I am beginning my study in motion, using requestAnimationFrame. I wanted to put a circle on the canvas and then set that circle into motion with a click of a button. I have achieved it, accidentally, with the following code. But I don’t get it. What I was expecting to see with this code was a circle painted on the canvas, then another circle painted on top of that circle when the button was pressed. The first circle would remain on the screen, in stationary position, while the other circle went into motion. Again, I have accidentally achieved what I was going for, but I don’t want to build off this because it seems so wrong. What do I need to do to correct my code so that the circle appears on screen, then is set in motion with the button click?
<script>
var canvas = document.querySelector('canvas');
var c = canvas.getContext('2d');
// Creates a ball in location (but why does it disappear?)
c.beginPath();
c.lineWidth = 5;
c.arc(145, 100, 75, 0, Math.PI * 2, true);
c.stroke();
var y = 100;
function ballDrop(){
requestAnimationFrame(ballDrop);
c.clearRect(0, 0, 300, 800);
// Create Ball
c.beginPath();
c.lineWidth = 5;
c.arc(145, y, 75, 0, Math.PI * 2, true);
c.stroke();
y += 1;
}
</script>
Your code performs as expected because:
1. You draw an initial circle on the canvas
2. You click a button which executes ballDrop
3. Within ballDrop you clear the context draw area, which removes all previous paints. This is why your original circle is gone.
A few notes:
* You don't need to keep setting lineWidth unless you plan on changing it for that context
* You should move requestAnimationFrame to the end of your function. This is mostly for clarity, as requestAnimationFrame is asynchronous (like setTimeout) so functionality won't really be affected.
Example https://jsfiddle.net/m503wa4g/6/
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Document</title>
</head>
<body>
<canvas width="300" height="300"></canvas>
<button onclick="ballDrop()">Drop</button>
<script>
var canvas = document.querySelector('canvas');
var c = canvas.getContext('2d');
// Creates a ball in location (but why does it disappear?)
c.beginPath();
c.lineWidth = 5;
c.arc(145, 100, 75, 0, Math.PI * 2, true);
c.stroke();
var y = 100;
function ballDrop() {
c.clearRect(0, 0, 300, 800);
// Create Ball
c.beginPath();
c.arc(145, y, 75, 0, Math.PI * 2, true);
c.stroke();
y += 1;
requestAnimationFrame(ballDrop);
}
</script>
</body>
</html>
function ballDrop(){
// start the animation that runs forever
requestAnimationFrame(ballDrop);
// clear the canvas so nothing is on the canvas
// this is why the circle disappears
c.clearRect(0, 0, 300, 800);
// Create first Ball again so it doesn't disappear
c.beginPath();
c.lineWidth = 5;
c.arc(145, 100, 75, 0, Math.PI * 2, true);
c.stroke();
// Create Dropping Ball that is 1 pixel down (y+=1)
c.beginPath();
c.lineWidth = 5;
c.arc(145, y, 75, 0, Math.PI * 2, true);
c.stroke();
y += 1;
}
Related
Am I meant to draw the eyes in an alternative way for it to follow the cursor? Please help :) I am completely lost from here and have tried online solutions but they all require css in which my code doesn't. I want to run all of this purely from javascript, any tips?
function drawEyes() {
const c = document.getElementById("canvasEyes")
const ctx = c.getContext('2d');
//left eye
ctx.beginPath();
ctx.arc(75, 75, 50, 0, Math.PI * 2, false);
ctx.stroke();
//iris
ctx.beginPath();
ctx.arc(75, 75, 30, 0, Math.PI * 2, false);
ctx.stroke();
ctx.fillStyle = "black";
ctx.fill();
//pupil
ctx.beginPath();
ctx.arc(75, 75, 15, 0, Math.PI * 2, false);
ctx.stroke();
ctx.fillStyle = "blue";
ctx.fill();
//right eye
ctx.beginPath();
ctx.arc(225, 75, 50, 0, Math.PI * 2, false);
ctx.stroke();
//iris
ctx.beginPath();
ctx.arc(225, 75, 30, 0, Math.PI * 2, false);
ctx.stroke();
ctx.fillStyle = "black";
ctx.fill();
//pupil
ctx.beginPath();
ctx.arc(225, 75, 15, 0, Math.PI * 2, false);
ctx.stroke();
ctx.fillStyle = "blue";
ctx.fill();
}
Basic 2D eyes that follow mouse
The eyes follow mouse by scaling the mouse coordinates to the range of motion that the iris & pupil have within the radius of the eye.
The lookat position is relative to the top left of the canvas and assumes that the eyes are at the center of the canvas.
The scaled lookat position is then set relative to the canvas center (center of both eyes)
To prevent the iris & pupil from being drawn outside the eye use the canvas clip function to clip the iris & pupil if outside the circles of the eye.
More details
It is possible to add more details
Consider adding shading, highlights, eyelids, blink, etc.. to give the animation more depth and life, for instance...
Spheres
Eyes are spheres, you can use ellipses to draw the iris & pupil, Flattening the ellipses of the iris & pupil as they get near the edge, also rotate the ellipse in the direction of the mouse. This will make the eyes look rounder in the 3rd dimention.
Example
Basic 2D eyes. See comments for details
const ctx = canvas.getContext("2d");
// Object to hold mouse coords
const lookat = {x: 150, y: 75};
// details need to make eye look at mouse coords
const eye = {
radius: 50,
iris: 30,
// limits of movement
limMin: -0.1,
limMax: 1.1,
};
// add mouse move listener to whole page
addEventListener("mousemove",e => {
// make mouse coords relative to the canvas ignoring scroll in this case
const bounds = canvas.getBoundingClientRect();
lookat.x = e.pageX - bounds.left;// - scrollX;
lookat.y = e.pageY - bounds.top;// - scrollY;
ctx.clearRect(0, 0, 300, 150);
drawEyes(lookat);
});
drawEyes(lookat);
function drawEyes(lookat) {
var {x,y} = lookat;
// normalise lookat range from 0 to 1 across and down canvas
x /= canvas.width;
y /= canvas.height;
// limit eye movement to -0.1 to 1.1 or what ever you prefer
x = x < eye.limMin ? eye.limMin : x > eye.limMax ? eye.limMax : x;
y = y < eye.limMin ? eye.limMin : y > eye.limMax ? eye.limMax : y;
// move lookat so that 0.5 is center
x -= 0.5;
y -= 0.5;
// get range of movement of iris
const range = (eye.radius - eye.iris) * 2;
// scale the lookats to the range of movement
x *= range;
y *= range;
// draw outer eyes left, right
ctx.beginPath();
ctx.arc(75, 75, eye.radius, 0, Math.PI * 2, false);
ctx.moveTo(225 + eye.radius, 75);
ctx.arc(225, 75, eye.radius, 0, Math.PI * 2, false);
ctx.stroke();
// use eyes to create a clip so iris does not draw outside the eye.
// first save canvas state so clip can be turned off at end
ctx.save();
// turn on clip which will use the two circles currently the active path
ctx.clip();
// draw iris & pupil are offset by x,y within the clip
//iris left, right
ctx.fillStyle = "blue";
ctx.beginPath();
ctx.arc(75 + x, 75 + y, eye.iris, 0, Math.PI * 2, false);
ctx.moveTo(225 + x + eye.iris, 75 + y);
ctx.arc(225 + x, 75 + y, eye.iris, 0, Math.PI * 2, false);
ctx.fill();
//pupil left, right
ctx.fillStyle = "black";
ctx.beginPath();
ctx.arc(75 + x, 75 + y, 15, 0, Math.PI * 2, false);
ctx.moveTo(225 + x + 15, 75 + y);
ctx.arc(225 + x, 75 + y, 15, 0, Math.PI * 2, false);
ctx.fill();
// turn the clip off by restoring canvas state
ctx.restore();
}
<canvas id="canvas" width="300" height="150"></canvas>
i am having a problem rotating a ball that is bouncing around the screen when i put the rotate method in it just dissapears off the canvas in a very wide rotating arc.
It is working when the ball is static but when i put x,y velocity the problem starts.
Ant help someone can give me would be greatly appreciated.
Please see below the code i have so far.
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>Canvas</title>
<style type="text/css">
canvas {
border: 1px solid black;
}
body {
background-color: white;
}
</style>
</head>
<body>
<canvas id="canvas-for-ball"></canvas>
<script type="text/javascript">
// Gets a handle to the element with id canvasOne.
var canvas = document.getElementById("canvas-for-ball");
// Get a 2D context for the canvas.
var ctx = canvas.getContext("2d");
canvas.width = 500;
canvas.height = 500;
// The vertical location of the ball.
//var y = 10;
var yvel = 3;
var xvel = 3 ;
//ball object
var ball = {
x: 90,
y: 150,
r: 50
};
// A function to repeat every time the animation loops.
function repeatme() {
//clear canvas for each frame of the animation.
ctx.clearRect(0,0,500,500);
// Draw the ball (stroked, not filled).
//for loop to draw each line of th pie.
// i is set to 7. set i to whatever amount of sections you need.
for (var i = 0; i < 7; i++) {
//starting point
ctx.beginPath();
//move to positions the pen to the center of the ball
ctx.moveTo(ball.x, ball.y);
//circle craeted with x,y and r set. The final two arguments (Starting and ending point)
//change over each itteration of the loop giving a new point on the circle to draw to.
ctx.arc(ball.x, ball.y, ball.r, i*(2 * Math.PI / 7), (i+1)*(2 * Math.PI / 7));
//set line width
//set colour of the lines
ctx.strokeStyle = '#444';
//render the lines
ctx.stroke();
}
ctx.beginPath();
//the inner circle of the pizza
ctx.moveTo(ball.x, ball.y);
//ball.r is used - 10 pixles to put the smaller circle in the pizza.
ctx.arc(ball.x,ball.y,ball.r-10,0,2*Math.PI);
ctx.lineWidth = 2;
ctx.strokeStyle = '#444';
ctx.stroke();
ctx.translate(ball.x, ball.y);
// Rotate 1 degree
ctx.rotate(Math.PI / 180);
// Move registration point back to the top left corner of canvas
ctx.translate(-ball.x, -ball.y);
//draw the ball
//restore canvas back to original state
ctx.restore();
// Update the y location.
ball.y += yvel;
ball.x += xvel;
//put repeatme function into the animation frame and store it in animate
animate = window.requestAnimationFrame(repeatme);
//condition take into account the radius of the ball so
//it bounces at the edge of the canvas instead
//of going off of the screen to its center point.
if(ball.y >= canvas.height - ball.r){
//window.cancelAnimationFrame(animate);
yvel = yvel *-1;
}else if(ball.y <= ball.r){
yvel = yvel /-1;
}
if(ball.x >= canvas.width- ball.r){
xvel = xvel *-1;
}else if(ball.x <=ball.r){
xvel = xvel / -1;
}
}
// Get the animation going.
repeatme();
</script>
</body>
</html>
To rotate a rendered path. Set the origin to the point of rotation, rotate by the amount you want and render the path at 0,0
rotation += Math.PI / 180; // rotate 1 deg steps
ctx.lineWidth = 2;
ctx.strokeStyle = '#444';
ctx.setTransform(1, 0, 0, 1, ball.x, ball.y); // set the origin at the center
ctx.rotate(rotation); // set the rotation amount
ctx.beginPath();
ctx.moveTo(0, 0);
ctx.arc(0, 0, ball.r - 10, 0, 2 * Math.PI);
ctx.stroke();
ctx.setTransform(1,0,0,1,0,0); // restore the default transform
I want to write a simple scrolling right to left starfield. I have printed out the stars randomly. Now, how do I target each star and randomly give it a speed (say 1-10) and begin moving it? I also need to put each star back on the right edge after it reaches the left edge.
Following is my code written so far:
<!DOCTYPE html>
<html>
<head>
<script>
function stars()
{
canvas = document.getElementById("can");
if(canvas.getContext)
{
ctx = canvas.getContext("2d");
ctx.fillStyle = "black";
ctx.rect (0, 0, 400, 400);
ctx.fill();
starfield();
}
}
//print random stars
function starfield()
{
for (i=0; i<10; i++)
{
var x = Math.floor(Math.random()*399);
var y = Math.floor(Math.random()*399);
var tempx = x;
ctx.fillStyle = "white";
ctx.beginPath();
ctx.arc(x, y, 3, 0, Math.PI*2, true);
ctx.closePath();
ctx.fill();
}
}
</script>
</head>
<body onload="stars()">
<h1>Stars</h1>
<canvas id="can" width="400" height="400"style="border:2px solid #000100" ></canvas>
</body >
</html>
Here's a quick demo on Codepen. After saving the stars in an array, I'm using requestAnimationFrame to run the drawing code and update the position on every frame.
function stars() {
canvas = document.getElementById("can");
console.log(canvas);
if (canvas.getContext) {
ctx = canvas.getContext("2d");
ctx.fillStyle = "black";
ctx.rect(0, 0, 400, 400);
ctx.fill();
starfield();
}
}
// Create random stars with random velocity.
var starList = []
function starfield() {
for (i = 0; i < 20; i++) {
var star = {
x: Math.floor(Math.random() * 399),
y: Math.floor(Math.random() * 399),
vx: Math.ceil(Math.random() * 10)
};
starList.push(star);
}
}
function run() {
// Register for the next frame
window.requestAnimationFrame(run);
// Reset the canvas
ctx.fillStyle = "black";
ctx.rect(0, 0, 400, 400);
ctx.fill();
// Update position and draw each star.
var star;
for(var i=0, j=starList.length; i<j; i++) {
star = starList[i];
star.x = (star.x - star.vx + 400) % 400;
ctx.fillStyle = "white";
ctx.beginPath();
ctx.arc(star.x, star.y, 3, 0, Math.PI * 2, true);
ctx.closePath();
ctx.fill();
}
}
stars();
run();
Put your x,y coordinates in an array, and then make a function that draws the array.
var stars = [
{x:110, y:80},
{x:120, y:20},
{x:130, y:60},
{x:140, y:40}
]
Then make a function to alter the x,y coordinates (for example increment y=y+1) each time before using the draw function.
Bonus:
This array solution allows you to have each star move at its own speed, you could store a delta (say 1 upto 3) in that array, and do y=y+delta instead. This looks 3D.
You could even go further and have a seperate x and y delta, and have stars fly out from the middle, which is even more 3D!
Or even simpler/faster could be to have the render function accept an x,y offset. It could then even wrap around, so that what falls off the screen on one side comes back on the other. It looks like you are rotating in space.
I simple way to imitate star movement towards a point(like a center) is simply divide both X and Y by Z coordinate.
nx = x / z
ny = y / z
And simply decrease z value as you iterate. As z is big, your points will be around a point and as z decreases the result will be bigger and bigger which imitates "moving" of a stars.
Just providing a solution which uses jQuery because using it you can get the output with lesser lines of code compared to complete canvas solution.It uses two canvas divs to get the desired output:
Check this fiddle
Little updated code from the code posted in the question
<script>
function stars(){
canvas = document.getElementById("can1");
canvasCopy = document.getElementById("can2");
if(canvas.getContext){
ctx = canvas.getContext("2d");
ctx.fillStyle = "black";
ctx.rect (0, 0, 400, 400);
ctx.fill();
starfield();
var destCtx = canvasCopy.getContext('2d');
destCtx.drawImage(canvas, 0, 0);
}
}
//print random stars
function starfield(){
for (i=0;i<10;i++){
var x = Math.floor(Math.random()*399);
var y = Math.floor(Math.random()*399);
var tempx = x;
ctx.fillStyle = "white";
ctx.beginPath();
ctx.arc(x, y, 3, 0, Math.PI*2, true);
ctx.closePath();
ctx.fill();
}
}
</script>
<body onload="stars()">
<h1>Stars</h1>
<div id="starBlocks">
<canvas id="can1" width="400" height="400"style="border:2px solid #000100" ></canvas>
<canvas id="can2" width="400" height="400"style="border:2px solid #000100" ></canvas>
</div>
</body >
jQuery
function playStars()
{
$('#starBlocks').animate({
scrollLeft : 400
},10000,'linear',function(){
$('#starBlocks').scrollLeft(0);
playStars();
});
}
playStars();
CSS
#starBlocks{
white-space:nowrap;
font-size:0px;
width:400px;
overflow:hidden;
}
I want to animate an Arc on Canvas, and it works (with a really basic animation, interval), but the outcome is very pixelated/edgy. On the left side I draw an arc (animated), on the right side without animation (smooth).
JsFiddle: http://jsfiddle.net/C8CXz/2/
function degreesToRadians (degrees) {
return degrees * (Math.PI/180);
}
function radiansToDegrees (radians) {
return radians * (180/Math.PI);
}
var canvas = document.getElementById('circle');
var ctx = canvas.getContext('2d');
var start = 0, end = 0;
var int = setInterval(function(){
end++;
ctx.beginPath();
ctx.arc(80, 80, 50, degreesToRadians(0)-Math.PI/2, degreesToRadians(end)-Math.PI/2, false);
ctx.lineWidth = 10;
ctx.stroke();
if(end >= 360) {
clearInterval(int);
}
}, 10);
ctx.beginPath();
ctx.arc(220, 80, 50, degreesToRadians(0)-Math.PI/2, degreesToRadians(360)-Math.PI/2, false);
ctx.lineWidth = 10;
ctx.stroke();
(raw simple code, dont mind the sloppiness)
You need a:
ctx.clearRect(0, 0, w, h);
In each draw loop.
Basically, you are drawing the same arc over itself hundreds of times. The edge pixels that are only partially black are bing darkened over and over until they are completely black.
Things like this are way nearly all canvas animations clear the canvas and draw fresh for each iteration.
Try clearing the drawing rectangle on every frame
ctx.clearRect(x,y,width,height);
http://jsfiddle.net/C8CXz/3/
I found that I first need the clear the canvas.
ctx.clearRect(0, 0, canvas.width, canvas.height);
I placed an text on html5 canvas object using fillText option, question is I need to move the text position or change the color of the text that is already rendered.
Shortly I need to know how to Manipulate particular child of canvas element
This will move a small circle over your canvas
var can = document.getElementById('canvas');
can.height = 1000; can.width = 1300;
var ctx = can.getContext('2d');
var x = 10, y = 100;
ctx.fillStyle = "black";
ctx.fillRect(700, 100, 100, 100);
function draw() {
ctx.beginPath();
ctx.arc(x, y, 20, 0, 2 * Math.PI);
ctx.fillStyle = 'rgba(250,0,0,0.4)';
ctx.fill();
x += 2;
ctx.fillStyle = "rgba(34,45,23,0.4)";
ctx.fillRect(0, 0, can.width, can.height);
requestAnimationFrame(draw);
//ctx.clearRect(0,0,can.width,can.height);
}
draw();
<canvas id="canvas" style="background:rgba(34,45,23,0.4)"></canvas>
I think there is no object model behind the canvas, so you cannot access a "child object" like a "text object" and change it.
What you can do is that you draw the text again with a different color that overwrites the "pixels" of the canvas.
If you want to move the text, first you have to either clear the canvas or re-draw the text with a background/transparent color to get rid of the text in the previous position. Then you can draw the text in the new position.
I've never tried it but I think this would be the way to do it.
var canvas = document.getElementById("canvas"); //get the canvas dom object
var ctx = canvas.getContext("2d"); //get the context
var c = { //create an object to draw
x:0, //x value
y:0, //y value
r:5; //radius
}
var redraw = function(){ // this function redraws the c object every frame (FPS)
ctx.clearRect(0, 0, canvas.width, canvas.height); // clear the canvas
ctx.beginPath(); //start the path
ctx.arc(c.x, c.y, c.r, 0, Math.PI*2); //draw the circle
ctx.closePath(); //close the circle path
ctx.fill(); //fill the circle
requestAnimationFrame(redraw);//schedule this function to be run on the next frame
}
function move(){ // this function modifies the object
var decimal = Math.random() // this returns a float between 0.0 and 1.0
c.x = decimal * canvas.width; // mulitple the random decimal by the canvas width and height to get a random pixel in the canvas;
c.y = decimal * canvas.height;
}
redraw(); //start the animation
setInterval(move, 1000); // run the move function every second (1000 milliseconds)
Here is a fiddle for it.
http://jsfiddle.net/r4JPG/2/
If you want easing and translations, change the move method accordingly.
Hope it is allowed to advertise somebody's project.
Take a look at http://ocanvas.org/ you can get inspiration there.
It is object like canvas library. Allows you to handle events, make animations etc.
<html>
<head>
<title>Canvas Exam</title>
</head>
<body>
<canvas id="my_canvas" height="500" width="500" style="border:1px solid black">
</canvas>
<script>
var dom=document.getElementById("my_canvas");
var ctx=dom.getContext("2d");
var x1=setInterval(handler,1);
var x=50;
var y=50;
r=40;
function handler()
{
ctx.clearRect(0,0,500,500);
r1=(Math.PI/180)*0;
r2=(Math.PI/180)*360;
ctx.beginPath();
//x=x*Math.random();
x=x+2;
r=r+10*Math.random();
ctx.arc(x,y,r,r1,r2);
ctx.closePath();
ctx.fillStyle="blue";
ctx.fill();
ctx.stroke();
if(x>400)
{
x=50;
y=y+10;
}
r=40;
}
</script>
</body>
</html>