Text over background (Canvas/JS) - javascript

I'm trying to place text over a background color. I think the issue is that the "fillStyle" is being applied to both the text and the background. I want the text to be black. What am I doing wrong here?
Below is my code:
var canvas = document.createElement("canvas");
canvas.width = 200;
canvas.height = 200;
var ctx = canvas.getContext("2d");
ctx.fillText("hello", 0, 0);
ctx.fillStyle = "#E7E0CA";
ctx.fillRect(0, 0, 200, 200);
var img = document.createElement("img");
img.src = canvas.toDataURL("image/png");
document.body.appendChild(img);
Here's a link to the fiddle: https://jsfiddle.net/jessecookedesign/9rsy9gjn/36/

Unlike HTML where you define a list of what you want to appear, when working with a canvas it's like you're painting. So each "drawing" operation you do (like fillRect or fillText) will go on top of any existing content and cover it up.
Similarly since you're actually painting, rather than defining objects, you need to set the fill style before drawing. Using the analogy, you need to select the color of paint you'll use before you put paint to canvas.
Finally, the fillText method takes a position as the start of the baseline of the text. Since (0, 0) is the top left of the canvas, your text will get drawn above the bounds of the canvas an not be visible, so you need to move it down e.g. fillText("Hello World", 10, 100);
Correcting for those issues you get something like the following (and skipping the steps involved in converting to an img tag):
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
// Draw a black background
context.fillStyle = "black";
context.fillRect(0, 0, 200, 200);
// Draw the text
context.fillStyle = "#E7E0CA";
context.fillText("Hello world", 10, 100);
<canvas id="canvas" width="200" height="200"></canvas>

Wrong order - You're drawing the rectangle over the text.
The text has the same color as the rectangle
There's no font specified
The position (0,0) is out of bounds
Try it like this:
var ctx = canvas.getContext("2d");
ctx.fillStyle = "#E7E0CA";
ctx.fillRect(0, 0, 200, 200);
ctx.fillStyle = "black";
ctx.font="20px Georgia";
ctx.fillText("hello",10,30);

There are several issues:
You need to first fill the background, then fill the text.
Your text is above the canvas area — try a lower position.
This code has the correct order, and a position for the text that isn’t outside the canvas bounds.
var ctx = canvas.getContext("2d");
ctx.fillStyle = "#E7E0CA";
ctx.fillRect(0, 0, 200, 200);
ctx.fillStyle = "#000000";
ctx.fillText("hello", 10, 10);
With the changed order, of course you need to choose a new color for the text, in this case "#000000".
Alternatively, you could save and restore your canvas state:
var ctx = canvas.getContext("2d");
ctx.save();
ctx.fillStyle = "#E7E0CA";
ctx.fillRect(0, 0, 200, 200);
ctx.restore();
ctx.fillText("hello", 10, 10);

Whenever you access canvas of html page,
whatever you draw first, will display first.
so if you want to display your colored box first fill it first, then write your text by providing color ,font and position of text. for example,
<script>
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
ctx.fillStyle = "#E7E0CA";//your rect color
ctx.fillRect(0, 0, 200, 200);//your rect size
ctx.fillStyle = "#000000";//color for your text
ctx.font="30px Arial";//font style and size
ctx.fillText("hello world",25,50);//text and location
</script>

Related

Change the color of the "screen" waves

I been stuck on getting the waves to look just like I want. I'm trying to figure out how to get the base of the wave to be the color I need it. I can do my desired color but it blocks the background. I can not see anything behind it because I was using like a reflection. Maybe someone can figure it out cause I'm having difficulties getting it to work... I plan on making the wave drop and rise. Here is a link to the code pen: HERE
Here is where I have the vertical reflection:
var x = $.cx - $.length / 2 + $.length / $.count * i,
y = height + $.simplex.noise2D($.xoff, $.yoff) * amp + sway;
$.ctx[i === 0 ? 'moveTo' : 'lineTo'](x, y);
}
$.ctx.lineTo($.w, $.h); // -$.h - Vertically reflection
$.ctx.lineTo(0, $.h); // -$.h - Vertically reflection
$.ctx.closePath();
$.ctx.fillStyle = color;
if (comp) {
$.ctx.globalCompositeOperation = comp;
}
$.ctx.fill();
My desired look for the waves is below:
Here is what I got with a successful transparent top, just not the right coloring:
Your problem is that the screen blending of the three colors generates a solid white color, so all the bottom of your canvas becomes white.
Here I simplified a lot the situation, with just 3 rectangles. Your bottom of canvas is my central white square:
const c2 = canvas.cloneNode();
const ctx = canvas.getContext("2d");
ctx.globalCompositeOperation = 'screen';
ctx.fillStyle = '#fb0000';
ctx.fillRect(0,0,50,50);
ctx.fillStyle = "#00ff8e";
ctx.fillRect(12,12,50,50);
ctx.fillStyle = "#6F33FF";
ctx.fillRect(25,25,50,50);
body {
background: #CCC;
}
<canvas id="canvas"></canvas>
So what we need, is a way to make this central square transparent so that we can draw our background behind.
To do this, we will need to draw our shapes at least two times:
once in normal compositing mode, so that we get the full overlap.
once again as source-in compositing mode, so that we get only where all our shapes do overlap.
const ctx = canvas.getContext("2d");
function drawShapes(mode) {
ctx.globalCompositeOperation = mode;
ctx.fillStyle = '#fb0000';
ctx.fillRect(0,0,50,50);
ctx.fillStyle = "#00ff8e";
ctx.fillRect(12,12,50,50);
ctx.fillStyle = "#6F33FF";
ctx.fillRect(25,25,50,50);
}
drawShapes('screen');
drawShapes('source-in');
body {
background: #CCC;
}
<canvas id="canvas"></canvas>
Now we have our overlapping area, we will be able to use it as a cutting shape in a third operation. But to do it, we will need a second, off-screen canvas to perform the compositing of the two states:
const c2 = canvas.cloneNode();
const ctx = canvas.getContext("2d");
const ctx2 = c2.getContext("2d");
function drawShapes(ctx, comp) {
ctx.globalCompositeOperation = comp;
ctx.fillStyle = '#fb0000';
ctx.fillRect(0, 0, 50, 50);
ctx.fillStyle = "#00ff8e";
ctx.fillRect(12, 12, 50, 50);
ctx.fillStyle = "#6F33FF";
ctx.fillRect(25, 25, 50, 50);
}
// first draw our screen, with unwanted white square
drawShapes(ctx, 'screen');
// draw it on the offscreen canvas
ctx2.drawImage(ctx.canvas, 0, 0)
// draw the shapes once again on the offscreen canvas to get the cutting shape
drawShapes(ctx2, 'source-in');
// cut the visible canvas
ctx.globalCompositeOperation = 'destination-out'
ctx.drawImage(ctx2.canvas, 0, 0);
body {
background: #CCC
}
<canvas id="canvas"></canvas>
And voilà, our white square is now transparent, we can draw whatever we want behind our scene using the destination-over composite operation.

How to select particular area in canvas?

I am new to canvas, I have an image myimg.jpg, I have converted this image into canvas and i am trying to apply some pattern image for heel.
I am not able to do it. Here is my screenshot:
How can I get it done.
<div id="myId">
<canvas id="canvaswrapper" width="660" height="540"></canvas>
</div>
function drawImage(){
var ctx = $("canvas")[0].getContext("2d"),
img = new Image();
img.onload = function(){
ctx.drawImage(img, 0, 0, 500, 500);
ctx.beginPath();
var img2= new Image();
var w;
var h;
img2.src = "http://www.gravatar.com/avatar/e555bd971bc2f4910893cd5b785c30ff?s=128&d=identicon&r=PG";
var pattern = ctx.createPattern(img2, "repeat");
ctx.fillStyle = pattern;
ctx.fillRect(0, 0, w, h);
ctx.arc(300,305,50,0,2*Math.PI);
ctx.fill();
ctx.stroke();
};
img.src = "myimg.jpg";
}
drawImage();
You can define the area you want to fill using an image mask that fits on top of your image - this step is something for Photoshop/GIMP.
For example, having your shoe as-is:
Create a mask for it leaving the heal in the original position (it makes it easier to draw it back in - you can always crop it and draw it using an offset instead). Important: background must be transparent:
Then super-impose the pattern using these steps:
Load the pattern and define is as a fill-pattern
Draw the mask into the empty canvas
Optional step: Adjust transformations if needed (translate, scale)
Choose composite mode "source-atop"
Fill the canvas
Choose composite mode "destination-atop"
Draw the main image on top (which will show behind the mask/pattern)
Optional step: draw in original mask image using blending mode "multiply" to add shadow and highlights (does not work in IE). This will help creating an illusion of depth. For IE, drawing it on top using a reduced alpha or a separate image only containing shadows etc. can be an option
Result
Example
var iShoe = new Image, iMask = new Image, iPatt = new Image, count = 3;
iShoe.onload = iMask.onload = iPatt.onload = loader;
iShoe.src = "http://i.stack.imgur.com/hqL1C.png";
iMask.src = "http://i.stack.imgur.com/k5XWN.png";
iPatt.src = "http://i.stack.imgur.com/CEQ10.png";
function loader() {
if (--count) return; // wait until all images has loaded
var ctx = document.querySelector("canvas").getContext("2d"),
pattern = ctx.createPattern(iPatt, "repeat");
// draw in mask
ctx.drawImage(iMask, 0, 0);
// change comp mode
ctx.globalCompositeOperation = "source-atop";
// fill mask
ctx.scale(0.5, 0.5); // scale: 0.5
ctx.fillStyle = pattern; // remember to double the area to fill:
ctx.fillRect(0, 0, ctx.canvas.width*2, ctx.canvas.height*2);
ctx.setTransform(1,0,0,1,0,0); // reset transform
// draw shoe behind mask
ctx.globalCompositeOperation = "destination-atop";
ctx.drawImage(iShoe, 0, 0);
// to make it more realistic, add mask in blend mode (does not work in IE):
ctx.globalCompositeOperation = "multiply";
if (ctx.globalCompositeOperation === "multiply") {
ctx.drawImage(iMask, 0, 0);
}
}
<canvas width=281 height=340></canvas>

HTML Canvas composition: combining "lighter" and "source-atop" effects

Essentially, I have a gray-scale image of a cube that I would like to color different colors using an HTML 5 canvas. I don't care much about browser compatibility at the moment, so I've been looking at the globalCompositeOperation property values listed here:
https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/globalCompositeOperation
Essentially, I want to combine the effects of "source-atop" and "lighter". Using just source-atop, I get a blue shape, but the different shades of gray are all filled in with the same shade of blue, so I get a flat, skewed hexagon instead of a cube.
Using just the lighter composite option, I get closer to the effect I want. All the cube faces are differing shades of blue like I want, but the previously transparent background becomes solid blue.
I would love a canvas solution that would produce the cube in the lighter example without the blue background. I realize I could just define the cube's points and use the fill style and paths to create the cube, but I have plans to use more complex icon shapes than a cube, and I don't want to do all that when I already have a gray-scale .png ready unless I absolutely have to.
Code currently is pretty basic
var canvas = document.getElementsByTagName("canvas")[0];
var ctx = canvas.getContext("2d");
var cube = new Image();
cube.src = "url" //path to gray-scale cube image.
ctx.clearRect(0, 0, canvas.width, canvaseheight);
ctx.drawImage(cube, 0, 0);
ctx.globalCompositeOperation = "lighter"; //or "source-atop"
ctx.fillStyle = "blue";
ctx.fillRect(0, 0, canvas.width, canvas.height);
Turns out you can combine them pretty easily. Here is how I ended up accomplishing this task.
var canvas = document.getElementsByTagName("canvas")[0];
var ctx = canvas.getContext("2d");
var cube = new Image();
cube.src = "url" //path to gray-scale cube image.
//get a blue mask that fills the entire cube region
ctx.clearRect(0, 0, canvas.width, canvaseheight);
ctx.drawImage(cube, 0, 0);
ctx.globalCompositeOperation = "source-atop";
ctx.fillStyle = "blue";
ctx.fillRect(0, 0, canvas.width, canvas.height);
//save that image off somewhere.
var blueMask = new Image();
blueMask.src = canvas.toDataURL();
ctx.clearRect(0,0,canvas.width, canvas.height);
ctx.globalCompositeOperation = "source-over";
//draw the cube again
ctx.drawImage(cube, 0,0);
//draw the mask image over it with the 'lighter' composition setting.
ctx.globalCompositeOperation = "lighter";
ctx.drawImage(blueMask, 0, 0);
This produces the desired result.

Reveal image on canvas with draw/strokes/paint

I want to achive the following:
Draw a bg-image to the canvas (once or if needed repeatedly)
The image should not be visible at the beginning
While i "paint" shapes to the canvas the bg-image should get visible where the shapes were drawn
The parts of the image that will be revealed shall be "painted" (like with a brush) so i want to use strokes.
What i tried:
- Do not clear the canvas
- Paint rects to the canvas with globalCompositeOperation = 'destination-in'
This works, the rectangles reveal the image but i need strokes
If i use strokes they are ignored with 'destination-in' while i see them with normal globalCompositeOperation.
Is this intended that the strokes are ignored? Is there a workaround like somehow converting the stroke/shape to a bitmap? Or do i have have to use two canvas elements?
In OpenGL i would first draw the image with its rgb values and with a = 0 and then only "paint" the alpha in.
You can solve it by these steps:
Set the image as a pattern
Set the pattern as fillStyle or strokeStyle
When you now fill/stroke your shapes the image will be revealed. Just make sure the initial image fits the area you want to reveal.
Example showing the principle, you should be able to adopt this to your needs:
var ctx = canvas.getContext("2d"),
img = new Image,
radius = 40;
img.onload = setup;
img.src = "http://i.imgur.com/bnAEEXq.jpg";
function setup() {
// set image as pattern for fillStyle
ctx.fillStyle = ctx.createPattern(this, "no-repeat");
// for demo only, reveals image while mousing over canvas
canvas.onmousemove = function(e) {
var r = this.getBoundingClientRect(),
x = e.clientX - r.left,
y = e.clientY - r.top;
ctx.beginPath();
ctx.moveTo(x + radius, y);
ctx.arc(x, y, radius, 0, 2*Math.PI);
ctx.fill();
};
}
<canvas id=canvas width=900 height=600></canvas>
Hope this helps!
Alternative solution:
Put the image as a normal image on your website
add a canvas and use CSS positioning to place it right above the image
Fill the canvas with the color you use as the page background
have your paint tools erase the canvas when you draw. By the way, you can set context.globalCompositionOperation = 'destination-out' to turn all drawing operations into an eraser.
Here is an example. As you can see, the alpha properties of your tools are respected.
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
//prepare canvas
ctx.fillStyle = '#ffffff'
ctx.fillRect(0, 0, 120, 120);
//prepare a 30% opacity eraser
ctx.globalCompositeOperation = 'destination-out';
ctx.lineWidth = 5;
ctx.strokeStyle = 'rgba(0, 0, 0, 0.3)';
// make random strokes around cursor while mouse moves
canvas.onmousemove = function(e) {
var rect = this.getBoundingClientRect();
var x = e.clientX - rect.left;
var y = e.clientY - rect.top;
ctx.beginPath();
ctx.moveTo(x + Math.random() * 33 - 16, y + Math.random() * 33 - 16);
ctx.lineTo(x + Math.random() * 33 - 16, y + Math.random() * 33 - 16);
ctx.stroke();
}
<span>Move your mouse:</span>
<div>
<img src='https://upload.wikimedia.org/wikipedia/commons/thumb/6/61/HTML5_logo_and_wordmark.svg/120px-HTML5_logo_and_wordmark.svg.png' style='position:absolute'>
<canvas id='canvas' width=120 height=120 style='position:absolute'></canvas>
</div>

Fade out effect for text in HTML5 canvas

I'm drawing simple text in HTML5 canvas using this:
context.fillStyle = "#FF0000"
context.font = "italic 20pt Arial";
context.fillText("sfddsfs", 50, 50);
Now I want to animate fade out of this text. How can that be done?
Edit: I'm aware there's currently no ready to use way to do this (at least I can't find anything). I'm a noob in graphic programming but want to learn, so any hint about where to start is appreciated.
Maybe something like putting the text in an own canvas and changing globalAlpha of the canvas...? But the background of the canvas would have to be transparent. And don't know about performance, have a lot of small labels appearing and dissapearing everywhere which need to be faded out.
It's easier if you use rgba() notation to set the fillStyle rather than the hexadecimal notation. Here's a working example (demo):
// Create a canvas element and append it to <body>
var canvas = document.createElement('canvas'),
context = canvas.getContext('2d');
document.body.appendChild(canvas);
function fadeOut(text) {
var alpha = 1.0, // full opacity
interval = setInterval(function () {
canvas.width = canvas.width; // Clears the canvas
context.fillStyle = "rgba(255, 0, 0, " + alpha + ")";
context.font = "italic 20pt Arial";
context.fillText(text, 50, 50);
alpha = alpha - 0.05; // decrease opacity (fade out)
if (alpha < 0) {
canvas.width = canvas.width;
clearInterval(interval);
}
}, 50);
}
fadeOut('sfddsfs');
​
I think I got it. Forgot to mention that I have already a render loop and text objects which draw themselves on the canvas each frame.
So the solution is to add alpha variable to the text objects:
this.alpha = 1;
and each x frames or time reduce this a bit.
and in the render loop:
context.globalAlpha = textObject.alpha;
//draw the text
context.globalAlpha = 1;
There is no built-in solution to this. You have to do the animation(fade) by drawing each frame individually:
Set up some timing function that calculates the gradient between #FF0000 and the background color and redraws the text over and over until the background color is reached.

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