"></canvas>

Javascript no shapes appear

I'm trying to just make a rectangle but nothing will appear, just the background. I've tried ctx.fill, ctx.fillStyle etc. nothing works:
I'm refering to this part
fill(77, 66, 66);
rect(10,200,100,100);
Here is the whole code for the page
var ctx, W, H;
window.onload = function() {
var canvas = document.getElementById("canvas");
W = window.innerWidth;
H = window.innerHeight;
canvas.width = W;
canvas.height = H;
ctx = canvas.getContext("2d");
setInterval(draw, 1);
function draw() {
ctx.globalCompositeOperation = "source-over";
ctx.fillStyle = "#E6E6FF"; // this part does appear
ctx.fillRect(0, 0, W, H);
fill(77, 66, 66); // this doesn't appear
rect(10,200,100,100);
}
}
Thanks
You need to call fill and rect on the canvas context.
Also you need to change the fillStyle otherwise you're drawing a rectangle with the same color as the background and it won't show.
var ctx, W, H;
window.onload = function() {
var canvas = document.getElementById("canvas");
W = window.innerWidth;
H = window.innerHeight;
canvas.width = W;
canvas.height = H;
ctx = canvas.getContext("2d");
setTimeout(draw, 1);
function draw() {
ctx.globalCompositeOperation = "source-over";
ctx.fillStyle = "#E6E6FF";
ctx.fillRect(0, 0, W, H);
ctx.fillStyle = "red"; // need this otherwise the rect will be the same color as the background
ctx.rect(10, 200, 100, 100); // needs to be called on the canvas context
ctx.fill(); // needs to be called on the canvas context, it will fill any path not already filled in.
}
}
You are filling both areas with the same color, and you have to use the context to perform fill functions. you also need to create the rect BEFORE you fill it.
Try this on for size: https://jsfiddle.net/szbk6f67/3/
var ctx, W, H;
window.onload = function () {
var canvas = document.getElementById("canvas");
W = 400;
H = 400;
canvas.width = W;
canvas.height = H;
ctx = canvas.getContext("2d");
setInterval(draw, 1);
function draw() {
ctx.globalCompositeOperation = 'source-over';
ctx.fillStyle = 'gray';
ctx.fillRect(0, 0, W, H);
ctx.fillStyle = 'black';
ctx.rect(10, 200, 100, 100);
ctx.fill();
}
}

HTML5 Canvas why fillText() method clears everything after clearRect()

When i call writeTextToCanvas method before clearCanvas method, it works perfectly,
if i call clearCanvas method first than writeTextToCanvas, it doesn't works, drawing functions etc. all works after clearCanvas but fillText doesn't work and also clears all canvas when i call fillText
when i set context.globalAlpha = 0.5 before fillText, i can barely see text on the canvas but anything in canvas erased somehow
var canvas;
var context;
var selectedRole = DRAW_TOOLS.PENCIL;
function initDrawingCanvas(index) {
var question = document.getElementsByClassName('question').item(index);
canvas = question.getElementsByClassName('questionDrawingCanvas').item(0);
context = canvas.getContext("2d");
canvasWidth = canvas.width;
canvasHeight = canvas.height;
compositeOperation = context.globalCompositeOperation;
canvas.addEventListener("touchmove", onCanvasTouchMove, false);
canvas.addEventListener("touchstart", onCanvasTouchStart, false);
canvas.addEventListener("touchstop", onCanvasTouchStop, false);
}
var startX = 0;
var startY = 0;
var endX = 0;
var endY = 0;
var compositeOperation;
function onCanvasTouchMove(event){
endX = event.changedTouches[0].clientX - $(canvas).offset().left;
endY = event.changedTouches[0].clientY - $(canvas).offset().top;
if(selectedRole == DRAW_TOOLS.PENCIL){
context.beginPath();
context.moveTo(startX, startY);
context.lineTo(endX, endY);
context.strokeStyle = $('.colorPicker').css('background-color');
context.lineWidth = parseInt($('#pencilSize').attr("data-size"));
context.stroke();
}else if(selectedRole == DRAW_TOOLS.ERASER){
context.save();
context.globalCompositeOperation = "destination-out";
context.arc(endX,endY,25,0,Math.PI*2,false);
context.fill();
context.restore();
}
startX = endX;
startY = endY;
}
function onCanvasTouchStart(event){
$("#colorPicker").css("display", "none");
$("#pencilSize").css("display", "none");
$("#textColorPicker").css("display", "none");
$("#canvas_textSize").css("display", "none");
startX = event.changedTouches[0].pageX - $(canvas).offset().left;
startY = event.changedTouches[0].pageY - $(canvas).offset().top;
if(selectedRole == DRAW_TOOLS.TEXT){
showConfirmDialog('<textarea id="canvasTextArea" class="canvasTextArea"></textarea>', RESOURCES.CANVAS_TEXT_TITLE, {positiveButton: RESOURCES.OKAY, negativeButton: RESOURCES.CANCEL}, function(){
var text = $("#canvasTextArea").val();
if(isNullOrUndefined(text)) return;
writeTextToCanvas(text);
hideDialog();
}, function(){
hideDialog();
});
$("#canvasTextArea").focus();
$("#canvasTextArea").css("font-size", $('#textSizePicker').attr("data-size") + "px");
$("#canvasTextArea").css("color", $('.textColorPicker').css("background-color"));
}
}
function onCanvasTouchStop(event){
console.log(event);
}
function clearCanvas(){
context.clearRect(0, 0, canvas.width, canvas.height);
}
function getCanvasContent(){
return canvas.toDataURL();
}
function writeTextToCanvas(text) {
context.globalCompositeOperation = "source-over";
context.textBaseline = "top";
context.font = $('#textSizePicker').attr("data-size") + 'px sans-serif';
context.fillStyle = $('.textColorPicker').css("background-color");
context.fillText(text, startX, startY);
}
What should i use to clear canvas or clear some parts like eraser then i can fillText normally?
Your call to clearRect() is stopping the entire script because it throws an error (check the console). You're not passing in a rectangle to the call.
It needs to be called like:
context.clearRect(0, 0, canvas.width, canvas.height);
Here's a working example: http://jsfiddle.net/pe19L15m

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