Javascript subroutines don't run - javascript

So I am new to javascript and a beginner programmer. I know the initialization subroutine always go first. I don't get why the subroutines aren't running. And I was wondering if any variables in the initialization subroutine can be used in any other subroutines. I am trying to make a program using Bresenham Line Algorithm.
<html>
<head>
<body>
<canvas id="canvas" width="500" height="500" style="border: 1px solid black;" onclick="coordinates(event)">></canvas>
</body>
<script type="text/javascript" src="https://code.jquery.com/jquery-3.3.1.min.js"></script>
<script type="text/javascript">
intialization();
drawGrid();
mouseClick();
//Intialization--------------------------------
//Intialization--------------------------------
function intialization() {
var cnv = document.getElementById("canvas");
var Width = cnv.width;
var Height = cnv.height;
var ctx = cnv.getContext('2d');
var click_counter = 0; //switching between storing first and second point coordinates
p1x = 0; //stores user's click on canvas
p1y = 0; //stores user's click on canvas
p2x = 0; //stores user's click on canvas
p2y = 0; //stores user's click on canvas
}
//Intialization--------------------------------
//GRID---------------------------------
function drawGrid() {
var gridLines = {
Lines: {
space: 10,
// color: "'#xxxxxx'"
}
};
drawGridLines(cnv, gridLines.Lines);
return;
}
function drawGridLines(cnv, lineOptions) {
ctx.strokeStyle = lineOptions.color;
ctx.strokeWidth = 1;
ctx.beginPath();
var counter = null;
var i = null;
var x = null;
var y = null;
counter = Math.floor(Width / lineOptions.space);
for (i = 1; i <= counter; i++) {
x = (i * lineOptions.space);
ctx.moveTo(x, 0);
ctx.lineTo(x, Height);
ctx.stroke();
}
counter = Math.floor(Height / lineOptions.space);
for (i = 1; i <= counter; i++) {
y = (i * lineOptions.space);
ctx.moveTo(0, y);
ctx.lineTo(Width, y);
ctx.stroke();
}
ctx.closePath();
return;
}
//GRID---------------------------------
//MOUSE---------------------------------
function mouseClick {
if (click_counter = 0) {
function coordinates(event) {
var x1 = event.offsetX;
var y1 = event.offsetY;
p1x = x1;
p1y = y1;
console.log("x coords: " + p1x + ", y coords: " + p1y);
} else
function coordinates(event) {
var x1 = event.offsetX;
var y1 = event.offsetY;
p2x = x1;
p2y = y1;
console.log("x coords: " + p2x + ", y coords: " + p2y);
}
}
//MOUSE---------------------------------
//MOUSE---------------------------------
</script>
</head>
</html>

Your initialization and drawGrid functions are being called before the document is even loaded so this will fail. You should use the jquery method-
$(document).ready(function(){
//callyour functions here
})
Another issue you have is that you are trying to use variables which are out of scope. Like cnv for example. You should declare a object like canvas at the top of your js:
canvas = {}
and add all of the variables you want to share to this. for instance :
canvas.cnv = document.getElementById("canvas");
canvas.Width = canvas.cnv.width;
canvas.Height = canvas.cnv.height;
canvas.ctx = canvas.cnv.getContext('2d');
Here is a simple example of how to use the canvas:
<html>
<head>
<script src="index.js"></script>
<body>
<canvas id="canvas" width="500" height="500" style="border: 1px solid black;" onmousemove="mouseClick(event)">></canvas>
</body>
<script type="text/javascript" src="https://code.jquery.com/jquery-3.3.1.min.js"></script>
<script>
canvas = {}
var isMouseDown = false;
document.addEventListener('mousedown', function(event) {
if ( event.which ) isMouseDown = true;
}, true);
document.addEventListener('mouseup', function(event) {
if ( event.which ) isMouseDown = false;
}, true);
$(document).ready(function(){
canvas.cnv = document.getElementById("canvas");
canvas.Width = canvas.cnv.width;
canvas.Height = canvas.cnv.height;
canvas.ctx = canvas.cnv.getContext('2d');
});
function mouseClick(e) {
console.log(isMouseDown)
if (isMouseDown){
var x1 = event.offsetX;
var y1 = event.offsetY;
canvas.ctx.lineTo(x1, y1);
canvas.ctx.stroke();
}
}
</script>
</head>
</html>

Related

How to take notes on PDF files using JavaScript and HTML

I don't understand why this code is not working. No matter how much I fix it, it doesn't work. Is it not available in PDF? If it's not possible, I'd appreciate it if you could tell me how to replace it.
Also, I would like to ask if it is possible to save the handwritten file as a PDF file again, or if it is possible to save it using a DB on the web server, and if possible, please provide an example code.
index.html
<!DOCTYPE html>
<html lang="ko">
<head>
<meta charset="UTF-8">
<title>lol</title>
</head>
<body>
<div class="palette">
<label>색상<input id="color" type="color"></label>
<label>두께<input id="width" type="number" min="1" max="30"></label>
<input type="button" class="btn" id="delete_canvas" value="그림 초기화" onClick="delete_canvas()">
</div>
<iframe width="100%" height="1295" src="./src/krlang.pdf"></iframe>
<canvas id="canvas" width="1600" height="900"></canvas><br>
<script type="text/javascript">
var elements = document.getElementsByClassName("drag-and-drop");
var array = [];
for (var i = 0; i < elements.length; i++) {
array[i] = {}
array[i].top = elements[i].style.top;
array[i].left = elements[i].style.left;
}
function all_reset() {
ret = confirm('모두 재설정합니다.');
if (ret == true) {
for (var i = 0; i < elements.length; i++) {
elements[i].style.top = array[i].top;
elements[i].style.left = array[i].left;
}
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
}
</script>
<script type="text/javascript" src="canvas.js"></script>
</body>
</html>
canvas.js
var drawing = false;
var before_x = 0;
var before_y = 0;
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
canvas.addEventListener('mousemove', draw_canvas);
canvas.addEventListener('mousedown', function(e) {
drawing = true;
var rect = e.target.getBoundingClientRect();
before_x = e.clientX - rect.left;
before_y = e.clientY - rect.top;
});
canvas.addEventListener('mouseup', function() {
drawing = false;
});
function draw_canvas(e) {
if (!drawing){
return
};
var rect = e.target.getBoundingClientRect();
var x = e.clientX - rect.left;
var y = e.clientY - rect.top;
var w = document.getElementById('width').value;
var color = document.getElementById('color').value;
var r = parseInt(color.substring(1,3), 16);
var g = parseInt(color.substring(3,5), 16);
var b = parseInt(color.substring(5,7), 16);
ctx.lineCap = 'round';
ctx.strokeStyle = 'rgb('+ r + ',' + g + ',' + b + ')';
ctx.lineWidth = w;
ctx.beginPath();
ctx.moveTo(before_x, before_y);
ctx.lineTo(x, y);
ctx.stroke();
ctx.closePath();
before_x = x;
before_y = y;
}
function delete_canvas(){
ret = confirm('그리기 내용 삭제');
if (ret == true){
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
}
var pen = document.getElementById('pencil');
var era = document.getElementById('eraser');
Edit
I decided to do a webview app instead of running this html code on a web server, please tell me how to do it with a local database

Keep track and display arrival order of array elements after animation ends in JavaScript

So, I have created an array of 10 blocks(rectangles) that move horizontally towards a "finish" line (end of canvas width) with variable speeds. I'm looking for a way to keep track of the arrival order of each array element and display it on top of each rectangle as it stops moving. I've tried using a counter and the fillText method to do that, but it only works until other elements come to a full stop and then it replaces the order. For a better view of what happens, here is my code. If anyone has any suggestions on what to use in order to fulfill my goal, it is very much appreciated. Keep in mind that I only use plain JavaScript as in no jQuery or other frameworks as I am learning the basics. Thanks in advance.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Cars</title>
<style>
canvas {
border:1px solid #3D0404;
}
h2 {
margin-left:23%;
}
</style>
<script>
var c;
var ctx;
var cars = [];
var width = 100;
var height = 100;
var x = 0;
var y = 0;
var i;
var temp;
var cw = 1000;
var ch = 1000;
window.requestAnimFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
function( callback ){
window.setTimeout(callback, 1000 / 60);
};
})();
function init() {
c = document.getElementById("myCanvas");
ctx = c.getContext("2d");
pushCar();
}
function CreateCar(x,y,width,height,speed){
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.speed = speed;
}
function pushCar(){
for (var i=0; i<10; i++){
var speed = Math.random() * 10;
var car = new CreateCar(x,y,width,height,speed);
cars.push(car);
y += 100;
}
drawAll();
}
function clear (){
ctx.clearRect (0,0,cw,ch);
}
function draw(cars){
ctx.beginPath();
ctx.fillStyle = "#f00";
ctx.fillRect(temp.x, temp.y, width, height);
ctx.strokeStyle = "#000";
ctx.outlineWidth = 2;
ctx.strokeRect(temp.x, temp.y, width, height);
ctx.closePath();
}
function drawAll(){
clear();
var z = 1;
for (var i=0; i<cars.length; i++){
temp = cars[i];
draw(temp);
if (temp.x+100 < c.width){
temp.x += temp.speed;
}else {
ctx.font = "20pt Verdana";
ctx.fillStyle = "#000";
ctx.fillText(z, 950, temp.y+55);
z++;
}
}
requestAnimFrame(drawAll, c);
}
</script>
</head>
<body onLoad = "init()">
<canvas id="myCanvas" width="1000" height="1000"></canvas>
</body>
</html>
You need to put the z variable outside the loop, and save the position of each car in an object. You also need to check if position[i] is already defined to avoid incrementing the current position more times than needed.
var z;
var position;
function drawAll() {
clear();
for (var i = 0; i < cars.length; i++) {
temp = cars[i];
draw(temp);
if (temp.x + 100 < c.width) {
temp.x += temp.speed;
} else {
if (!position[i]) {
position[i] = z;
z++;
}
ctx.font = "20pt Verdana";
ctx.fillStyle = "#000";
ctx.fillText(position[i], 950, temp.y + 55);
}
}
requestAnimFrame(drawAll, c);
}
http://jsfiddle.net/acasaccia/u2vhaqyt/

OCR using HTML5 canvas

I'm a complete newbee to HTML5 and Javascript. I'm trying to make this simple app in HTML5 where a user can draw any alphabet on the canvas and the alphabet gets recognized using ocrad.js. However, upon executing this script, no matter what alphabet i draw, the output is always the alphabet 'I'. My guess is that an empty canvas is being passed as an argument to OCRAD or there is an error in linking ocrad.js .
I'm not even sure, how to include the ocrad API as 'src' as i'm completely new to Javascript. Here's what i have written so far.
<canvas id="myCanvas" width="275" height="400" onmouseup="release()" onmousedown="lc=1" onmousemove="Draw(event)" onclick="putPoint(event)" style="border:1px solid #000000;">
</canvas>
<div id="buttons">
<input type="button" id="clear" value="Clear">
</div>
<div id="buttons">
<input type="button" id="recognize" value="Recognize">
</div>
<script src="ocrad.js/ocrad.js"></script>
<script type="text/javascript">
var cnv = document.getElementById('myCanvas')
var ctx = cnv.getContext('2d')
var lc=0
var prX=-1
var prY=-1
var dot= ctx.createImageData(2,2)
for (i=0; i<dot.data.length; i+=4){
dot.data[i+0]=0
dot.data[i+1]=160
dot.data[i+2]=230
dot.data[i+3]=255
}
document.getElementById('clear').addEventListener('click', function() {
ctx.clearRect(0, 0, cnv.width, cnv.height);
}, false);
function release(){
lc=0
prX=-1
}
function putPoint(event){
var bb, x, y
bb = cnv.getBoundingClientRect()
x = (event.clientX-bb.left) * (cnv.width/bb.width)
y = (event.clientY-bb.top) * (cnv.height/bb.height)
ctx.putImageData(dot,x,y)
}
function Draw(event){
if(lc==1){
var bb, x, y
bb = cnv.getBoundingClientRect()
x = (event.clientX-bb.left) * (cnv.width/bb.width)
y = (event.clientY-bb.top) * (cnv.height/bb.height)
if (prX!=-1){
ctx.beginPath()
ctx.moveTo(prX,prY)
ctx.lineTo(x,y)
ctx.lineWidth=10
ctx.closePath()
ctx.strokeStyle='rgb(0,0,0)'
ctx.stroke()
}
prX=x
prY=y
}
}
document.getElementById('recognize').addEventListener('click', function() {
var string = OCRAD(cnv)
alert(string)
});
</script>
Any help in fixing this is appreciated. Thank You.
There is some strange bug in your code or in library, here is another working example, that should help:
var c = document.getElementById('c'),
o = c.getContext('2d');
function reset_canvas() {
o.fillStyle = 'white'
o.fillRect(0, 0, c.width, c.height)
o.fillStyle = 'black'
}
var drag = false,
lastX, lastY;
c.onmousedown = function(e) {
drag = true;
lastX = 0;
lastY = 0;
e.preventDefault();
c.onmousemove(e)
}
c.onmouseup = function(e) {
drag = false;
e.preventDefault();
runOCR()
}
c.onmousemove = function(e) {
e.preventDefault()
var rect = c.getBoundingClientRect();
var r = 5;
function dot(x, y) {
o.beginPath()
o.moveTo(x + r, y)
o.arc(x, y, r, 0, Math.PI * 2)
o.fill()
}
if (drag) {
var x = e.clientX - rect.left,
y = e.clientY - rect.top;
if (lastX && lastY) {
var dx = x - lastX,
dy = y - lastY;
var d = Math.sqrt(dx * dx + dy * dy);
for (var i = 1; i < d; i += 2) {
dot(lastX + dx / d * i, lastY + dy / d * i)
}
}
dot(x, y)
lastX = x;
lastY = y;
}
}
document.body.ondragover = function() {
document.body.className = 'dragging';
return false
}
document.body.ondragend = function() {
document.body.className = '';
return false
}
document.body.onclick = function() {
document.body.className = '';
}
document.body.ondrop = function(e) {
e.preventDefault();
document.body.className = '';
picked_file(e.dataTransfer.files[0]);
return false;
}
function open_picker() {
var e = document.createEvent("MouseEvents");
e.initEvent('click', true, true);
document.getElementById('picker').dispatchEvent(e);
}
function runOCR(image_data, raw_feed) {
var response = OCRAD(c);
if ('innerText' in document.getElementById("text")) {
document.getElementById("text").innerText = response;
} else {
document.getElementById("text").textContent = response;
}
}
reset_canvas()
<script src="http://antimatter15.com/ocrad.js/ocrad.js"></script>
<div id="demo">
<canvas style="border:1px solid grey;" id='c' class="" width="300" height="150"></canvas>
<div class="output">
<div id="output">
<div id="text"></div>
<span id="timing"></span>
</div>
</div>
</div>

Optimize canvas drawing to make a continuous path

This is a script for filling canvas' grid squares with red color.
I'm looking for tips how to optimize my script to fill squares continuously, without chopping like here:
I tried to separate and merge some functions, but can't find a solution.
Here's the updated jsFiddle and my code:
HTML:
<canvas id="plan" width="501px" height="301px"></canvas>
JavaScript (updated):
var canvas = document.getElementById('plan');
var context = canvas.getContext('2d'),
wt = canvas.width,
ht = canvas.height;
var down = false;
var draw = function (e) {};
window.onload = grid();
var oldPos = {
mX: 0,
mY: 0
};
var dPos = {
mX: 0,
mY: 0
};
var curPos = {
mX: 0,
mY: 0
};
draw.to = function (X, Y) {
oldPos = getMousePos(canvas, e); //update position
var mposX = X,
mposY = Y;
mposX = mposX - mposX % 5;
mposY = mposY - mposY % 5;
context.fillStyle = "red";
context.fillRect(mposX + 0.5, mposY + 0.5, 5, 5);
};
draw.single = function (e) {
oldPos = getMousePos(canvas, e);
var mpos = getMousePos(canvas, e);
mpos.mX = mpos.mX - mpos.mX % 5;
mpos.mY = mpos.mY - mpos.mY % 5;
context.fillStyle = "red";
context.fillRect(mpos.mX + 0.5, mpos.mY + 0.5, 5, 5);
};
draw.move = function (e) {
if (down) {
curPos = getMousePos(canvas, e);
dPos.mX = Math.abs(curPos.mX - oldPos.mX); // distance between old & new (delta X)
dPos.mY = Math.abs(curPos.mY - oldPos.mY); // delta Y
if (dPos.mX >= 5 || dPos.mY >= 5) { // if the distance is bigger than 5px hz OR 5px vertical
lightIntermediateSquares(oldPos.mX, oldPos.mY, curPos.mX, curPos.mY); // ^ connect them
} else {
draw.single(e); // simple
}
}
};
draw.start = function (e) {
e.preventDefault();
down = true;
draw.single(e);
};
draw.stop = function (e) {
down = false;
};
function lightIntermediateSquares(startX, startY, endX, endY) {
for (var pct = 0; pct <= 1; pct += 0.03) {
var dx = endX - startX;
var dy = endY - startY;
var X = startX + dx * pct;
var Y = startY + dy * pct;
draw.to(X, Y); // is it okay?
}
}
function grid() {
context.strokeStyle = "#f0f0f0";
var h = 2.5,
p = 2.5;
context.strokeRect(0.5, 0.5, 5, 5);
for (i = 0; i < wt; i += p) {
p *= 2;
context.drawImage(canvas, p, 0);
}
for (i = 0; i < ht; i += h) {
h *= 2;
context.drawImage(canvas, 0, h);
}
}
function getMousePos(canvas, e) {
var rect = canvas.getBoundingClientRect();
return {
mX: e.clientX - rect.left - 1,
mY: e.clientY - rect.top - 1
};
}
canvas.addEventListener('mouseup', draw.stop, false);
canvas.addEventListener('mousedown', draw.start, false);
canvas.addEventListener('mousemove', draw.move, false);
canvas.addEventListener('mouseout', draw.stop, false);
Here's how to light the missing squares
Calculate a line between the previous mousemove and the current mousemove position.
Then walk that line using interpolation and color any grid squares that the line crosses.
// walk along a line from the last mousemove position
// to the current mousemove position.
// Then color any cells we pass over on our walk
for(var pct=0;pct<=1;pct+=0.06){
var dx = mouseX-lastX;
var dy = mouseY-lastY;
var X = parseInt(lastX + dx*pct);
var Y = parseInt(lastY + dy*pct);
if( !(X==lastForX && Y==lastForY) ){
draw.ColorCell(X,Y);
}
Here is code and a Fiddle: http://jsfiddle.net/m1erickson/WvuHL/
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
body{ background-color: ivory; }
canvas{border:1px solid red;}
</style>
<script>
$(function(){
var canvas=document.getElementById("canvas");
var context=canvas.getContext("2d");
var canvasOffset=$("#canvas").offset();
var offsetX=canvasOffset.left;
var offsetY=canvasOffset.top;
var wt = canvas.width;
var ht = canvas.height;
var down = false;
var lastX=-20;
var lastY=-20;
var points=[];
var draw = function (e) {};
draw.started = false;
var count;
function interpolateLine(startX,startY,endX,endY){
var lastForX;
var lastForY;
//
for(var pct=0;pct<=1;pct+=0.06){
var dx = endX-startX;
var dy = endY-startY;
var X = startX + dx*pct;
var Y = startY + dy*pct;
if( !(X==lastForX && Y==lastForY) ){
draw.ColorCell(X,Y);
}
lastForX=X;
lastForY=Y;
}
}
draw.ColorCell=function(x,y){
var rw = x - 1;
var rh = y - 1;
rw = rw - rw % 5 + 0.5;
rh = rh - rh % 5 + 0.5;
context.fillStyle = "red";
context.fillRect( rw, rh, 5, 5);
};
draw.single = function (e) {
var mouseX=parseInt(e.clientX-offsetX);
var mouseY=parseInt(e.clientY-offsetY);
draw.ColorCell(mouseX,mouseY);
};
// mousemove
draw.move = function (e) {
if(!down){return;}
// get the current mouse position
var mouseX=parseInt(e.clientX-offsetX);
var mouseY=parseInt(e.clientY-offsetY);
// if we haven't moved off this XY, then don't bother processing further
if(mouseX==lastX && mouseY==lastY){return;}
// When running the for-loop below,
// many iterations will not find a new grid-cell
// so lastForX/lastForY will let us skip duplicate XY
var lastForX=lastX;
var lastForY=lastY;
// walk along a line from the last mousemove position
// to the current mousemove position.
// Then color any cells we pass over on our walk
for(var pct=0;pct<=1;pct+=0.06){
var dx = mouseX-lastX;
var dy = mouseY-lastY;
var X = parseInt(lastX + dx*pct);
var Y = parseInt(lastY + dy*pct);
if( !(X==lastForX && Y==lastForY) ){
draw.ColorCell(X,Y);
}
lastForX=X;
lastForY=Y;
}
// set this mouse position as starting position for next mousemove
lastX=mouseX;
lastY=mouseY;
};
// mousedown
draw.start = function (e) {
e.preventDefault();
lastX=parseInt(e.clientX-offsetX);
lastY=parseInt(e.clientY-offsetY);
down = true;
};
// mouseup
draw.stop = function (e) {
e.preventDefault();
down = false;
};
function grid() {
context.strokeStyle = "#f0f0f0";
var h = 2.5;
var p = 2.5;
context.strokeRect(0.5, 0.5, 5, 5);
for (i = 0; i < wt; i += p) {
p *= 2;
context.drawImage(canvas, p, 0);
}
for (i = 0; i < ht; i += h) {
h *= 2;
context.drawImage(canvas, 0, h);
}
}
canvas.addEventListener('mouseup', draw.stop, false);
canvas.addEventListener('mouseout', draw.stop, false);
canvas.addEventListener('mousedown', draw.start, false);
canvas.addEventListener('click', draw.single, false);
canvas.addEventListener('mousemove', draw.move, false);
grid();
}); // end $(function(){});
</script>
</head>
<body>
<canvas id="canvas" width=501 height=301></canvas>
</body>
</html>

Html5 canvas image on click

I'm having a problem whit my code.
I draw some circles in a circular path and I expect when to click on them to return something other than 0 in firebug console but that's not happening;
I don't know what is wrong with my code and i hope someone will tell me.
Here's my code:
var canvas, ctx;
var circle_data = [];
function circles(x, y, radius) {
this.x = x;
this.y = y;
this.radius = radius;
circle_data.push(this);
}
circles.prototype = {
draw: function (context) {
context.beginPath();
context.arc(this.x, this.y, this.radius / 5, 0, 2 * Math.PI, false);
context.fillStyle = "red";
context.fill();
}
}
function draw() {
ctx.translate(250, 250);
for (var n = 0; n < 10; n++) {
var radi = (Math.PI / 180);
var x = Math.sin(radi * n * 36) * 70;
var y = Math.cos(radi * n * 36) * 70;
var radius = 50;
var thiscircle = new circles(x, y, radius);
thiscircle.draw(ctx);
}
}
function mouseDown(e) {
var img_data = ctx.getImageData(e.pageX, e.pageY, 1, 1);
console.log(img_data.data[3]);
}
function init() {
canvas = document.getElementById('canvas'),
ctx = canvas.getContext('2d');
canvas.addEventListener('mousedown', mouseDown, false);
}
init();
It dosen't matter is i use data[3];
I tried whit console.log(img_data.data[0]+" "+img_data.data[1]+" "+img_data.data[2]);
Still getting 0 0 0
Your detecting the mouse position relative to the page and not the canvas, you need to get the position of the canvas on the page and subtract that from the X and Y of the mouse to find you position relative to the canvas. I use functions similar to the ones below when working with canvas.
getOffsetPosition = function(obj){
/*obj is the Canvas element*/
var offsetX = offsetY = 0;
if (obj.offsetParent) {
do {
offsetX += obj.offsetLeft;
offsetY += obj.offsetTop;
}while(obj = obj.offsetParent);
}
return [offsetX,offsetY];
}
getMouse = function(e,canvasElement){
OFFSET = getOffsetPosition(canvasElement);
mouse_x = (e.pageX || (e.clientX + document.body.scrollLeft + document.documentElement.scrollLeft)) - OFFSET[0];
mouse_y = (e.pageY || (e.clientY + document.body.scrollTop + document.documentElement.scrollTop)) - OFFSET[1];
return [mouse_x,mouse_y];
}
The following code works.
<!DOCTYPE HTML>
<html>
<head>
<meta charset="utf-8">
<title>Untitled Document</title>
</head>
<body>
<canvas id="canvas" width="500" height="500" style="background-color:#999999;"></canvas>
</body>
<script>
var canvas,ctx;
var circle_data = [];
function circles(x,y,radius)
{
this.x = x;
this.y = y;
this.radius = radius;
circle_data.push(this);
}
circles.prototype = {
draw: function(context){
context.beginPath();
context.arc(this.x, this.y, this.radius / 5, 0, 2* Math.PI, false);
context.fillStyle = "red";
context.fill();
}
}
getOffsetPosition = function(obj){
/*obj is the Canvas element*/
var offsetX = offsetY = 0;
if (obj.offsetParent) {
do {
offsetX += obj.offsetLeft;
offsetY += obj.offsetTop;
}while(obj = obj.offsetParent);
}
return [offsetX,offsetY];
}
getMouse = function(e,canvasElement){
OFFSET = getOffsetPosition(canvasElement);
mouse_x = (e.pageX || (e.clientX + document.body.scrollLeft + document.documentElement.scrollLeft)) - OFFSET[0];
mouse_y = (e.pageY || (e.clientY + document.body.scrollTop + document.documentElement.scrollTop)) - OFFSET[1];
return [mouse_x,mouse_y];
}
function draw(){
ctx.translate(250, 250);
for (var n = 0; n < 10; n++) {
var radi = (Math.PI/180);
var x = Math.sin(radi*n*36)*70;
var y = Math.cos(radi*n*36)*70;
var radius = 50;
var thiscircle = new circles(x,y,radius);
thiscircle.draw(ctx);
}
}
function mouseDown(e)
{
var pos = getMouse(e,ctx.canvas);
var img_data = ctx.getImageData(pos[0],pos[1],1,1);
console.log(img_data.data[3]);
}
function init() {
canvas = document.getElementById('canvas'),
ctx = canvas.getContext('2d');
draw();
canvas.addEventListener('mousedown', mouseDown, false);
}
init();
</script>
</html>

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