Canvas drawImage without using load event - javascript

As an introduction to canvas and the way they worked, I wanted to create a small quizz. Using only colors, I haven't any very strong problems that I can't solve by using google.
Now I want to show a background picture to the quizz but more precisely, I want that any question have a different picture as a background.
So I did this:
My main loop is a event binding on a function with click working like that:
qcm.canvas.addEventListener('click', function(evt) {
main(qcm, evt);
}, false);
Then, my main loop will use values in qcm object to know what to draw. In any case, I'll clear my canvas and then drawing back the canvas skeletton (which at the moment contain only the background picture assignement).
This is my clear canvas function, using only a clearRect.
function clearCanvas(qcm)
{
//Suppression du contenu du canvas
qcm.context.clearRect(0, 0, qcm.canvas.scrollWidth, qcm.canvas.scrollHeight);
// Rechargement du décor du canvas
initCanvas(qcm);
}
the InitCanvas function which should draw the background is this one:
function initCanvas(qcm)
{
//Background color
//qcm.context.fillStyle = QcmConfiguration.Canvas_BackColor;
//qcm.context.fillRect(0,0,qcm.canvas.scrollWidth, qcm.canvas.scrollHeight);
if (qcm.backgroundImage != undefined)
{
var background = new Image();
background.addEventListener('load', function()
{
qcm.context.drawImage(background, 0, 0, qcm.canvas.scrollWidth, qcm.canvas.scrollHeight);
}, false);
background.src = qcm.backgroundImage;
}
}
When my canvas end "init" phase, it the draw the frame I want to show, (question, answer, score ... depending on the qcm status).
For example, here is a part of the main loop function:
clearCanvas(qcm);
log(QcmLogsType.Initialisation, "Chargement du start panel");
drawStartPanel(qcm);
Where my drawStartPanel is a function which just draw a "Play" button:
function drawStartPanel(qcm)
{
// Dessin du rectangle colorée pour le bouton play
qcm.context.fillStyle = QcmConfiguration.Start_BackButtonColor;
qcm.context.fillRect((qcm.canvas.scrollWidth / 2) - 25, (qcm.canvas.scrollHeight / 2) - 25, 50, 50);
// Dessin du triangle "play"
qcm.context.fillStyle = QcmConfiguration.Start_ForeButtonColor;
qcm.context.beginPath();
qcm.context.moveTo((qcm.canvas.scrollWidth / 2) - 10, (qcm.canvas.scrollHeight / 2) - 10);
qcm.context.lineTo((qcm.canvas.scrollWidth / 2) - 10, (qcm.canvas.scrollHeight / 2) + 10);
qcm.context.lineTo((qcm.canvas.scrollWidth / 2) + 12, qcm.canvas.scrollHeight / 2);
qcm.context.closePath();
qcm.context.fill();
}
But when I execute my code, my start button seems to be "under" the picture, which mean that the picture load event seems to execute after the drawStartpanel function while the call is before...
This way I think that the main option is to put the picture as display:none in the html code and then draw it on the canvas, but I don't really like this idea, because I later want to try to do something which will go get pictures on a database, which will not allow to do something like that.
So I'm looking:
Either for a way to force the load event manually
Or a way to not use the load event to show my picture
(I didn't post the entire code as it's 800 lines but will if needed :) )

Simply move your drawStartPanel function in the load callback like this :
function initCanvas(qcm, callback) {
// Background color
// qcm.context.fillStyle = QcmConfiguration.Canvas_BackColor;
// qcm.context.fillRect(0,0,qcm.canvas.scrollWidth, qcm.canvas.scrollHeight);
if (qcm.backgroundImage !== 'undefined') {
var background = new window.Image();
background.onload = function () {
qcm.context.drawImage(background, 0, 0, qcm.canvas.scrollWidth, qcm.canvas.scrollHeight);
// Here call the start button drawing function assuming it always takes the qcm object as an argument
callback(qcm);
}
background.src = qcm.backgroundImage;
}
}
Calling it like this :
clearCanvas(qcm);
log(QcmLogsType.Initialisation, "Chargement du start panel");
initCanvas(qcm, drawStartPanel);
Going further
Another way of getting the drawings synchronously applied is to use Javascript Promises

Related

How to let Pix2Pix with p5.js run?

I would like to try the ml5.js Pix2Pix example for p5.js. If I just copy the code, update the paths, and try to let it run on my local server, it doesn't work.
Same here:
// Copyright (c) 2019 ml5
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
/* ===
ml5 Example
Pix2pix Edges2Pikachu example with p5.js using callback functions
This uses a pre-trained model on Pikachu images
For more models see: https://github.com/ml5js/ml5-data-and-training/tree/master/models/pix2pix
=== */
// The pre-trained Edges2Pikachu model is trained on 256x256 images
// So the input images can only be 256x256 or 512x512, or multiple of 256
const SIZE = 256;
let inputImg, inputCanvas, outputContainer, statusMsg, pix2pix, clearBtn, transferBtn, modelReady = false,
isTransfering = false;
function setup() {
// Create a canvas
inputCanvas = createCanvas(SIZE, SIZE);
inputCanvas.class('border-box').parent('canvasContainer');
// Display initial input image
inputImg = loadImage('https://ml5js.github.io/ml5-examples/javascript/Pix2Pix/Pix2Pix_promise/images/input.png', drawImage);
// Selcect output div container
outputContainer = select('#output');
statusMsg = select('#status');
// Select 'transfer' button html element
transferBtn = select('#transferBtn');
// Select 'clear' button html element
clearBtn = select('#clearBtn');
// Attach a mousePressed event to the 'clear' button
clearBtn.mousePressed(function() {
clearCanvas();
});
// Set stroke to black
stroke(0);
pixelDensity(1);
// Create a pix2pix method with a pre-trained model
pix2pix = ml5.pix2pix('https://github.com/ml5js/ml5-library/blob/main/examples/p5js/Pix2Pix/Pix2Pix_callback/models/edges2pikachu.pict', modelLoaded);
}
// Draw on the canvas when mouse is pressed
function draw() {
if (mouseIsPressed) {
line(mouseX, mouseY, pmouseX, pmouseY);
}
}
// Whenever mouse is released, transfer the current image if the model is loaded and it's not in the process of another transformation
function mouseReleased() {
if (modelReady && !isTransfering) {
transfer()
}
}
// A function to be called when the models have loaded
function modelLoaded() {
// Show 'Model Loaded!' message
statusMsg.html('Model Loaded!');
// Set modelReady to true
modelReady = true;
// Call transfer function after the model is loaded
transfer();
// Attach a mousePressed event to the transfer button
transferBtn.mousePressed(function() {
transfer();
});
}
// Draw the input image to the canvas
function drawImage() {
image(inputImg, 0, 0);
}
// Clear the canvas
function clearCanvas() {
background(255);
}
function transfer() {
// Set isTransfering to true
isTransfering = true;
// Update status message
statusMsg.html('Applying Style Transfer...!');
// Select canvas DOM element
const canvasElement = select('canvas').elt;
// Apply pix2pix transformation
pix2pix.transfer(canvasElement, function(err, result) {
if (err) {
console.log(err);
}
if (result && result.src) {
// Set isTransfering back to false
isTransfering = false;
// Clear output container
outputContainer.html('');
// Create an image based result
createImg(result.src).class('border-box').parent('output');
// Show 'Done!' message
statusMsg.html('Done!');
}
});
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.9.0/p5.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.9.0/addons/p5.dom.min.js"></script>
<script src="https://unpkg.com/ml5#latest/dist/ml5.min.js" type="text/javascript"></script>
<h1>Pix2Pix Edges2Pichaku Example</h1>
<p>1. Wait until the model is loaded</p>
<p>2. Press your mouse to draw a Pikachu on the left side of the canvas.</p>
<p>3. A colored Pikachu image will automatically appear on the right side of the canvas in ~2 seconds. You could also click the "Transfer" button to generate an new image.</p>
<p>4. You could click the "Clear" button to clear the canvas and draw again.</p>
<p id="status">Loading Model... Please wait...</p>
<div class="flex">
<div>
<div id="canvasContainer"></div>
<div id="btnContainer" class="flex flex-space-between">
<button id="clearBtn">Clear</button><br />
<button id="transferBtn" class="btn">Transfer</button>
</div>
</div>
<div id="transferContainer">
</div>
<div id="output"></div>
</div>
Here would be also a jsFiddle:
https://jsfiddle.net/L6oaydrm/
Has anyone an idea how to let it run? Would be very thankful.
I think I was able to get the 'callback' example to work locally with some tinkering:
Download files from the example: https://github.com/ml5js/ml5-library/tree/main/examples/p5js/Pix2Pix/Pix2Pix_callback
Adjust the index.html to load ml5.min.js from the unpkg.com URL in your code.
Create a new function:
function startTransfer(){
// Create a pix2pix method with a pre-trained model
pix2pix = ml5.pix2pix('./models/edges2pikachu.pict', modelLoaded);
}
Replace all calls to transfer() except the first one in modelLoaded() with startTransfer().
Start a simple local web server; for me: python -m http.server worked.
The example appeared to work. I could draw on the canvas, and the ML model would redraw the Pikachu image factoring in the new lines I added. Note, sometimes the initial transfer is run before the template image (input.png) is loaded, and the result is a garbled yellow / red pixels; clicking 'Transfer' fixes this.
Basically, it always will reload the model into the ml5 library; I don't know of the performance implications of this, but it was redrawing relatively quickly in my browser. The file will be cached in the browser, so that isn't a concern, but I'm not sure of the internals of the ml5.js lib and what ml5.pix2pix(...) does.
I've put my revised code (including some other tweaks to the JS) up on https://jsfiddle.net/lecrte/jvohcw8r/16/ ... but it won't work there because the assets aren't available relative to the HTML file, and we can't load the edges2pikachu.pict direct from github.com due to CORS issues.

Dom doesn't update right away when using convertToBlob on an Offscreen canvas

I have an application that needs to generate a couple thousand images. The way that I'm doing that is with a set of preloaded pngs (acting as transparent layers) and an offscreen canvas. I draw the images onto the canvas, convert it to a blob, and then write the image to a div using a custom class called Images.
I want to show a loading bar and clear old images, first, but there is a 3-5 second delay before the dom updates even though the "empty()" and "show()" code is at the beginning of the click request.
Is there something I'm doing wrong with regard to the asynchrony or promises that is causing the dom to not update immediately?
Here's some of the code:
// Generate Images
$("#generate_images").click(function(){
// Show loading bar
$("#progress_bar .progress-bar").css("width", "0%");
$("#progress_bar").show(0);
// Show loading spinner
$("#loading").show(0);
$("#images").empty();
console.log("Generating Images");
$.each(images, function(id, image){
// Sort traits (png layers)
var traits = Object.values(image.traits).sort((a, b) => {
return a.z_index - b.z_index;
});
images[id].layers = [];
$.each(traits, function(trait_idx, trait){
images[id].layers.push(preloaded_images[trait.variant_id])
});
});
// Create canvas
var canvas = new OffscreenCanvas(1200, 1200);
var context = canvas.getContext("2d");
console.log("Generating canvases.");
$.each(images, function(id, image){
// Clear the canvas
context.clearRect(0, 0, canvas.width, canvas.height);
// Draw each image layer
$.each(images.layers, function(src, layer){
context.drawImage(layer, 0, 0);
});
// Add imageData to screen
canvas.convertToBlob().then(function(blob) {
// Do something with the blob like render to the screen
});
});
});
Any thoughts on making this more efficient would also be appreciated.
Generating a thousand images is not something a browser is necessarily meant to do, but you need to give the DOM a chance to update so add a timeout
Collect what you want to do in an array
Do not loop, but instead do
function generate() {
if (arrayCounter >= array.length) return
canvas.convertToBlob().then(function(blob) {
if (success) {
arrayCounter++
generate()
}
}
}
collect()
generate()

Extreme Novice needing assistance with mousePressed() event

I am VERY new to P5.js/processing (taking programming for artists). I am trying to make a crude game where an image (Jar Jar) bounces across the screen and another image (lightsaber) that moves with the mouse and when the mouse attached image goes over the bouncing image then the lightsaber will be mirrored and activate a sound. If this at all makes sense...
I have the bouncing image part down so far, but I am unable to make the mousePressed() function work. like I mentioned, I need the "lightsaber.png" to flip when the mouse is pressed. Also, when the mouse is pressed and is directly over the JarJar image, how would I add a score count and sound event?
Thank you!
here is my code so far:
let jarJar;
let jarJarX=5;
let jarJarY=5;
let xspeed;
let yspeed;
let lightSaber;
function preload() {
jarJar = loadImage('jarjar.png');
lightSaber= loadImage ('lightSaber.png');
}
function setup() {
createCanvas(700,700);
xspeed=random (15,22);
yspeed=random (15,22);
}
function draw() {
background(0);
image (lightSaber,mouseX,mouseY,100,100);
image(jarJar,jarJarX,jarJarY, 140, 200);
jarJarX= jarJarX+xspeed;
if (jarJarX<=-300|| jarJarX>=width+200){
xspeed=xspeed*-1;
}
jarJarY= jarJarY+yspeed;
if (jarJarY<-200|| jarJarY>=height+200 ){
yspeed=yspeed*-1;
}
//picture mirrors when mouse pressed
if mouseClicked(){
scale(-1,1);
image(lightSaber);
}
//score counter coordinate with lightsaber hitting image
//
}
Let it be known that I'm not proficient at javaScript. This said, your question is quite simple so I can help anyway.
Some framework will have simple ways to mirror images. Processing likes to scale with a negative number. I re-coded some of your stuff to accommodate my changes. The main changes goes as follows:
I added a method to draw the lightsaber so we can "animate" it (read: flip it for a couple frames when the user clicks around).
I added a 'score' global variable to track the score, and a way for the user to see that score with the text method.
I added a method called "intersect" which isn't very well coded as it's something I did back when I was a student (please don't hurt me, it works just right so I still use it from time to time). For more details on how simple collisions works, take some time to read this answer I wrote some time ago, there are nice pictures too!
I added a mouseClicked method. This method will act like an event, which means that it will be triggered by a specific call (a left mouse button click in this case). This method contains the code to check for a collision between the squares which are the images. If there's an overlap, the score will increase and jarjar will run in another direction (this part is a bonus to demonstrate that this is the place where you can get creative about the collision).
I commented the code so you can get what I'm doing more easily:
let jarJar;
let jarJarX=5;
let jarJarY=5;
let xspeed;
let yspeed;
let lightSaber;
let flipLength;
let score = 0;
function preload() {
jarJar = loadImage('jarjar.png');
lightSaber= loadImage ('lightSaber.png');
}
function setup() {
createCanvas(700, 700);
runJarJarRun();
}
function draw() {
background(0);
drawLightSaber(); // this way I can deal with the lightsaber's appearance in a dedicated method
image(jarJar, jarJarX, jarJarY, 140, 200);
jarJarX= jarJarX+xspeed;
if (jarJarX<=-300|| jarJarX>=width+200) {
xspeed=xspeed*-1;
}
jarJarY= jarJarY+yspeed;
if (jarJarY<-200|| jarJarY>=height+200 ) {
yspeed=yspeed*-1;
}
//score counter coordinate with lightsaber hitting image
textSize(30);
fill(200, 200, 0);
text('Score: ' + score, 10, 40);
}
function drawLightSaber() {
if (flipLength) { // if the number is > 0 this will be true
flipLength--; // measure how ling the saber is flipped in frames # ~60 frames per second
push(); // isolating the translate ans scale manpulations to avoid ruining the rest of the sketch
translate(mouseX + 100, 0); // makes the coordinates so once flipped the lightsaber will still appear at the same location
scale(-1.0, 1.0); // flip x-axis backwards
image (lightSaber, 0, mouseY, 100, 100);
pop(); // ends the sequence started with 'push();'
} else {
image (lightSaber, mouseX, mouseY, 100, 100);
}
}
function runJarJarRun() {
xspeed=random (5, 10);
yspeed=random (5, 10);
}
function mouseClicked() { // this method will trigger once when the left mouse button is clicked
flipLength = 10;
if (intersect(jarJarX, jarJarY, 140, 200, mouseX, mouseY, 100, 100)) {
score++;
runJarJarRun(); // as a bonus, jarjar will run in another direction on hit
// you could totally put some more special effects, like a flash, a sound, some 'mesa ouchie bad!' text, whatever speaks to you
}
}
function intersect(x1, y1, w1, h1, x2, y2, w2, h2) {
let checkX = false;
let checkY = false;
if ( (x1<x2 && (x1+w1)>x2) || (x1<(x2+w2) && (x1+w1)>x2+w2) || (x1>x2 && (x1+w1)<(x2+w2)) ) {
checkX = true;
}
if ( (y1<y2 && (y1+h1)>y2) || (y1<(y2+h2) && (y1+h1)>y2+h2) || (y1>y2 && (y1+h1)<(y2+h2)) ) {
checkY = true;
}
return (checkX && checkY);
}
If there's something you don't understand, let me know in a comment and I'll be happy to elaborate. Good luck and have fun!
Hi and welcome to stack overflow. One thing to keep in mind when submitting here (or any forum where you're looking for help with code) is to post a minimal reproducible example. You'll be much more likely to get useful responses.
You'll also want to separate out your questions, as they each have multi-step responses.
Your first question is about how to get your sketch to display something when you press the mouse down. Your syntax isn't quite correct there. Here's a minimal example of how to check for a mouse held down.
function setup() {
createCanvas(400, 400);
}
function draw() {
background(220);
if (mouseIsPressed == true) {
ellipse(100, 100, 100, 100);
}
}
Just a quick note that I tried to make this as 'novice-friendly' as possible. The == true is optional and not usually included.

Scaling HTML5 Canvas Image

Building a web page on which I am trying to set an image as the background of the main canvas. The actual image is 1600x805 and I am trying to code the application so that it will scale the image either up or down, according to the dimensions of the user's screen. In Prime.js I have an object that sets the properties of the application's canvas element located in index.html. Here is the code for that object:
function Prime(w,h){
if(!(function(){
return Modernizr.canvas;
})){ alert('Error'); return false; };
this.context = null;
this.self = this;
this.globalCanvasMain.w = w;
this.globalCanvasMain.h = h;
this.globalCanvasMain.set(this.self);
this.background.setBg();
}
Prime.prototype = {
constructor: Prime,
self: this,
globalCanvasMain: {
x: 0,
y: 0,
set: function(ref){
ref.context = document.getElementById('mainCanvas').getContext('2d');
$("#mainCanvas").parent().css('position', 'relative');
$("#mainCanvas").css({left: this.x, top: this.y, position: 'absolute'});
$("#mainCanvas").width(this.w).height(this.h);
}
},
background: {
bg: null,
setBg: function(){
this.bg = new Image();
this.bg.src = 'res/background.jpg';
}
},
drawAll: function(){
this.context.drawImage(this.background.bg, 0,0, this.background.bg.width,this.background.bg.height,
this.globalCanvasMain.x,this.globalCanvasMain.y, this.globalCanvasMain.w,this.globalCanvasMain.h);
}
};
The primary interface through which external objects like this one will interact with the elements in index.html is home.js. Here's what happens there:
$(document).ready(function(){
var prime = new Prime(window.innerWidth,window.innerHeight);
setInterval(prime.drawAll(), 25);
});
For some reason, my call to the context's drawImage function clips only the top left corner from the image and scales it up to the size of the user's screen. Why can I not see the rest of the image?
The problem is that the image has probably not finished loading by the time you call setInterval. If the image is not properly loaded and decoded then drawImage will abort its operation:
If the image isn't yet fully decoded, then nothing is drawn
You need to make sure the image has loaded before attempting to draw it. Do this using the image's onload handler. This operation is asynchronous so it means you also need to deal with either a callback (or a promise):
In the background object you need to supply a callback for the image loading, for example:
...
background: {
bg: null,
setBg: function(callback) {
this.bg = new Image();
this.bg.onload = callback; // supply onload handler before src
this.bg.src = 'res/background.jpg';
}
},
...
Now when the background is set wait for the callback before continue to drawAll() (though, you never seem to set a background which means drawImage tries to draw null):
$(document).ready(function(){
var prime = new Prime(window.innerWidth, window.innerHeight);
// supply a callback function reference:
prime.background.setBg(callbackImageSet);
// image has loaded, now you can draw the background:
function callbackImageSet() {
setInterval(function() {
prime.drawAll();
}, 25);
};
If you want to draw the complete image scaled to fit the canvas you can simplify the call, just supply the new size (and this.globalCanvasMain.x/y doesn't seem to be defined? ):
drawAll: function(){
this.context.drawImage(this.background.bg, 0,0,
this.globalCanvasMain.w,
this.globalCanvasMain.h);
}
I would recommend you to use requestAnimationFrame to draw the image as this will sync with the monitor update.
Also remember to provide callbacks for onerror/onabort on the image object.
There is a problem with the setInterval function. You are not providing proper function reference. The code
setInterval(prime.drawAll(), 25);
execute prime.drawAll only once, and as the result only little part of the image which is being loaded at this moment, is rendered.
Correct code should be:
$(document).ready(function(){
var prime = new Prime(window.innerWidth, window.innerHeight);
setInterval(function() {
prime.drawAll();
}, 25);
});

Animate color change of shape for certain number of frames EaselJs

I am using EaselJS and want to create a flashing color rectangle that will flash a certain number of times when a button is pressed, displaying random colors from an array. It should stop after 10 color flashes and then I want to extract the final color.
So far the relevant code I have is:
var colorArray = ["#FE7B62","#CB2DD3","#F1FD66","#004CE8","#FFD068", "#02A97E"];
square = new createjs.Shape();
square.graphics.beginFill("#000").drawRoundRect(850, 50, 100, 100, 20);
function pushButton(event) {
square.graphics.inject(animateColor);
}
function animateColor(event) {
this.fillStyle = colorArray[parseInt(Math.random()*6)];
}
This code successfully triggers the flashing of colors from my color array, but I am not sure what the best method of running the animation for a limited number of frames is. I tried pausing the ticker and restarting it on the onclick of the button but that failed. I also tried using a for loop in the pushButton function but that caused a "too much recursion error" in the browser. Here is my full file link https://github.com/RMehta95/sherman-land/blob/master/main.js.
I would suggest creating an event to trigger your action (xamountOfFrames). Here is a link to some information that might help
http://www.w3schools.com/tags/ref_eventattributes.asp
I ended up not using the inject function and instead redrawing the shape each time, creating a couple counter and timer variables to ensure that it looped through the proper amount of times.
function pushButton() {
if (timer === false) {
animate = setInterval(animateColor, 200);
timer = true;
}
}
function animateColor() {
square.graphics.clear();
displayColor = colorArray[Math.floor(Math.random()*colorArray.length)];
square.graphics.beginFill(displayColor).drawRoundRect(850, 50, 100, 100, 20);
counter++;
if (counter===15) {
clearInterval(animate);
counter=0;
movePlayer(displayColor);
timer = false;
return;
}
}

Categories

Resources