HTML5 Canvas blocked after window resize - javascript

What I'm trying to accomplish is simply to redraw some stuff on my canvas after it's resized. My problem is that after the canvas resizes, nothing seems to appearing on it. I tried to put some simple code for drawing a rectangle inside the resizing handler as well, and what I noticed is that the rectangle appears during the window resizing and afterwards the canvas is left blank. Below is my code.
var canvass = document.getElementById('zipper-canvas');
var ctx = canvass.getContext('2d');
var repetitions;
var firstRowX = 0; var firstRowY ;
var secondRowX = 5; var secondRowY ;
$(function() {
canvass.width = window.innerWidth;
repetitions = canvass.width / 10;
canvass.height = 30;
ctx = canvass.getContext('2d');
firstRowY = canvass.height / 2 - 3;
secondRowY = canvass.height / 2 + 1;
redraw();
//resize the canvass to fill browser window dynamically
window.addEventListener('resize', resizecanvass, false);
//for some reason i cannot draw on the canvas after it was resized
function resizecanvass() {
canvass.width = window.innerWidth;
repetitions = canvass.width / 10;
canvass.height = 30;
ctx = canvass.getContext('2d');
firstRowY = canvass.height / 2 - 3;
secondRowY = canvass.height / 2 + 1;
/**
* Your drawings need to be inside this function otherwise they will be reset when
* you resize the browser window and the canvass goes will be cleared.
*/
redraw();
}
function redraw() {
canvass = document.getElementById("zipper-canvas");
ctx = canvass.getContext('2d');
ctx.clearRect(0, 0, canvass.width, canvass.height);
console.log(repetitions);
for (var r = 0; r < repetitions; r++) {
ctx.beginPath();
ctx.rect(firstRowX, firstRowY, 5, 5);
ctx.fillStyle = "#edeeef";
ctx.fill();
ctx.closePath();
firstRowX = firstRowX + 10;
}
for (var r2 = 0; r2 < repetitions; r2++) {
ctx.beginPath();
ctx.rect(secondRowX, secondRowY, 5, 5);
ctx.fillStyle = "#a2a3a5";
ctx.fill();
ctx.closePath();
secondRowX = secondRowX + 10;
}
}
});

The problem is that you don't reset your firstRowX and secondRowX variables, so you end up drawing outside the canvas. I fixed that and also moved variable definitions where they belong.
var canvass = document.getElementById('zipper-canvas');
// Could be const
var firstRowX = 0;
var secondRowX = 5;
// Set the correct size on load
resizecanvass();
//resize the canvass to fill browser window dynamically
window.addEventListener('resize', resizecanvass, false);
//for some reason i cannot draw on the canvas after it was resized
function resizecanvass() {
canvass.width = window.innerWidth;
canvass.height = 30;
/**
* Your drawings need to be inside this function otherwise they will be reset when
* you resize the browser window and the canvass goes will be cleared.
*/
redraw();
}
function redraw() {
var ctx = canvass.getContext('2d');
ctx.clearRect(0, 0, canvass.width, canvass.height);
var repetitions = canvass.width / 10;
var firstRowY = canvass.height / 2 - 3;
var secondRowY = canvass.height / 2 + 1;
for (var r = 0; r < repetitions; r++) {
ctx.beginPath();
ctx.rect(firstRowX + r*10, firstRowY, 5, 5);
ctx.fillStyle = "#edeeef";
ctx.fill();
ctx.closePath();
}
for (var r2 = 0; r2 < repetitions; r2++) {
ctx.beginPath();
ctx.rect(secondRowX + r2*10, secondRowY, 5, 5);
ctx.fillStyle = "#a2a3a5";
ctx.fill();
ctx.closePath();
}
}
canvas {
outline:1px solid black;
}
body, html, canvas {
margin: 0px;padding:0px;
}
<canvas id='zipper-canvas'></canvas>
Here's a JSFiddle where you can test the resizing behavior:
https://jsfiddle.net/Darker/noxd4x64/1/
Note that the same effect could be achieved using CSS background without any programming.

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>

JS target function comes to constructor not working

I am working on drawing moving rectangles on my canvas. I made a template function for the test purpose and it works, but since i want to draw more of the rectangles with same animation effect I have to make this template function comes to the constructor, getContextand now the problem occurs:
the template function:
ctx = getContext('2d');
var boxHeight = canvas.height/40;
var boxWidth = canvas.width/20;
function drawBox(){
var x = 20;
var y = canvas.height;
var w = boxWidth;
var h = boxHeight;
var timer = 0;
var ladder = Math.floor(Math.random()*((canvas.height*0.5)/boxHeight)) + 1;
for(var i = 0; i < ladder; i++){
ctx.fillStyle = 'hsl('+Math.abs(Math.sin(timer) * 255)+', 40%, 50%)';
ctx.fillRect(x,y,w,h);
ctx.strokeRect(x,y,w,h);
ctx.lineWidth = 2;
ctx.stroke();
y -= boxHeight;
timer += Math.random()*0.3;
}
}
function animate(){
ctx.clearRect(0,0,canvas.width,canvas.height);
window.requestAnimationFrame(animate);
drawBox();
}
animate();
this template function drawBox()just working fine, then i tried to enclose its properties into a Box()constructor object:
function Box(x, width) {
this.postion = {
x: x,
y: canvas.height
};
this.width = width;
this.height = canvas.height / 40;
this.colorTimer = 0;
this.draw = function() {
this.colorTimer += Math.random() * 0.3;
var ladder = Math.floor(Math.random() * ((canvas.height * 0.5) / boxHeight)) + 1;
for (var i = 0; i < ladder; i++) {
ctx.fillStyle = 'hsl(' + Math.abs(Math.sin(this.colorTimer) * 255) + ', 40%, 50%)';
ctx.fillRect(this.postion.x, this.postion.y, this.width, this.height);
ctx.strokeRect(this.postion.x, this.postion.y, this.width, this.height);
ctx.lineWidth = 2;
ctx.stroke();
this.postion.y -= this.height;
}
}
}
var myBox = new Box(20, boxWidth);
function animate() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
window.requestAnimationFrame(animate);
myBox.draw();
}
animate();
this is not working, i have been stuck with this about 2 hours and i don't think there is any method or properties difference between my Boxconstructor and my drawBoxobject. When it comes to myBoxobject to calling its draw()method, there is nothing pop out on the screen.
I am wondering did i just miss something important when creating Boxconstructor object? Could someone give me a hint please?
As #Todesengel mentioned, the real issue here is, you are re-initializing all the variables each time the template function (drawBox) is called. But you are not doing the same for the constructor. To resolve this, put this.colorTimer = 0 and this.postion.y = canvas.height insde the draw method (as these are the variables that need to be re-initialized).
However, there are other issues :
you are increasing the timer variable inside the for loop, in template function, but not doing the same for constructor
as #Barmar mentioned, you should define draw method as Box.prototype.draw, for efficiency (not mandatory though)
Here is the revised version of your code :
ctx = canvas.getContext('2d');
var boxHeight = canvas.height / 40;
var boxWidth = canvas.width / 20;
function Box(x, width) {
this.postion = {
x: x,
y: canvas.height
};
this.width = width;
this.height = canvas.height / 40;
}
Box.prototype.draw = function() {
this.colorTimer = 0;
this.postion.y = canvas.height;
var ladder = Math.floor(Math.random() * ((canvas.height * 0.5) / this.height)) + 1;
for (var i = 0; i < ladder; i++) {
ctx.fillStyle = 'hsl(' + Math.abs(Math.sin(this.colorTimer) * 255) + ', 40%, 50%)';
ctx.fillRect(this.postion.x, this.postion.y, this.width, this.height);
ctx.strokeRect(this.postion.x, this.postion.y, this.width, this.height);
ctx.lineWidth = 2;
ctx.stroke();
this.postion.y -= this.height;
this.colorTimer += Math.random() * 0.3;
}
}
var myBox = new Box(20, boxWidth);
function animate() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
myBox.draw();
window.requestAnimationFrame(animate);
}
animate();
<canvas id="canvas" width="300" height="300"></canvas>
I believe the important thing to note here is that in your first case, there is a new drawBox function being called every time, with the variables being instantiated and initialized, or "reset", each time. In your second case, the myBox object is not being recreated each time, so you have left over variables. These will not behave the same way. It should work as expected if you move var myBox = new Box(20, boxWidth); into the animate function.
Another fix, if you don't want to do recreate the myBox object for each call, is to reset the left over variables after each animate call. It would be more efficient, and probably more desirable, to do it this way.
You should not modify this.position.y in the draw method.
So remove this assignment from the loop:
this.postion.y -= this.height;
... and change the following lines to dynamically add -i*this.height:
ctx.fillRect(this.postion.x, this.postion.y-i*this.height, this.width, this.height);
ctx.strokeRect(this.postion.x, this.postion.y-i*this.height, this.width, this.height);
As others have said, you should better define the method on the prototype. And colorTimer should change in the for loop. I think you could do with a local variable though.
Demo:
var ctx = canvas.getContext('2d');
var boxHeight = canvas.height/40;
var boxWidth = canvas.width/20;
function Box(x, width) {
this.postion = {
x: x,
y: canvas.height
};
this.width = width;
this.height = canvas.height / 40;
}
Box.prototype.draw = function() {
var ladder = Math.floor(Math.random() * ((canvas.height * 0.5) / boxHeight)) + 1;
var colorTimer = 0;
for (var i = 0; i < ladder; i++) {
ctx.fillStyle = 'hsl(' + Math.abs(Math.sin(colorTimer) * 255) + ', 40%, 50%)';
ctx.fillRect(this.postion.x, this.postion.y-i*this.height, this.width, this.height);
ctx.strokeRect(this.postion.x, this.postion.y-i*this.height, this.width, this.height);
ctx.lineWidth = 2;
ctx.stroke();
colorTimer += Math.random() * 0.3;
}
};
var myBox = new Box(20, boxWidth);
function animate() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
window.requestAnimationFrame(animate);
myBox.draw();
}
animate();
<canvas id="canvas"></canvas>

Loop Background Image Animation in Canvas

I am new to Canvas and want to loop background Image in the below smoke effect. On searching, I have found an example that how we can loop background Image in canvas Link to looping animation so I tried integrating the looping code with the smoke effect but no success. Any help will be appreciated.
// Create an array to store our particles
var particles = [];
// The amount of particles to render
var particleCount = 60;
// The maximum velocity in each direction
var maxVelocity = 2;
// The target frames per second (how often do we want to update / redraw the scene)
var targetFPS = 33;
// Set the dimensions of the canvas as variables so they can be used.
var canvasWidth = window.innerWidth;
var canvasHeight = window.innerHeight;
// borders for particles on top and bottom
var borderTop = 0.01 * canvasHeight;
var borderBottom = 0.99 * canvasHeight;
// Create an image object (only need one instance)
var imageObj = new Image();
var looping = false;
var totalSeconds = 0;
// Once the image has been downloaded then set the image on all of the particles
imageObj.onload = function() {
particles.forEach(function(particle) {
particle.setImage(imageObj);
});
};
// Once the callback is arranged then set the source of the image
imageObj.src = "https://image.ibb.co/fdpeJF/Smoke.png";
// A function to create a particle object.
function Particle(context) {
// Set the initial x and y positions
this.x = 0;
this.y = 0;
// Set the initial velocity
this.xVelocity = 0;
this.yVelocity = 0;
// Set the radius
this.radius = 5;
// Store the context which will be used to draw the particle
this.context = context;
// The function to draw the particle on the canvas.
this.draw = function() {
// If an image is set draw it
if (this.image) {
this.context.drawImage(this.image, this.x - 128, this.y - 128);
// If the image is being rendered do not draw the circle so break out of the draw function
return;
}
// Draw the circle as before, with the addition of using the position and the radius from this object.
this.context.beginPath();
this.context.arc(this.x, this.y, this.radius, 0, 2 * Math.PI, false);
this.context.fillStyle = "rgba(0, 255, 255, 1)";
this.context.fill();
this.context.closePath();
};
// Update the particle.
this.update = function() {
// Update the position of the particle with the addition of the velocity.
this.x += this.xVelocity;
this.y += this.yVelocity;
// Check if has crossed the right edge
if (this.x >= canvasWidth) {
this.xVelocity = -this.xVelocity;
this.x = canvasWidth;
}
// Check if has crossed the left edge
else if (this.x <= 0) {
this.xVelocity = -this.xVelocity;
this.x = 0;
}
// Check if has crossed the bottom edge
if (this.y >= borderBottom) {
this.yVelocity = -this.yVelocity;
this.y = borderBottom;
}
// Check if has crossed the top edge
else if (this.y <= borderTop) {
this.yVelocity = -this.yVelocity;
this.y = borderTop;
}
};
// A function to set the position of the particle.
this.setPosition = function(x, y) {
this.x = x;
this.y = y;
};
// Function to set the velocity.
this.setVelocity = function(x, y) {
this.xVelocity = x;
this.yVelocity = y;
};
this.setImage = function(image) {
this.image = image;
};
}
// A function to generate a random number between 2 values
function generateRandom(min, max) {
return Math.random() * (max - min) + min;
}
// The canvas context if it is defined.
var context;
// Initialise the scene and set the context if possible
function init() {
var canvas = document.getElementById('myCanvas');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
if (canvas.getContext) {
// Set the context variable so it can be re-used
context = canvas.getContext('2d');
// Create the particles and set their initial positions and velocities
for (var i = 0; i < particleCount; ++i) {
var particle = new Particle(context);
// Set the position to be inside the canvas bounds
particle.setPosition(generateRandom(0, canvasWidth), generateRandom(borderTop, borderBottom));
// Set the initial velocity to be either random and either negative or positive
particle.setVelocity(generateRandom(-maxVelocity, maxVelocity), generateRandom(-maxVelocity, maxVelocity));
particles.push(particle);
context.clearRect(0, 0, canvas.width, canvas.height);
}
} else {
alert("Please use a modern browser");
}
}
// The function to draw the scene
function draw() {
// background image
context.globalAlpha = 1;
context.globalCompositeOperation = 'source-over';
context.drawImage(backImg, 0, 0, canvasWidth, canvasHeight);
context.fillStyle = "rgba(255,255,255, .5)";
context.fillRect(0, 0, canvasWidth, canvasHeight);
context.globalAlpha = 0.75;
context.globalCompositeOperation = 'soft-lights';
// Fog layer
// Go through all of the particles and draw them.
particles.forEach(function(particle) {
particle.draw();
});
}
// Update the scene
function update() {
particles.forEach(function(particle) {
particle.update();
});
}
// Initialize the scene
init();
backImg = new Image();
backImg.src = 'https://image.ibb.co/cTOOdF/e2VZQY.jpg';
// If the context is set then we can draw the scene (if not then the browser does not support canvas)
if (context) {
setInterval(function() {
// Update the scene befoe drawing
update();
// Draw the scene
draw();
}, 1000 / targetFPS);
}
<canvas id="myCanvas" ></canvas>
I just added a few lines. Hopefully you can spot them. I commented everything I added.
// Create an array to store our particles
var particles = [];
// The amount of particles to render
var particleCount = 60;
// The maximum velocity in each direction
var maxVelocity = 2;
// The target frames per second (how often do we want to update / redraw the scene)
var targetFPS = 33;
// Set the dimensions of the canvas as variables so they can be used.
var canvasWidth = window.innerWidth;
var canvasHeight = window.innerHeight;
// borders for particles on top and bottom
var borderTop = 0.01 * canvasHeight;
var borderBottom = 0.99 * canvasHeight;
// Create an image object (only need one instance)
var imageObj = new Image();
// x position of scrolling image
var imageX = 0;
var looping = false;
var totalSeconds = 0;
// Once the image has been downloaded then set the image on all of the particles
imageObj.onload = function() {
particles.forEach(function(particle) {
particle.setImage(imageObj);
});
};
// Once the callback is arranged then set the source of the image
imageObj.src = "https://image.ibb.co/fdpeJF/Smoke.png";
// A function to create a particle object.
function Particle(context) {
// Set the initial x and y positions
this.x = 0;
this.y = 0;
// Set the initial velocity
this.xVelocity = 0;
this.yVelocity = 0;
// Set the radius
this.radius = 5;
// Store the context which will be used to draw the particle
this.context = context;
// The function to draw the particle on the canvas.
this.draw = function() {
// If an image is set draw it
if (this.image) {
this.context.drawImage(this.image, this.x - 128, this.y - 128);
// If the image is being rendered do not draw the circle so break out of the draw function
return;
}
// Draw the circle as before, with the addition of using the position and the radius from this object.
this.context.beginPath();
this.context.arc(this.x, this.y, this.radius, 0, 2 * Math.PI, false);
this.context.fillStyle = "rgba(0, 255, 255, 1)";
this.context.fill();
this.context.closePath();
};
// Update the particle.
this.update = function() {
// Update the position of the particle with the addition of the velocity.
this.x += this.xVelocity;
this.y += this.yVelocity;
// Check if has crossed the right edge
if (this.x >= canvasWidth) {
this.xVelocity = -this.xVelocity;
this.x = canvasWidth;
}
// Check if has crossed the left edge
else if (this.x <= 0) {
this.xVelocity = -this.xVelocity;
this.x = 0;
}
// Check if has crossed the bottom edge
if (this.y >= borderBottom) {
this.yVelocity = -this.yVelocity;
this.y = borderBottom;
}
// Check if has crossed the top edge
else if (this.y <= borderTop) {
this.yVelocity = -this.yVelocity;
this.y = borderTop;
}
};
// A function to set the position of the particle.
this.setPosition = function(x, y) {
this.x = x;
this.y = y;
};
// Function to set the velocity.
this.setVelocity = function(x, y) {
this.xVelocity = x;
this.yVelocity = y;
};
this.setImage = function(image) {
this.image = image;
};
}
// A function to generate a random number between 2 values
function generateRandom(min, max) {
return Math.random() * (max - min) + min;
}
// The canvas context if it is defined.
var context;
// Initialise the scene and set the context if possible
function init() {
var canvas = document.getElementById('myCanvas');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
if (canvas.getContext) {
// Set the context variable so it can be re-used
context = canvas.getContext('2d');
// Create the particles and set their initial positions and velocities
for (var i = 0; i < particleCount; ++i) {
var particle = new Particle(context);
// Set the position to be inside the canvas bounds
particle.setPosition(generateRandom(0, canvasWidth), generateRandom(borderTop, borderBottom));
// Set the initial velocity to be either random and either negative or positive
particle.setVelocity(generateRandom(-maxVelocity, maxVelocity), generateRandom(-maxVelocity, maxVelocity));
particles.push(particle);
context.clearRect(0, 0, canvas.width, canvas.height);
}
} else {
alert("Please use a modern browser");
}
}
// The function to draw the scene
function draw() {
// background image
context.globalAlpha = 1;
context.globalCompositeOperation = 'source-over';
// draw twice to cover wrap around
context.drawImage(backImg, imageX, 0, canvasWidth, canvasHeight);
context.drawImage(backImg, imageX + canvasWidth, 0, canvasWidth, canvasHeight);
context.fillStyle = "rgba(255,255,255, .5)";
context.fillRect(0, 0, canvasWidth, canvasHeight);
context.globalAlpha = 0.75;
context.globalCompositeOperation = 'soft-light';
// Fog layer
// Go through all of the particles and draw them.
particles.forEach(function(particle) {
particle.draw();
});
}
// Update the scene
function update() {
// incrementally change image position of background to scroll left
imageX -= maxVelocity;
if (imageX < -canvasWidth) {
imageX += canvasWidth;
}
particles.forEach(function(particle) {
particle.update();
});
}
// Initialize the scene
init();
backImg = new Image();
backImg.src = 'https://image.ibb.co/cTOOdF/e2VZQY.jpg';
// If the context is set then we can draw the scene (if not then the browser does not support canvas)
if (context) {
setInterval(function() {
// Update the scene befoe drawing
update();
// Draw the scene
draw();
}, 1000 / targetFPS);
}
<canvas id="myCanvas"></canvas>
Just to add to the answer given some additional improvements to the code structure.
Use requestAnimationFrame to call render calls.
Don't expose properties of objects if not needed.
Don't use forEach iteration in time critical code. Use for loops.
Use constants where ever possible.
Comments that state the obvious are just noise in the source code making it harder to read. Limit comment to abstracts that may not be obvious to another programmer reading the code.
eg
// If an image is set draw it
if (this.image) {
Really is that comment of any use to anyone. Comments should help not degrade the readability of code.
Also the original code tried to set the global composite operations to soft-lights this is not a know operation. I corrected it to soft-light which can on some machines, be a very slow render operation. It may pay to selected another operation for machines that are slow. This can be done by simply monitoring the render time of particles and switching operation type is too slow.
A quick rewrite of the OP's code.
const particles = [];
const particleCount = 60;
const maxVelocity = 2;
var canvasWidth = innerWidth;
var canvasHeight = innerHeight;
var borderTop = 0.01 * canvasHeight;
var borderBottom = 0.99 * canvasHeight;
var ctx;
const backgroundColor = "rgba(255,255,255, .5)";
const backgroundSpeed = -0.1;
var looping = false;
var totalSeconds = 0;
var lastTime = 0;
var frameTime = (1000 / 30) - (1000 / 120); // one quater frame short to
// allow for timing error
var imageCount = 0;
const backImg = new Image();
const imageObj = new Image();
backImg.src = 'https://image.ibb.co/cTOOdF/e2VZQY.jpg';
imageObj.src = "https://image.ibb.co/fdpeJF/Smoke.png";
backImg.onload = imageObj.onload = imageLoad;
function imageLoad(){
imageCount += 1;
if(imageCount === 2){
init();
}
}
function init() {
var canvas = myCanvas;
canvas.width = innerWidth;
canvas.height = innerHeight;
ctx = canvas.getContext('2d');
for (var i = 0; i < particleCount; i += 1) {
particles.push(new Particle(ctx));
}
lastTime = performance.now();
requestAnimationFrame(mainLoop);
}
function mainLoop(time){
if(time-lastTime > frameTime){
lastTime = time;
update();
draw(time);
}
requestAnimationFrame(mainLoop);
}
const rand = (min, max) => Math.random() * (max - min) + min; // names are best short (short only without ambiguity)
function Particle(ctx) {
var x, y, xVel, yVel, radius, image;
const color = "rgba(0, 255, 255, 1)";
x = rand(0, canvasWidth),
y = rand(borderTop, borderBottom);
xVel = rand(-maxVelocity, maxVelocity);
yVel = rand(-maxVelocity, maxVelocity);
radius = 5;
image = imageObj;
this.draw = function () { ctx.drawImage(image, x - 128, y - 128) }
this.update = function () {
x += xVel;
y += yVel;
if (x >= canvasWidth) {
xVel = -xVel;
x = canvasWidth;
}
else if (x <= 0) {
xVel = -xVel;
x = 0;
}
if (y >= borderBottom) {
yVel = -yVel;
y = borderBottom;
}
else if (y <= borderTop) {
yVel = -yVel;
y = borderTop;
}
}
}
function draw(time) {
var i,x;
ctx.globalAlpha = 1;
ctx.globalCompositeOperation = 'source-over';
x = time * backgroundSpeed;
x = ((x % canvasWidth) + canvasWidth) % canvasWidth;
ctx.drawImage(backImg, x, 0, canvasWidth, canvasHeight);
ctx.drawImage(backImg, x - canvasWidth, 0, canvasWidth, canvasHeight);
ctx.fillStyle = backgroundColor;
ctx.fillRect(0, 0, canvasWidth, canvasHeight);
ctx.globalAlpha = 0.75;
ctx.globalCompositeOperation = 'soft-light';
for(i = 0; i < particles.length; i += 1){
particles[i].draw();
}
}
function update() {
for(i = 0; i < particles.length; i += 1){
particles[i].update();
}
}
canvas {
position : absolute;
top : 0px;
left : 0px;
}
<canvas id=myCanvas></canvas>

Canvas line drawing animation

I am new learner of animation using HTML5 Canvas. I am struggling to create line drawing animation in a canvas with desired length of a line.
Here is the code
var canvas = document.getElementById("canvas"),
context = canvas.getContext("2d"),
width = canvas.width = window.innerWidth,
height = canvas.height = window.innerHeight;
var x = 200;
var y = 200;
draw();
update();
function draw() {
context.beginPath();
context.moveTo(100, 100);
context.lineTo(x, y);
context.stroke();
}
function update() {
context.clearRect(0, 0, width, height);
x = x + 1;
y = y + 1;
draw();
requestAnimationFrame(update);
}
html,
body {
margin: 0px;
}
canvas {
display: block;
}
<canvas id="canvas"></canvas>
The line is growing on Canvas in the above code. But how to achieve that the 200px wide line and animate the movement in x and y direction. And the same animation with multiple lines using for loop and move them in different direction.
Check the reference image ....
Need to move each line in a different direction
Thanks in advance
Find a new reference image which i want to achieve
You need to either use transforms or a bit of trigonometry.
Transforms
For each frame:
Reset transforms and translate to center
Clear canvas
Draw line from center to the right
Rotate x angle
Repeat from step 2 until all lines are drawn
var ctx = c.getContext("2d");
var centerX = c.width>>1;
var centerY = c.height>>1;
var maxLength = Math.min(centerX, centerY); // use the shortest direction for demo
var currentLength = 0; // current length, for animation
var lenStep = 1; // "speed" of animation
function render() {
ctx.setTransform(1,0,0,1, centerX, centerY);
ctx.clearRect(-centerX, -centerY, c.width, c.height);
ctx.beginPath();
for(var angle = 0, step = 0.1; angle < Math.PI * 2; angle += step) {
ctx.moveTo(0, 0);
ctx.lineTo(currentLength, 0);
ctx.rotate(step);
}
ctx.stroke(); // stroke all at once
}
(function loop() {
render();
currentLength += lenStep;
if (currentLength < maxLength) requestAnimationFrame(loop);
})();
<canvas id=c></canvas>
You can use transformation different ways, but since you're learning I kept it simple in the above code.
Trigonometry
You can also calculate the line angles manually using trigonometry. Also here you can use different approaches, ie. if you want to use delta values, vectors or brute force using the math implicit.
For each frame:
Reset transforms and translate to center
Clear canvas
Calculate angle and direction for each line
Draw line
var ctx = c.getContext("2d");
var centerX = c.width>>1;
var centerY = c.height>>1;
var maxLength = Math.min(centerX, centerY); // use the shortest direction for demo
var currentLength = 0; // current length, for animation
var lenStep = 1; // "speed" of animation
ctx.setTransform(1,0,0,1, centerX, centerY);
function render() {
ctx.clearRect(-centerX, -centerY, c.width, c.height);
ctx.beginPath();
for(var angle = 0, step = 0.1; angle < Math.PI * 2; angle += step) {
ctx.moveTo(0, 0);
ctx.lineTo(currentLength * Math.cos(angle), currentLength * Math.sin(angle));
}
ctx.stroke(); // stroke all at once
}
(function loop() {
render();
currentLength += lenStep;
if (currentLength < maxLength) requestAnimationFrame(loop);
})();
<canvas id=c></canvas>
Bonus animation to play around with (using the same basis as above):
var ctx = c.getContext("2d", {alpha: false});
var centerX = c.width>>1;
var centerY = c.height>>1;
ctx.setTransform(1,0,0,1, centerX, centerY);
ctx.lineWidth = 2;
ctx.strokeStyle = "rgba(0,0,0,0.8)";
ctx.shadowBlur = 16;
function render(time) {
ctx.globalAlpha=0.77;
ctx.fillRect(-500, -500, 1000, 1000);
ctx.globalAlpha=1;
ctx.beginPath();
ctx.rotate(0.025);
ctx.shadowColor = "hsl(" + time*0.1 + ",100%,75%)";
ctx.shadowBlur = 16;
for(var angle = 0, step = Math.PI / ((time % 200) + 50); angle < Math.PI * 2; angle += step) {
ctx.moveTo(0, 0);
var len = 150 + 150 * Math.cos(time*0.0001618*angle*Math.tan(time*0.00025)) * Math.sin(time*0.01);
ctx.lineTo(len * Math.cos(angle), len * Math.sin(angle));
}
ctx.stroke();
ctx.globalCompositeOperation = "lighter";
ctx.shadowBlur = 0;
ctx.drawImage(ctx.canvas, -centerX, -centerY);
ctx.drawImage(ctx.canvas, -centerX, -centerY);
ctx.globalCompositeOperation = "source-over";
}
function loop(time) {
render(time);
requestAnimationFrame(loop);
};
requestAnimationFrame(loop);
body {margin:0;background:#222}
<canvas id=c width=640 height=640></canvas>
Here is what I think you are describing...
window.onload = function() {
var canvas = document.getElementById("canvas"),
context = canvas.getContext("2d"),
width = canvas.width = 400,
height = canvas.height = 220,
xcenter = 200,
ycenter = 110,
radius = 0,
radiusmax = 100,
start_angle1 = 0,
start_angle2 = 0;
function toRadians(angle) {
return angle * (Math.PI / 180);
}
function draw(x1, y1, x2, y2) {
context.beginPath();
context.moveTo(x1, y1);
context.lineTo(x2, y2);
context.stroke();
}
function drawWheel(xc, yc, start_angle, count, rad) {
var inc = 360 / count;
for (var angle = start_angle; angle < start_angle + 180; angle += inc) {
var x = Math.cos(toRadians(angle)) * rad;
var y = Math.sin(toRadians(angle)) * rad;
draw(xc - x, yc - y, xc + x, yc + y);
}
}
function update() {
start_angle1 += 0.1;
start_angle2 -= 0.1;
if(radius<radiusmax) radius++;
context.clearRect(0, 0, width, height);
drawWheel(xcenter, ycenter, start_angle1, 40, radius);
drawWheel(xcenter, ycenter, start_angle2, 40, radius);
requestAnimationFrame(update);
}
update();
};
html,
body {
margin: 0px;
}
canvas {
display: block;
}
<canvas id="canvas"></canvas>
This is one that is a variable length emerging pattern. It has a length array element for each spoke in the wheel that grows at a different rate. You can play with the settings to vary the results:
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
var width = canvas.width = window.innerWidth;
var height = canvas.height = window.innerHeight;
var xcenter = width/4;
var ycenter = height/2;
var radius;
var time;
if(width>height) {
radius = height*0.4;
}
else {
radius = width*0.4;
}
var start_angle1 = 0;
var start_angle2 = 0;
function toRadians (angle) {
return angle * (Math.PI / 180);
}
function draw(x1,y1,x2,y2) {
context.beginPath();
context.moveTo(x1,y1);
context.lineTo(x2,y2);
context.stroke();
}
var radmax=width;
var rads = [];
var radsinc = [];
function drawWheel(xc,yc,start_angle,count,rad) {
var inc = 360/count;
var i=0;
for(var angle=start_angle; angle < start_angle+180; angle +=inc) {
var x = Math.cos(toRadians(angle)) * rads[rad+i];
var y = Math.sin(toRadians(angle)) * rads[rad+i];
draw(xc-x,yc-y,xc+x,yc+y);
rads[rad+i] += radsinc[i];
if(rads[rad+i] > radmax) rads[rad+i] = 1;
i++;
}
}
function update() {
var now = new Date().getTime();
var dt = now - (time || now);
time = now;
start_angle1 += (dt/1000) * 10;
start_angle2 -= (dt/1000) * 10;
context.clearRect(0,0,width,height);
drawWheel(xcenter,ycenter,start_angle1,50,0);
drawWheel(xcenter,ycenter,start_angle2,50,50);
requestAnimationFrame(update);
}
function init() {
for(var i=0;i<100;i++) {
rads[i] = 0;
radsinc[i] = Math.random() * 10;
}
}
window.onload = function() {
init();
update();
};
html, body {
margin: 0px;
}
canvas {
width:100%;
height:200px;
display: block;
}
<canvas id="canvas"></canvas>

HTML5 Canvas Arc redraw on hover

I have three arcs, the first one loads on page-load, the second one loads on mouse-over and the third one on mouse-out. I want the mouse-over-out effect to happen each time rather than just one time (as it is now).
here's the fiddle: http://jsfiddle.net/krish7878/7bX7n/
Here's the JS code:
var currentEndAngle = 0;
var currentStartAngle = 0;
var currentEndAngle2 = 0;
var currentStartAngle2 = 0;
var currentEndAngle3 = -0.5;
var currentStartAngle3 = -0.5;
var something = setInterval(draw, 5);
$("#canvas1").hover(
function(){
var something2 = setInterval(draw2, 5);
},
function(){
var something3 = setInterval(draw3, 5);
}
);
function draw() { /***************/
var can = document.getElementById('canvas1'); // GET LE CANVAS
var canvas = document.getElementById("canvas1");
var context = canvas.getContext("2d");
var x = canvas.width / 2;
var y = canvas.height / 2;
var radius;
var width;
var currentColor = "#00b5ff";
var radius = 100;
var width = 8;
var startAngle = currentStartAngle * Math.PI;
var endAngle = (currentEndAngle) * Math.PI;
if(currentEndAngle < 0.1){
currentEndAngle = currentEndAngle - 0.01;
}
if (currentEndAngle < -0.5){
clearInterval(something);
}
context.beginPath();
context.arc(x, y, radius, startAngle, endAngle, true);
context.lineWidth = width;
// line color
context.strokeStyle = currentColor;
context.stroke();
/************************************************/
}
function draw2() { /***************/
var can = document.getElementById('canvas1'); // GET LE CANVAS
var canvas = document.getElementById("canvas1");
var context = canvas.getContext("2d");
var x = canvas.width / 2;
var y = canvas.height / 2;
var radius;
var width;
var currentColor = "#000";
var radius = 100;
var width = 7;
var startAngle = currentStartAngle2 * Math.PI;
var endAngle = (currentEndAngle2) * Math.PI;
if(currentEndAngle2 < 0.1){
currentEndAngle2 = currentEndAngle2 - 0.01;
}
if (currentEndAngle2 < -0.55){
clearInterval(something2);
}
context.beginPath();
context.arc(x, y, radius, startAngle, endAngle, true);
context.lineWidth = width;
// line color
context.strokeStyle = currentColor;
context.stroke();
/*
context.beginPath();
context.clearRect ( 0 , 0 , 400 , 400 );
context.stroke():
/************************************************/
}
function draw3() { /***************/
var can = document.getElementById('canvas1'); // GET LE CANVAS
var canvas = document.getElementById("canvas1");
var context = canvas.getContext("2d");
var x = canvas.width / 2;
var y = canvas.height / 2;
var radius;
var width;
var currentColor = "#00b5ff";
var radius = 100;
var width = 8;
var startAngle = currentStartAngle3 * Math.PI;
var endAngle = (currentEndAngle3) * Math.PI;
if(currentEndAngle3 < 0){
currentEndAngle3 = currentEndAngle3 + 0.01;
}
if (currentEndAngle3 > 0){
clearInterval(something3);
}
context.beginPath();
context.arc(x, y, radius, startAngle, endAngle, false);
context.lineWidth = width;
// line color
context.strokeStyle = currentColor;
context.stroke();
/************************************************/
}
Code Explanation: there are three functions draw(), draw2(), draw3() - draw is run when the page loads, it draws a blue arc, draw2() is executed when mouse-over happens and draws a black line, draw3 is run when mouse-out happens.
Show I draw them on individual canvases and clear them individually or is there a method to get this done?
Here's one way to do it:
A Demo: http://jsfiddle.net/m1erickson/wMy4G/
Define an arc object
var arc={
cx:canvas.width/2,
cy:canvas.height/2,
radius:100,
startRadians:0,
endRadians:-Math.PI/2,
linewidth:8,
animationPercent:0,
animationRate:10,
animationDirection:0,
};
Draw a portion of the arc based on an animation point
function drawArc(arc,color){
var rStart=arc.startRadians;
var rEnd=arc.endRadians;
if(!arc.animationDirection==0){
if(arc.animationDirection>0){
rEnd=arc.animationPercent/100*(rEnd-rStart);
}else{
rEnd=(100-arc.animationPercent)/100*(rEnd-rStart);
}
}
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.beginPath();
ctx.arc(arc.cx,arc.cy,arc.radius,rStart,rEnd,true);
ctx.strokeStyle=color;
ctx.stroke();
}
Animate portions of the arc
function animate(time){
if(continueAnimation){RAF=requestAnimationFrame(animate);}
drawArc(arc,"blue");
arc.animationPercent+=arc.animationRate;
if(arc.animationPercent>=100){
continueAnimation=false;
}
}
React to hover events by drawing or undrawing the arc
$("#canvas").hover(
function(){
cancelAnimationFrame(RAF);
arc.animationPercent=0;
arc.animationDirection=1;
continueAnimation=true;
requestAnimationFrame(animate);
},
function(){
cancelAnimationFrame(RAF);
arc.animationPercent=0;
arc.animationDirection=-1;
continueAnimation=true;
requestAnimationFrame(animate);
}
);

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