How to bound image pan when zooming (HTML Canvas) - javascript

I'm trying to limit boundaries and I'm running into issues. I'm upscaling an image from another canvas and then implementing zoom and pan. My issue (code below) is with limiting/capping the offsetx/y so that you never see the whitespace; only parts of the image.
Pardon the mess! Any help is appreciated! :P
var zoomIntensity = 0.2;
var canvas = document.getElementById("canvas");
var canvas2 = document.getElementById("canvas2");
var context = canvas.getContext("2d");
var context2 = canvas2.getContext("2d");
var width = 200;
var height = 200;
var scale = 1;
var originx = 0;
var originy = 0;
var offset = {x:0, y:0};
//fill smaller canvas with random pixels
for(var x = 0; x < 100; x++)
for(var y = 0; y < 100; y++)
{
var rando = function(){return Math.floor(Math.random() * 9)};
var val = rando();
context2.fillStyle = "#" + val + val + val;
context2.fillRect(x,y,1,1);
}
//draw the larger canvas
function draw()
{
context.imageSmoothingEnabled = false;
// Clear screen to white.
context.fillStyle = "white";
context.fillRect(originx - offset.x, originy - offset.y, width/scale, height/scale);
context.drawImage(canvas2, 0,0, width, height);
}
// Draw loop at 60FPS.
setInterval(draw, 1000/60);
canvas.onmousewheel = function (event){
event.preventDefault();
// Get mouse offset.
var mousex = event.clientX - canvas.offsetLeft;
var mousey = event.clientY - canvas.offsetTop;
// Normalize wheel to +1 or -1.
var wheel = event.wheelDelta/120;
// Compute zoom factor.
var zoom = Math.exp(wheel*zoomIntensity);
// Translate so the visible origin is at the context's origin.
context.translate(originx - offset.x, originy - offset.y); //offset is panning
//make sure we don't zoom out further than normal scale
var resultingScale = scale * zoom;
if(resultingScale < 1)
zoom = 1/scale;
// Compute the new visible origin. Originally the mouse is at a
// distance mouse/scale from the corner, we want the point under
// the mouse to remain in the same place after the zoom, but this
// is at mouse/new_scale away from the corner. Therefore we need to
// shift the origin (coordinates of the corner) to account for this.
originx -= mousex/(scale*zoom) - mousex/scale;
originy -= mousey/(scale*zoom) - mousey/scale;
// Scale it (centered around the origin due to the trasnslate above).
context.scale(zoom, zoom);
// Offset the visible origin to it's proper position.
context.translate(-originx + offset.x, -originy + offset.y); //offset is panning
// Update scale and others.
scale *= zoom;
}
document.onkeydown = function (evt)
{
var offsetx = 0;
var offsety = 0;
switch(evt.which)
{
case 37: //left
offsetx = 1;
break;
case 38: //up
offsety = 1;
break;
case 39: //right
offsetx = -1
break;
case 40: //down
offsety = -1;
break;
}
offsetx /= scale;
offsety /= scale;
offset.x += offsetx;
offset.y += offsety;
context.translate(offsetx,offsety);
}
<canvas id="canvas" width="200" height="200"></canvas>
<canvas id="canvas2" width="100" height="100"></canvas>

Using transformation matrix to constrain a view
To constrain the position you need to transform the corner coordinates of the image to screen coordinates. As getting the transform is still not standard across browsers the demo below holds a copy of the transform.
The object view holds the canvas view. When you use the function view.setBounds(top,left,right,bottom); the view will be locked to that area (the image you are viewing 0,0,100,100)
The scale and position (origin) will be constrained to keep the bounds outside or one the edge of the canvas context set by view.setContext(context).
The function scaleAt(pos,amount); will scale at a specified pos (eg mouse position)
To set the transform use view.apply() this will update the view transform and set the context transform.
The are a few other functions that may prove handy see code.
Demo uses mouse click drag to pan and wheel to zoom.
Demo is a copy of the OP's example width modifications to answer question.
// use requestAnimationFrame when doing any form of animation via javascript
requestAnimationFrame(draw);
var zoomIntensity = 0.2;
var canvas = document.getElementById("canvas");
var canvas2 = document.getElementById("canvas2");
var context = canvas.getContext("2d");
var context2 = canvas2.getContext("2d");
var width = 200;
var height = 200;
context.font = "24px arial";
context.textAlign = "center";
context.lineJoin = "round"; // to prevent miter spurs on strokeText
//fill smaller canvas with random pixels
for(var x = 0; x < 100; x++){
for(var y = 0; y < 100; y++) {
var rando = function(){return Math.floor(Math.random() * 9)};
var val = rando();
if(x === 0 || y === 0 || x === 99 || y === 99){
context2.fillStyle = "#FF0000";
}else{
context2.fillStyle = "#" + val + val + val;
}
context2.fillRect(x,y,1,1);
}
}
// mouse holds mouse position button state, and if mouse over canvas with overid
var mouse = {
pos : {x : 0, y : 0},
worldPos : {x : 0, y : 0},
posLast : {x : 0, y : 0},
button : false,
overId : "", // id of element mouse is over
dragging : false,
whichWheel : -1, // first wheel event will get the wheel
wheel : 0,
}
// View handles zoom and pan (can also handle rotate but have taken that out as rotate can not be contrained without losing some of the image or seeing some of the background.
const view = (()=>{
const matrix = [1,0,0,1,0,0]; // current view transform
const invMatrix = [1,0,0,1,0,0]; // current inverse view transform
var m = matrix; // alias
var im = invMatrix; // alias
var scale = 1; // current scale
const bounds = {
topLeft : 0,
left : 0,
right : 200,
bottom : 200,
}
var useConstraint = true; // if true then limit pan and zoom to
// keep bounds within the current context
var maxScale = 1;
const workPoint1 = {x :0, y : 0};
const workPoint2 = {x :0, y : 0};
const wp1 = workPoint1; // alias
const wp2 = workPoint2; // alias
var ctx;
const pos = { // current position of origin
x : 0,
y : 0,
}
var dirty = true;
const API = {
canvasDefault () { ctx.setTransform(1,0,0,1,0,0) },
apply(){
if(dirty){ this.update() }
ctx.setTransform(m[0],m[1],m[2],m[3],m[4],m[5]);
},
getScale () { return scale },
getMaxScale () { return maxScale },
matrix, // expose the matrix
invMatrix, // expose the inverse matrix
update(){ // call to update transforms
dirty = false;
m[3] = m[0] = scale;
m[1] = m[2] = 0;
m[4] = pos.x;
m[5] = pos.y;
if(useConstraint){
this.constrain();
}
this.invScale = 1 / scale;
// calculate the inverse transformation
var cross = m[0] * m[3] - m[1] * m[2];
im[0] = m[3] / cross;
im[1] = -m[1] / cross;
im[2] = -m[2] / cross;
im[3] = m[0] / cross;
},
constrain(){
maxScale = Math.min(
ctx.canvas.width / (bounds.right - bounds.left) ,
ctx.canvas.height / (bounds.bottom - bounds.top)
);
if (scale < maxScale) { m[0] = m[3] = scale = maxScale }
wp1.x = bounds.left;
wp1.y = bounds.top;
this.toScreen(wp1,wp2);
if (wp2.x > 0) { m[4] = pos.x -= wp2.x }
if (wp2.y > 0) { m[5] = pos.y -= wp2.y }
wp1.x = bounds.right;
wp1.y = bounds.bottom;
this.toScreen(wp1,wp2);
if (wp2.x < ctx.canvas.width) { m[4] = (pos.x -= wp2.x - ctx.canvas.width) }
if (wp2.y < ctx.canvas.height) { m[5] = (pos.y -= wp2.y - ctx.canvas.height) }
},
toWorld(from,point = {}){ // convert screen to world coords
var xx, yy;
if(dirty){ this.update() }
xx = from.x - m[4];
yy = from.y - m[5];
point.x = xx * im[0] + yy * im[2];
point.y = xx * im[1] + yy * im[3];
return point;
},
toScreen(from,point = {}){ // convert world coords to screen coords
if(dirty){ this.update() }
point.x = from.x * m[0] + from.y * m[2] + m[4];
point.y = from.x * m[1] + from.y * m[3] + m[5];
return point;
},
scaleAt(at, amount){ // at in screen coords
if(dirty){ this.update() }
scale *= amount;
pos.x = at.x - (at.x - pos.x) * amount;
pos.y = at.y - (at.y - pos.y) * amount;
dirty = true;
},
move(x,y){ // move is in screen coords
pos.x += x;
pos.y += y;
dirty = true;
},
setContext(context){
ctx = context;
dirty = true;
},
setBounds(top,left,right,bottom){
bounds.top = top;
bounds.left = left;
bounds.right = right;
bounds.bottom = bottom;
useConstraint = true;
dirty = true;
}
};
return API;
})();
view.setBounds(0,0,canvas2.width,canvas2.height);
view.setContext(context);
//draw the larger canvas
function draw(){
view.canvasDefault(); // se default transform to clear screen
context.imageSmoothingEnabled = false;
context.fillStyle = "white";
context.fillRect(0, 0, width, height);
view.apply(); // set the current view
context.drawImage(canvas2, 0,0);
view.canvasDefault();
if(view.getScale() === view.getMaxScale()){
context.fillStyle = "black";
context.strokeStyle = "white";
context.lineWidth = 2.5;
context.strokeText("Max scale.",context.canvas.width / 2,24);
context.fillText("Max scale.",context.canvas.width / 2,24);
}
requestAnimationFrame(draw);
if(mouse.overId === "canvas"){
canvas.style.cursor = mouse.button ? "none" : "move";
}else{
canvas.style.cursor = "default";
}
}
// add events to document so that mouse is captured when down on canvas
// This allows the mouseup event to be heard no matter where the mouse has
// moved to.
"mousemove,mousedown,mouseup,mousewheel,wheel,DOMMouseScroll".split(",")
.forEach(eventName=>document.addEventListener(eventName,mouseEvent));
function mouseEvent (event){
mouse.overId = event.target.id;
if(event.target.id === "canvas" || mouse.dragging){ // only interested in canvas mouse events including drag event started on the canvas.
mouse.posLast.x = mouse.pos.x;
mouse.posLast.y = mouse.pos.y;
mouse.pos.x = event.clientX - canvas.offsetLeft;
mouse.pos.y = event.clientY - canvas.offsetTop;
view.toWorld(mouse.pos, mouse.worldPos); // gets the world coords (where on canvas 2 the mouse is)
if (event.type === "mousemove"){
if(mouse.button){
view.move(
mouse.pos.x - mouse.posLast.x,
mouse.pos.y - mouse.posLast.y
)
}
} else if (event.type === "mousedown") { mouse.button = true; mouse.dragging = true }
else if (event.type === "mouseup") { mouse.button = false; mouse.dragging = false }
else if(event.type === "mousewheel" && (mouse.whichWheel === 1 || mouse.whichWheel === -1)){
mouse.whichWheel = 1;
mouse.wheel = event.wheelDelta;
}else if(event.type === "wheel" && (mouse.whichWheel === 2 || mouse.whichWheel === -1)){
mouse.whichWheel = 2;
mouse.wheel = -event.deltaY;
}else if(event.type === "DOMMouseScroll" && (mouse.whichWheel === 3 || mouse.whichWheel === -1)){
mouse.whichWheel = 3;
mouse.wheel = -event.detail;
}
if(mouse.wheel !== 0){
event.preventDefault();
view.scaleAt(mouse.pos, Math.exp((mouse.wheel / 120) *zoomIntensity));
mouse.wheel = 0;
}
}
}
div { user-select: none;} /* mouse prevent drag selecting content */
canvas { border:2px solid black;}
<div>
<canvas id="canvas" width="200" height="200"></canvas>
<canvas id="canvas2" width="100" height="100"></canvas>
<p>Mouse wheel to zoom. Mouse click drag to pan.</p>
<p>Zoomed image constrained to canvas</p>
</div>

Related

HTML5 Canvas Scallop Shape

I really need help badly on how to create a scallop shape using Canvas
I tried playing around the cloud sample but it was really difficult for me to create what I've wanted.
I simply wanted to know the code for the scallop shape for rectangle and circle.
This is the image that What I've wanted.
It design doesn't have to exactly the same but as possible it does look like this.
THANK YOU SO MUCH IN ADVANCEEE..
You can draw such a shape by using dotted line dash, like this(a bit tricky).
JavaScript:
const canvas = document.querySelector("#canvas");
canvas.width = canvas.height = 300;
const ctx = canvas.getContext("2d");
const rect = [50, 50, 200, 200];
//draw dotted line dash.
ctx.lineCap = "round";
ctx.setLineDash([0, 40]);
ctx.lineDashOffset = 20;
ctx.lineWidth = 42;
ctx.strokeStyle = "purple";
ctx.strokeRect(...rect);
//remove disuse range.
ctx.globalCompositeOperation = "destination-out";
ctx.lineWidth = 38;
ctx.strokeRect(...rect);
ctx.fillRect(...rect);
Demo:
http://jsdo.it/defghi1977/iFR7
From an older answer but the question was very vague and has a lot of extra baggage. Here is a snippet from that answer. It has some extra code in it that may be helpful but not directly related.
The function display (about halfway down) does most of the work, adding the arcs to the object box.
See running demo for instruction
const pointSize = 4;
const pointCol = "#4AF";
var arcDepth = -0.5; // depth of arc as a factor of line seg length
// Note to have arc go the other (positive) way you have
// to change the ctx.arc draw call by adding anticlockwise flag
// see drawArc for more
const arcCol = "#F92";
const arcWidth = 8;
// Find a circle that fits 3 points.
function fitCircleTo3P(p1x, p1y, p2x, p2y, p3x, p3y, arc) {
var vx,
vy,
c,
c1,
u;
c = (p2x - p1x) / (p1y - p2y); // slope of vector from vec 1 to vec 2
c1 = (p3x - p2x) / (p2y - p3y); // slope of vector from vec 2 to vec 3
// This will not happen in this example
if (c === c1) { // if slope is the same they must be on the same line
return null; // points are in a line
}
// locate the center
if (p1y === p2y) { // special case with p1 and p2 have same y
vx = (p1x + p2x) / 2;
vy = c1 * vx + (((p2y + p3y) / 2) - c1 * ((p2x + p3x) / 2));
} else
if (p2y === p3y) { // special case with p2 and p3 have same y
vx = (p2x + p3x) / 2;
vy = c * vx + (((p1y + p2y) / 2) - c * ((p1x + p2x) / 2));
} else {
vx = ((((p2y + p3y) / 2) - c1 * ((p2x + p3x) / 2)) - (u = ((p1y + p2y) / 2) - c * ((p1x + p2x) / 2))) / (c - c1);
vy = c * vx + u;
}
arc.x = vx;
arc.y = vy;
vx = p1x - vx;
vy = p1y - vy;
arc.rad = Math.sqrt(vx * vx + vy * vy);
return arc;
}
var points = [];
var arcs = [];
function addArc(p1, p2, depth) {
var arc = {
p1 : p1,
p2 : p2,
depth : depth,
rad : null, // radius
a1 : null, // angle from
a2 : null, // angle to
x : null,
y : null,
}
arcs.push(arc);
return arc;
}
function calcArc(arc, depth) {
var p = points[arc.p1]; // get points
var pp = points[arc.p2];
// change depth if needed
depth = arc.depth = depth !== undefined ? depth : arc.depth;
var vx = pp[0] - p[0]; // vector from p to pp
var vy = pp[1] - p[1];
var cx = (pp[0] + p[0]) / 2; // center point
var cy = (pp[1] + p[1]) / 2; // center point
var len = Math.sqrt(vx * vx + vy * vy); // get length
cx -= vy * depth; // find 3 point at 90 deg to line and dist depth
cy += vx * depth;
// To have depth as a fixed length uncomment 4 lines below and comment out 2 lines above.
//var nx = vx / len; // normalise vector
//var ny = vy / len;
//cx -= ny * depth; // find 3 point at 90 deg to line and dist depth
//cy += nx * depth;
fitCircleTo3P(p[0], p[1], cx, cy, pp[0], pp[1], arc); // get the circle that fits
arc.a1 = Math.atan2(p[1] - arc.y, p[0] - arc.x); // get angle from circle center to first point
arc.a2 = Math.atan2(pp[1] - arc.y, pp[0] - arc.x); // get angle from circle center to second point
}
function addPoint(x, y) {
points.push([x, y]);
}
function drawPoint(x, y, size, col) {
ctx.fillStyle = col;
ctx.beginPath();
ctx.arc(x, y, size, 0, Math.PI * 2);
ctx.fill();
}
function drawArcStart(width,col){
ctx.lineCap = "round";
ctx.strokeStyle = col;
ctx.lineJoin = "round";
ctx.lineWidth = width;
ctx.beginPath();
}
function drawArc(arc){
ctx.arc(arc.x,arc.y,arc.rad,arc.a1,arc.a2);
}
function drawArcDone(){
ctx.closePath();
ctx.stroke();
}
function findClosestPoint(x, y, dist) {
var index = -1;
for (var i = 0; i < points.length; i++) {
var p = points[i];
var vx = x - p[0];
var vy = y - p[1];
var d = Math.sqrt(vx * vx + vy * vy);
if (d < dist) {
dist = d;
index = i;
}
}
return index;
}
var dragging = false;
var drag = -1;
var dragX, dragY;
var recalcArcs = false;
var box;
//========================================================================
// New box code from here down
// creates the box when canvas is ready
var onResize = function(){
box = {
x : canvas.width * (1/8),
y : canvas.height * (1/8),
w : canvas.width * (6/8),
h : canvas.height * (6/8),
recalculate : true,
arcCount : 20, // number of arcs to try and fit. Does not mean that it will happen
}
}
function display() {
ctx.setTransform(1, 0, 0, 1, 0, 0); // reset transform
ctx.globalAlpha = 1; // reset alpha
ctx.clearRect(0, 0, w, h);
if(mouse.w !== 0){
if(mouse.buttonRaw & 4){ // change arc depth
if(mouse.w < 0){
arcDepth *= 1/1.05;
}else{
arcDepth *= 1.05;
}
recalcArcs = true;
}else{ // change arc count
box.arcCount += Math.sign(mouse.w);
box.arcCount = Math.max(4,box.arcCount);
box.recalculate = true;
}
mouse.w = 0;
}
// drag out box;
if(mouse.buttonRaw & 1){
if(!dragging){
box.x = mouse.x;
box.y = mouse.y;
dragging = true;
}
box.w = mouse.x - box.x;
box.h = mouse.y - box.y;
box.recalculate = true;
if(box.w <0){
box.x = box.x + box.w;
box.w = - box.w;
}
if(box.h <0){
box.y = box.y + box.h;
box.h = - box.h;
}
}else{
dragging = false;
}
// stop error
if(box.w === 0 || box.h === 0){
box.recalculate = false;
}
// calculate box arcs
if(box.recalculate){
// reset arrays
points.length = 0;
arcs.length = 0;
// get perimeter length
var perimLen = (box.w + box.h)* 2;
// get estimated step size
var step = perimLen / box.arcCount;
// get inset size for width and hight
var wInStep = (box.w - (Math.floor(box.w/step)-1)*step) / 2;
var hInStep = (box.h - (Math.floor(box.h/step)-1)*step) / 2;
// fix if box to narrow
if(box.w < step){
wInStep = 0;
hInStep = 0;
step = box.h / (Math.floor(box.h/step));
}else if(box.h < step){
wInStep = 0;
hInStep = 0;
step = box.w / (Math.floor(box.w/step));
}
// Add points clock wise
var x = box.x + wInStep;
while(x < box.x + box.w){ // across top
addPoint(x,box.y);
x += step;
}
var y = box.y + hInStep;
while(y < box.y + box.h){ // down right side
addPoint(box.x + box.w,y);
y += step;
}
x = box.x + box.w - wInStep;
while(x > box.x){ // left along bottom
addPoint(x,box.y + box.h);
x -= step;
}
var y = box.y + box.h - hInStep;
while(y > box.y){ // up along left side
addPoint(box.x,y);
y -= step;
}
// calculate arcs.
for(var i =0; i <points.length; i++){
calcArc(addArc(i,(i + 1) % points.length,arcDepth));
}
box.recalculate = false;
}
// recalculate arcs if needed
for(var i = 0; i < arcs.length; i ++){
if(recalcArcs){
calcArc(arcs[i],arcDepth);
}
}
// draw arcs
drawArcStart(arcWidth,arcCol)
for(var i = 0; i < arcs.length; i ++){
drawArc(arcs[i]);
}
drawArcDone();
recalcArcs = false;
}
//===========================================================================================
// END OF ANSWER
// Boiler plate code from here down. Does mouse,canvas,resize and what not
var w, h, cw, ch, canvas, ctx, mouse, globalTime = 0, firstRun = true; ;
(function () {
const RESIZE_DEBOUNCE_TIME = 100;
var createCanvas,
resizeCanvas,
setGlobals,
resizeCount = 0;
createCanvas = function () {
var c,
cs;
cs = (c = document.createElement("canvas")).style;
cs.position = "absolute";
cs.top = cs.left = "0px";
cs.zIndex = 1000;
document.body.appendChild(c);
return c;
}
resizeCanvas = function () {
if (canvas === undefined) {
canvas = createCanvas();
}
canvas.width = innerWidth;
canvas.height = innerHeight;
ctx = canvas.getContext("2d");
if (typeof setGlobals === "function") {
setGlobals();
}
if (typeof onResize === "function") {
if (firstRun) {
onResize();
firstRun = false;
} else {
resizeCount += 1;
setTimeout(debounceResize, RESIZE_DEBOUNCE_TIME);
}
}
}
function debounceResize() {
resizeCount -= 1;
if (resizeCount <= 0) {
onResize();
}
}
setGlobals = function () {
cw = (w = canvas.width) / 2;
ch = (h = canvas.height) / 2;
}
mouse = (function () {
function preventDefault(e) {
e.preventDefault();
}
var mouse = {
x : 0,
y : 0,
w : 0,
alt : false,
shift : false,
ctrl : false,
buttonRaw : 0,
over : false,
bm : [1, 2, 4, 6, 5, 3],
active : false,
bounds : null,
crashRecover : null,
mouseEvents : "mousemove,mousedown,mouseup,mouseout,mouseover,mousewheel,DOMMouseScroll".split(",")
};
var m = mouse;
function mouseMove(e) {
var t = e.type;
m.bounds = m.element.getBoundingClientRect();
m.x = e.pageX - m.bounds.left;
m.y = e.pageY - m.bounds.top;
m.alt = e.altKey;
m.shift = e.shiftKey;
m.ctrl = e.ctrlKey;
if (t === "mousedown") {
m.buttonRaw |= m.bm[e.which - 1];
} else if (t === "mouseup") {
m.buttonRaw &= m.bm[e.which + 2];
} else if (t === "mouseout") {
m.buttonRaw = 0;
m.over = false;
} else if (t === "mouseover") {
m.over = true;
} else if (t === "mousewheel") {
m.w = e.wheelDelta;
} else if (t === "DOMMouseScroll") {
m.w = -e.detail;
}
e.preventDefault();
}
m.start = function (element) {
if (m.element !== undefined) {
m.removeMouse();
}
m.element = element === undefined ? document : element;
m.mouseEvents.forEach(n => {
m.element.addEventListener(n, mouseMove);
});
m.element.addEventListener("contextmenu", preventDefault, false);
m.active = true;
}
m.remove = function () {
if (m.element !== undefined) {
m.mouseEvents.forEach(n => {
m.element.removeEventListener(n, mouseMove);
});
m.element.removeEventListener("contextmenu", preventDefault);
m.element = m.callbacks = undefined;
m.active = false;
}
}
return mouse;
})();
function update(timer) { // Main update loop
if (ctx === undefined) {
return;
}
globalTime = timer;
display(); // call demo code
requestAnimationFrame(update);
}
setTimeout(function () {
resizeCanvas();
mouse.start(canvas, true);
window.addEventListener("resize", resizeCanvas);
requestAnimationFrame(update);
}, 0);
})();
Left click drag to create a box<br>Mouse wheel to change arc count<br>Hold right button down and wheel to change arc depth.<br>
Use https://www.w3schools.com/tags/canvas_beziercurveto.asp "Bezier Curve Method" to make complicated shapes.
I suggest going on desmos and messing around with the bezier curve in order to understand the complications. I hope this helped :)
Edit: Bezier curves work like this:
ctx.bezierCurveTo(Control point x, control point y, 2nd control point x, 2nd control point y, finishing x, finishing y);

How to perform per pixel collision test for transparent images? [closed]

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If I have two partially transparent images (GIF, PNG, SVG etc.), how do I check if the non-transparent areas of the images intersect?
I'm fine with using canvas if it's necessary. The solution needs to work with all image formats that support transparency. No jQuery please.
Touching
Not Touching
Fast GPU assisted Pixel / Pixel collisions using 2D API.
By using the 2D context globalCompositeOperation you can greatly increase the speed of pixel pixel overlap test.
destination-in
The comp operation "destination-in" will only leave pixels that are visible on the canvas and the image you draw on top of it. Thus you create a canvas, draw one image, then set the comp operation to "destination-in" then draw the second image. If any pixels are overlapping then they will have a non zero alpha. All you do then is read the pixels and if any of them are not zero you know there is an overlap.
More speed
Testing all the pixels in the overlapping area will be slow. You can get the GPU to do some math for you and scale the composite image down. There is some loss as pixels are only 8bit values. This can be overcome by reducing the image in steps and rendering the results several times. Each reduction is like calculating a mean. I scale down by 8 effectively getting the mean of 64 pixels. To stop pixels at the bottom of the range disappearing due to rounding I draw the image several times. I do it 32 time which has the effect of multiplying the alpha channel by 32.
Extending
This method can easily be modified to allow both images to be scaled, skewed and rotated without any major performance hit. You can also use it to test many images with it returning true if all images have pixels overlapping.
Pixels are small so you can get extra speed if you reduce the image size before creating the test canvas in the function. This can give a significant performance boost.
There is a flag reuseCanvas that allows you to reuse the working canvases. If you use the test function a lot (many times a second) then set the flag to true. If you only need the test every now and then then set it to false.
Limits
This method is good for large images that need occasional tests; it is not good for small images and many tests per frame (such as in games where you may need to test 100's of images). For fast (almost perfect pixel) collision tests see Radial Perimeter Test.
The test as a function.
// Use the options to set quality of result
// Slow but perfect
var slowButPerfect = false;
// if reuseCanvas is true then the canvases are resused saving some time
const reuseCanvas = true;
// hold canvas references.
var pixCanvas;
var pixCanvas1;
// returns true if any pixels are overlapping
// img1,img2 the two images to test
// x,y location of img1
// x1,y1 location of img2
function isPixelOverlap(img1,x,y,img2,x1,y1){
var ax,aw,ay,ah,ctx,canvas,ctx1,canvas1,i,w,w1,h,h1;
w = img1.width;
h = img1.height;
w1 = img2.width;
h1 = img2.height;
// function to check if any pixels are visible
function checkPixels(context,w,h){
var imageData = new Uint32Array(context.getImageData(0,0,w,h).data.buffer);
var i = 0;
// if any pixel is not zero then there must be an overlap
while(i < imageData.length){
if(imageData[i++] !== 0){
return true;
}
}
return false;
}
// check if they overlap
if(x > x1 + w1 || x + w < x1 || y > y1 + h1 || y + h < y1){
return false; // no overlap
}
// size of overlapping area
// find left edge
ax = x < x1 ? x1 : x;
// find right edge calculate width
aw = x + w < x1 + w1 ? (x + w) - ax : (x1 + w1) - ax
// do the same for top and bottom
ay = y < y1 ? y1 : y;
ah = y + h < y1 + h1 ? (y + h) - ay : (y1 + h1) - ay
// Create a canvas to do the masking on
if(!reuseCanvas || pixCanvas === undefined){
pixCanvas = document.createElement("canvas");
}
pixCanvas.width = aw;
pixCanvas.height = ah;
ctx = pixCanvas.getContext("2d");
// draw the first image relative to the overlap area
ctx.drawImage(img1,x - ax, y - ay);
// set the composite operation to destination-in
ctx.globalCompositeOperation = "destination-in"; // this means only pixels
// will remain if both images
// are not transparent
ctx.drawImage(img2,x1 - ax, y1 - ay);
ctx.globalCompositeOperation = "source-over";
// are we using slow method???
if(slowButPerfect){
if(!reuseCanvas){ // are we keeping the canvas
pixCanvas = undefined; // no then release referance
}
return checkPixels(ctx,aw,ah);
}
// now draw over its self to amplify any pixels that have low alpha
for(var i = 0; i < 32; i++){
ctx.drawImage(pixCanvas,0,0);
}
// create a second canvas 1/8th the size but not smaller than 1 by 1
if(!reuseCanvas || pixCanvas1 === undefined){
pixCanvas1 = document.createElement("canvas");
}
ctx1 = pixCanvas1.getContext("2d");
// reduced size rw, rh
rw = pixCanvas1.width = Math.max(1,Math.floor(aw/8));
rh = pixCanvas1.height = Math.max(1,Math.floor(ah/8));
// repeat the following untill the canvas is just 64 pixels
while(rw > 8 && rh > 8){
// draw the mask image several times
for(i = 0; i < 32; i++){
ctx1.drawImage(
pixCanvas,
0,0,aw,ah,
Math.random(),
Math.random(),
rw,rh
);
}
// clear original
ctx.clearRect(0,0,aw,ah);
// set the new size
aw = rw;
ah = rh;
// draw the small copy onto original
ctx.drawImage(pixCanvas1,0,0);
// clear reduction canvas
ctx1.clearRect(0,0,pixCanvas1.width,pixCanvas1.height);
// get next size down
rw = Math.max(1,Math.floor(rw / 8));
rh = Math.max(1,Math.floor(rh / 8));
}
if(!reuseCanvas){ // are we keeping the canvas
pixCanvas = undefined; // release ref
pixCanvas1 = undefined;
}
// check for overlap
return checkPixels(ctx,aw,ah);
}
The demo (Use full page)
The demo lets you compare the two methods. The mean time for each test is displayed. (will display NaN if no tests done)
For the best results view the demo full page.
Use left or right mouse buttons to test for overlap. Move the splat image over the other to see overlap result. On my machine I am getting about 11ms for the slow test and 0.03ms for the quick test (using Chrome, much faster on Firefox).
I have not spent much time testing how fast I can get it to work but there is plenty of room to increase the speed by reducing the number of time the images are drawn over each other. At some point faint pixels will be lost.
// Use the options to set quality of result
// Slow but perfect
var slowButPerfect = false;
const reuseCanvas = true;
var pixCanvas;
var pixCanvas1;
// returns true if any pixels are overlapping
function isPixelOverlap(img1,x,y,w,h,img2,x1,y1,w1,h1){
var ax,aw,ay,ah,ctx,canvas,ctx1,canvas1,i;
// function to check if any pixels are visible
function checkPixels(context,w,h){
var imageData = new Uint32Array(context.getImageData(0,0,w,h).data.buffer);
var i = 0;
// if any pixel is not zero then there must be an overlap
while(i < imageData.length){
if(imageData[i++] !== 0){
return true;
}
}
return false;
}
// check if they overlap
if(x > x1 + w1 || x + w < x1 || y > y1 + h1 || y + h < y1){
return false; // no overlap
}
// size of overlapping area
// find left edge
ax = x < x1 ? x1 : x;
// find right edge calculate width
aw = x + w < x1 + w1 ? (x + w) - ax : (x1 + w1) - ax
// do the same for top and bottom
ay = y < y1 ? y1 : y;
ah = y + h < y1 + h1 ? (y + h) - ay : (y1 + h1) - ay
// Create a canvas to do the masking on
if(!reuseCanvas || pixCanvas === undefined){
pixCanvas = document.createElement("canvas");
}
pixCanvas.width = aw;
pixCanvas.height = ah;
ctx = pixCanvas.getContext("2d");
// draw the first image relative to the overlap area
ctx.drawImage(img1,x - ax, y - ay);
// set the composite operation to destination-in
ctx.globalCompositeOperation = "destination-in"; // this means only pixels
// will remain if both images
// are not transparent
ctx.drawImage(img2,x1 - ax, y1 - ay);
ctx.globalCompositeOperation = "source-over";
// are we using slow method???
if(slowButPerfect){
if(!reuseCanvas){ // are we keeping the canvas
pixCanvas = undefined; // no then release reference
}
return checkPixels(ctx,aw,ah);
}
// now draw over its self to amplify any pixels that have low alpha
for(var i = 0; i < 32; i++){
ctx.drawImage(pixCanvas,0,0);
}
// create a second canvas 1/8th the size but not smaller than 1 by 1
if(!reuseCanvas || pixCanvas1 === undefined){
pixCanvas1 = document.createElement("canvas");
}
ctx1 = pixCanvas1.getContext("2d");
// reduced size rw, rh
rw = pixCanvas1.width = Math.max(1,Math.floor(aw/8));
rh = pixCanvas1.height = Math.max(1,Math.floor(ah/8));
// repeat the following untill the canvas is just 64 pixels
while(rw > 8 && rh > 8){
// draw the mask image several times
for(i = 0; i < 32; i++){
ctx1.drawImage(
pixCanvas,
0,0,aw,ah,
Math.random(),
Math.random(),
rw,rh
);
}
// clear original
ctx.clearRect(0,0,aw,ah);
// set the new size
aw = rw;
ah = rh;
// draw the small copy onto original
ctx.drawImage(pixCanvas1,0,0);
// clear reduction canvas
ctx1.clearRect(0,0,pixCanvas1.width,pixCanvas1.height);
// get next size down
rw = Math.max(1,Math.floor(rw / 8));
rh = Math.max(1,Math.floor(rh / 8));
}
if(!reuseCanvas){ // are we keeping the canvas
pixCanvas = undefined; // release ref
pixCanvas1 = undefined;
}
// check for overlap
return checkPixels(ctx,aw,ah);
}
function rand(min,max){
if(max === undefined){
max = min;
min = 0;
}
var r = Math.random() + Math.random() + Math.random() + Math.random() + Math.random();
r += Math.random() + Math.random() + Math.random() + Math.random() + Math.random();
r /= 10;
return (max-min) * r + min;
}
function createImage(w,h){
var c = document.createElement("canvas");
c.width = w;
c.height = h;
c.ctx = c.getContext("2d");
return c;
}
function createCSSColor(h,s,l,a) {
var col = "hsla(";
col += (Math.floor(h)%360) + ",";
col += Math.floor(s) + "%,";
col += Math.floor(l) + "%,";
col += a + ")";
return col;
}
function createSplat(w,h,hue, hue2){
w = Math.floor(w);
h = Math.floor(h);
var c = createImage(w,h);
if(hue2 !== undefined) {
c.highlight = createImage(w,h);
}
var maxSize = Math.min(w,h)/6;
var pow = 5;
while(maxSize > 4 && pow > 0){
var count = Math.min(100,Math.pow(w * h,1/pow) / 2);
while(count-- > 0){
const rhue = rand(360);
const s = rand(25,75);
const l = rand(25,75);
const a = (Math.random()*0.8+0.2).toFixed(3);
const size = rand(4,maxSize);
const x = rand(size,w - size);
const y = rand(size,h - size);
c.ctx.fillStyle = createCSSColor(rhue + hue, s, l, a);
c.ctx.beginPath();
c.ctx.arc(x,y,size,0,Math.PI * 2);
c.ctx.fill();
if (hue2 !== undefined) {
c.highlight.ctx.fillStyle = createCSSColor(rhue + hue2, s, l, a);
c.highlight.ctx.beginPath();
c.highlight.ctx.arc(x,y,size,0,Math.PI * 2);
c.highlight.ctx.fill();
}
}
pow -= 1;
maxSize /= 2;
}
return c;
}
var splat1,splat2;
var slowTime = 0;
var slowCount = 0;
var notSlowTime = 0;
var notSlowCount = 0;
var onResize = function(){
ctx.font = "14px arial";
ctx.textAlign = "center";
splat1 = createSplat(rand(w/2, w), rand(h/2, h), 0, 100);
splat2 = createSplat(rand(w/2, w), rand(h/2, h), 100);
}
function display(){
ctx.clearRect(0,0,w,h)
ctx.setTransform(1.8,0,0,1.8,w/2,0);
ctx.fillText("Fast GPU assisted Pixel collision test using 2D API",0, 14)
ctx.setTransform(1,0,0,1,0,0);
ctx.fillText("Hold left mouse for Traditional collision test. Time : " + (slowTime / slowCount).toFixed(3) + "ms",w /2 , 28 + 14)
ctx.fillText("Hold right (or CTRL left) mouse for GPU assisted collision. Time: "+ (notSlowTime / notSlowCount).toFixed(3) + "ms",w /2 , 28 + 28)
if((mouse.buttonRaw & 0b101) === 0) {
ctx.drawImage(splat1, w / 2 - splat1.width / 2, h / 2 - splat1.height / 2)
ctx.drawImage(splat2, mouse.x - splat2.width / 2, mouse.y - splat2.height / 2);
} else if(mouse.buttonRaw & 0b101){
if((mouse.buttonRaw & 1) && !mouse.ctrl){
slowButPerfect = true;
}else{
slowButPerfect = false;
}
var now = performance.now();
var res = isPixelOverlap(
splat1,
w / 2 - splat1.width / 2, h / 2 - splat1.height / 2,
splat1.width, splat1.height,
splat2,
mouse.x - splat2.width / 2, mouse.y - splat2.height / 2,
splat2.width,splat2.height
)
var time = performance.now() - now;
ctx.drawImage(res ? splat1.highlight: splat1, w / 2 - splat1.width / 2, h / 2 - splat1.height / 2)
ctx.drawImage(splat2, mouse.x - splat2.width / 2, mouse.y - splat2.height / 2);
if(slowButPerfect){
slowTime += time;
slowCount += 1;
}else{
notSlowTime = time;
notSlowCount += 1;
}
if(res){
ctx.setTransform(2,0,0,2,mouse.x,mouse.y);
ctx.fillText("Overlap detected",0,0)
ctx.setTransform(1,0,0,1,0,0);
}
//mouse.buttonRaw = 0;
}
}
// Boilerplate code below
const RESIZE_DEBOUNCE_TIME = 100;
var w, h, cw, ch, canvas, ctx, mouse, createCanvas, resizeCanvas, setGlobals, globalTime = 0, resizeCount = 0;
var firstRun = true;
createCanvas = function () {
var c,
cs;
cs = (c = document.createElement("canvas")).style;
cs.position = "absolute";
cs.top = cs.left = "0px";
cs.zIndex = 1000;
document.body.appendChild(c);
return c;
}
resizeCanvas = function () {
if (canvas === undefined) {
canvas = createCanvas();
}
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
ctx = canvas.getContext("2d");
if (typeof setGlobals === "function") {
setGlobals();
}
if (typeof onResize === "function") {
if(firstRun){
onResize();
firstRun = false;
}else{
resizeCount += 1;
setTimeout(debounceResize, RESIZE_DEBOUNCE_TIME);
}
}
}
function debounceResize() {
resizeCount -= 1;
if (resizeCount <= 0) {
onResize();
}
}
setGlobals = function () {
cw = (w = canvas.width) / 2;
ch = (h = canvas.height) / 2;
}
mouse = (function () {
function preventDefault(e) {
e.preventDefault();
}
var mouse = {
x : 0,
y : 0,
buttonRaw : 0,
over : false,
bm : [1, 2, 4, 6, 5, 3],
active : false,
bounds : null,
mouseEvents : "mousemove,mousedown,mouseup,mouseout,mouseover".split(",")
};
var m = mouse;
function mouseMove(e) {
var t = e.type;
m.bounds = m.element.getBoundingClientRect();
m.x = e.pageX - m.bounds.left;
m.y = e.pageY - m.bounds.top;
m.alt = e.altKey;
m.shift = e.shiftKey;
m.ctrl = e.ctrlKey;
if (t === "mousedown") {
m.buttonRaw |= m.bm[e.which - 1];
} else if (t === "mouseup") {
m.buttonRaw &= m.bm[e.which + 2];
} else if (t === "mouseout") {
m.buttonRaw = 0;
m.over = false;
} else if (t === "mouseover") {
m.over = true;
}
e.preventDefault();
}
m.start = function (element) {
if (m.element !== undefined) {
m.removeMouse();
}
m.element = element === undefined ? document : element;
m.mouseEvents.forEach(n => {
m.element.addEventListener(n, mouseMove);
});
m.element.addEventListener("contextmenu", preventDefault, false);
m.active = true;
}
m.remove = function () {
if (m.element !== undefined) {
m.mouseEvents.forEach(n => {
m.element.removeEventListener(n, mouseMove);
});
m.element = undefined;
m.active = false;
}
}
return mouse;
})();
resizeCanvas();
mouse.start(canvas, true);
window.addEventListener("resize", resizeCanvas);
function update1(timer) { // Main update loop
if(ctx === undefined){
return;
}
globalTime = timer;
display(); // call demo code
requestAnimationFrame(update1);
}
requestAnimationFrame(update1);

Drag and drop on a canvas HTML5

I am trying to implement a drag and drop on a canvas representing 3 disks.
I would like to change with mouse the position of each mass. My main problem is that I am constrained by the length of axe for each of these 3 spheres.
For the moment, I have implemented the following function when mouse is moving inside the canvas (value of indexMass indicates which mass is moved: 1, 2 or 3 and t1, t2, t3 represents respectively the angle of mass 1, 2, 3):
// Happens when the mouse is moving inside the canvas
function myMove(event) {
if (isDrag) {
var x = event.offsetX;
var y = event.offsetY;
if (indexMass == 1)
{ // Update theta1 value
t1 = t1 + 0.1*Math.atan(y/x);
}
else if (indexMass == 2)
{ // Update theta2 value
t2 = t2 + 0.1*Math.atan(y/x);
}
else if (indexMass == 3)
{ // Update theta3 value
t3 = t3 + 0.1*Math.atan(y/x);
}
// Update drawing
DrawPend(canvas);
}
}
As you can see, I did for each angle:
t = t + 0.1*Math.atan(y/x);
with:
var x = event.offsetX;
var y = event.offsetY;
But this effect is not very nice. Once the sphere is selected with mouse (on mouse click), I would like the cursor to be stuck with this sphere or the sphere to follow the "delta" of the mouse coordinates when I am not on sphere any more.
Update 1
#Blindman67: thanks for your help, your code snippet is pretty complex for me, I didn't understand it all. But I am on the right way.
I am starting by the first issue: make rotate the selected disk with mouse staying very closed to it or over it, when dragging.
For the moment, I have modified my function myMove (which is called when I have clicked down and move the mouse for dragging) like:
// Happens when the mouse is moving inside the canvas
function myMove(event) {
// If dragging
if (isDrag) {
// Compute dx and dy before calling DrawPend
var lastX = parseInt(event.offsetX - mx);
var lastY = parseInt(event.offsetY - my);
var dx = lastX - window['x'+indexMass];
var dy = lastY - window['y'+indexMass];
// Change angle when dragging
window['t'+indexMass] = Math.atan2(dy, dx);
// Update drawing
DrawPend(canvas);
// Highlight dragging disk
fillDisk(indexMass, 'pink');
}
}
where indexMass is the index of dragged disk and window['x'+indexMass] , window['y'+indexMass] are the current coordinates of the selected disk center.
After, I compute the dx, dy respectively from coordinates mouse clicked when starting drag (mx, my returned by getMousePos function) and mouse coordinates with moving.
Finally, I change the angle of disk by set, for global variable (theta of selected disk), i.e window['t'+indexMass]:
// Change angle when dragging
window['t'+indexMass] = Math.atan2(dy, dx);
I have took your part of code with Math.atan2.
But the result of this function doesn't make a good animation with mouse dragging, I would like to know where this could come from.
Right now, I would like to implement only the dragging without modifying the length of axis, I will see more later for this functionality.
Update 2
I keep going on to find a solution about the dragging of a selected mass with mouse.
For trying a synthesis of what I have done previously, I believe the following method is good but this dragging method is not working very well: the selected disk doesn't follow correctly the mouse and I don't know why.
In myMove function (function called when I start dragging), I decided to:
Compute the dx, dy between the mouse coordinates and the selected disk coordinates, i.e:
var dx = parseInt(event.offsetX - window['x'+indexMass]);
var dy = parseInt(event.offsetY - window['y'+indexMass]);
indexMass represents the index of the selected disk.
Increment the position of selected disk (stored in temporary variables tmpX, tmpY) by dx, dy.
Compute the new angle theta (identified in code by global variable window['t'+indexMass]
Compute the new positions of selected disk with this new value of theta, i.e for example with disk1 (indexMass=1 and theta = t1):
x1= x0 +l1 * sin(t1)
y1= y0 +l1 * sin(t1)
I want to draw readers' attention to the fact that I want dragging with mouse not to modify the lengths of axes with mouse, this is a constraint.
Here's the entire myMove function (called when drag is starting) :
// Happens when the mouse is moving inside the canvas
function myMove(event) {
// If dragging
if (isDrag) {
console.log('offsetX', event.offsetX);
console.log('offsetY', event.offsetY);
var dx = parseInt(event.offsetX - window['x'+indexMass]);
var dy = parseInt(event.offsetY - window['y'+indexMass]);
console.log('dx', dx);
console.log('dy', dy);
// Temp variables
var tmpX = window['x'+indexMass];
var tmpY = window['y'+indexMass];
// Increment temp positions
tmpX += dx;
tmpY += dy;
// Compute new angle for indexMass
window['t'+indexMass] = Math.atan2(tmpX, tmpY);
console.log('printf', window['t'+indexMass]);
// Compute new positions of disks
dragComputePositions();
// Update drawing
DrawPend(canvas);
// Highlight dragging disk
fillDisk(indexMass, 'pink');
}
}
You can not move the OS mouse position. You can hide the mouse canvas.style.cursor = "none"; and then draw a mouse on the canvas your self but it will lag behind by one frame because when you get the mouse coordinates the OS has already placed the mouse at that position, and if you use requestAnimationFrame (RAF) the next presentation of the canvas will be at the next display refresh interval. If you don't use RAF you may or may not present the canvas on the current display refresh, but you will get occasional flicker and shearing.
To solve the problem (which is subjective) draw a line from the rotation point through the ball to the mouse position this will at least give the user some feedback as to what is happening.
I would also add some handles to the balls so you could change the mass (volume of sphere * density) and the length of axis.. The resize cursors are a problem as the will not match the direction of required movement when the angles have changes. You would need to find one closest to the correct angle or render a cursor to a canvas and use that.
Example code shows what I mean. (does not include sim) Move mouse over balls to move, when over you will also see two circles appear to change distance and radius (mass)
/*-------------------------------------------------------------------------------------
answer code
---------------------------------------------------------------------------------------*/
var balls = [];
var startX,startY;
var mouseOverBallIndex = -1;
var mouseOverDist = false;
var mouseOverMass = false;
const DRAG_CURSOR = "move";
const MASS_CURSOR = "ew-resize";
const DIST_CURSOR = "ns-resize";
var dragging = false;
var dragStartX = 0;
var dragStartY = 0;
function addBall(dist,radius){
balls.push({
dist : dist,
radius : Math.max(10,radius),
angle : -Math.PI / 2,
x : 0,
y : 0,
mass : (4/3) * radius * radius * radius * Math.PI,
});
}
function drawBalls(){
var i = 0;
var len = balls.length;
var x,y,dist,b,minDist,index,cursor;
ctx.lineWidth = 2;
ctx.strokeStyle = "black";
ctx.fillStyle = "blue"
ctx.beginPath();
x = startX;
y = startY;
ctx.moveTo(x, y)
for(; i < len; i += 1){
b = balls[i];
x += Math.cos(b.angle) * b.dist;
y += Math.sin(b.angle) * b.dist;
ctx.lineTo(x, y);
b.x = x;
b.y = y;
}
ctx.stroke();
minDist = Infinity;
index = -1;
for(i = 0; i < len; i += 1){
b = balls[i];
ctx.beginPath();
ctx.arc(b.x, b.y, b.radius, 0, Math.PI * 2);
ctx.fill();
if(!dragging){
x = b.x - mouse.x;
y = b.y - mouse.y;
dist = Math.sqrt(x * x + y * y);
if(dist < b.radius + 5 && dist < minDist){
minDist = dist;
index = i;
}
}
}
if(!dragging){
mouseOverBallIndex = index;
if(index !== -1){
cursor = DRAG_CURSOR;
b = balls[index];
ctx.fillStyle = "Red"
ctx.beginPath();
ctx.arc(b.x, b.y, b.radius, 0, Math.PI * 2);
ctx.fill();
dx = b.x - Math.cos(b.angle) * b.radius;
dy = b.y - Math.sin(b.angle) * b.radius;
x = dx - mouse.x;
y = dy - mouse.y;
dist = Math.sqrt(x * x + y * y);
ctx.beginPath();
if(dist < 6){
ctx.strokeStyle = "Yellow"
mouseOverDist = true;
ctx.arc(dx, dy, 12, 0, Math.PI * 2);
cursor = DIST_CURSOR;
}else{
ctx.strokeStyle = "black"
mouseOverDist = false;
ctx.arc(dx, dy, 5, 0, Math.PI * 2);
}
ctx.stroke();MASS_CURSOR
dx = b.x - Math.cos(b.angle + Math.PI/2) * b.radius;
dy = b.y - Math.sin(b.angle + Math.PI/2) * b.radius;
x = dx - mouse.x;
y = dy - mouse.y;
dist = Math.sqrt(x * x + y * y);
ctx.beginPath();
if(dist < 6){
ctx.strokeStyle = "Yellow"
mouseOverMass = true;
ctx.arc(dx, dy, 12, 0, Math.PI * 2);
cursor = MASS_CURSOR;
}else{
ctx.strokeStyle = "black"
mouseOverMass = false;
ctx.arc(dx, dy, 5, 0, Math.PI * 2);
}
ctx.stroke();
canvas.style.cursor = cursor;
}else{
canvas.style.cursor = "default";
}
}else{
b = balls[mouseOverBallIndex];
ctx.fillStyle = "Yellow"
ctx.beginPath();
ctx.arc(b.x, b.y, b.radius, 0, Math.PI * 2);
ctx.fill();
}
}
function display(){ // put code in here
var x,y,b
if(balls.length === 0){
startX = canvas.width/2;
startY = canvas.height/2;
addBall((startY * 0.8) * (1/4), startY * 0.04);
addBall((startY * 0.8) * (1/3), startY * 0.04);
addBall((startY * 0.8) * (1/2), startY * 0.04);
}
ctx.setTransform(1,0,0,1,0,0); // reset transform
ctx.globalAlpha = 1; // reset alpha
ctx.clearRect(0,0,w,h);
if((mouse.buttonRaw & 1) && mouseOverBallIndex > -1){
b = balls[mouseOverBallIndex];
if(dragging === false){
dragging = true;
dragStartX = balls[mouseOverBallIndex].x;
dragStartY = balls[mouseOverBallIndex].y;
}else{
b = balls[mouseOverBallIndex];
if(mouseOverBallIndex === 0){
x = startX;
y = startY;
}else{
x = balls[mouseOverBallIndex-1].x
y = balls[mouseOverBallIndex-1].y
}
if(mouseOverDist){
var dist = Math.sqrt(Math.pow(x-mouse.x,2)+Math.pow(y-mouse.y,2));
b.dist = dist + b.radius;
}else
if(mouseOverMass){
var dist = Math.sqrt(Math.pow(dragStartX-mouse.x,2)+Math.pow(dragStartY-mouse.y,2));
b.radius = Math.max(10,dist);
b.mass = dist * dist * dist * (4/3) * Math.PI;
}else{
b.angle = Math.atan2(mouse.y - y, mouse.x - x);
ctx.beginPath();
ctx.lineWidth = 1;
ctx.strokeStyle = "grey";
ctx.moveTo(x,y);
ctx.lineTo(mouse.x, mouse.y);
ctx.stroke();
}
}
}else if(dragging){
dragging = false;
}
drawBalls();
}
/*-------------------------------------------------------------------------------------
answer code END
---------------------------------------------------------------------------------------*/
/** SimpleFullCanvasMouse.js begin **/
const CANVAS_ELEMENT_ID = "canv";
const U = undefined;
var w, h, cw, ch; // short cut vars
var canvas, ctx, mouse;
var globalTime = 0;
var createCanvas, resizeCanvas, setGlobals;
var L = typeof log === "function" ? log : function(d){ console.log(d); }
createCanvas = function () {
var c,cs;
cs = (c = document.createElement("canvas")).style;
c.id = CANVAS_ELEMENT_ID;
cs.position = "absolute";
cs.top = cs.left = "0px";
cs.zIndex = 1000;
document.body.appendChild(c);
return c;
}
resizeCanvas = function () {
if (canvas === U) { canvas = createCanvas(); }
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
ctx = canvas.getContext("2d");
if (typeof setGlobals === "function") { setGlobals(); }
}
setGlobals = function(){ cw = (w = canvas.width) / 2; ch = (h = canvas.height) / 2; balls.length = 0; }
mouse = (function(){
function preventDefault(e) { e.preventDefault(); }
var mouse = {
x : 0, y : 0, w : 0, alt : false, shift : false, ctrl : false, buttonRaw : 0,
over : false, // mouse is over the element
bm : [1, 2, 4, 6, 5, 3], // masks for setting and clearing button raw bits;
mouseEvents : "mousemove,mousedown,mouseup,mouseout,mouseover,mousewheel,DOMMouseScroll".split(",")
};
var m = mouse;
function mouseMove(e) {
var t = e.type;
m.x = e.offsetX; m.y = e.offsetY;
if (m.x === U) { m.x = e.clientX; m.y = e.clientY; }
m.alt = e.altKey; m.shift = e.shiftKey; m.ctrl = e.ctrlKey;
if (t === "mousedown") { m.buttonRaw |= m.bm[e.which-1]; }
else if (t === "mouseup") { m.buttonRaw &= m.bm[e.which + 2]; }
else if (t === "mouseout") { m.buttonRaw = 0; m.over = false; }
else if (t === "mouseover") { m.over = true; }
else if (t === "mousewheel") { m.w = e.wheelDelta; }
else if (t === "DOMMouseScroll") { m.w = -e.detail; }
if (m.callbacks) { m.callbacks.forEach(c => c(e)); }
e.preventDefault();
}
m.addCallback = function (callback) {
if (typeof callback === "function") {
if (m.callbacks === U) { m.callbacks = [callback]; }
else { m.callbacks.push(callback); }
} else { throw new TypeError("mouse.addCallback argument must be a function"); }
}
m.start = function (element, blockContextMenu) {
if (m.element !== U) { m.removeMouse(); }
m.element = element === U ? document : element;
m.blockContextMenu = blockContextMenu === U ? false : blockContextMenu;
m.mouseEvents.forEach( n => { m.element.addEventListener(n, mouseMove); } );
if (m.blockContextMenu === true) { m.element.addEventListener("contextmenu", preventDefault, false); }
}
m.remove = function () {
if (m.element !== U) {
m.mouseEvents.forEach(n => { m.element.removeEventListener(n, mouseMove); } );
if (m.contextMenuBlocked === true) { m.element.removeEventListener("contextmenu", preventDefault);}
m.element = m.callbacks = m.contextMenuBlocked = U;
}
}
return mouse;
})();
var done = function(){
window.removeEventListener("resize",resizeCanvas)
mouse.remove();
document.body.removeChild(canvas);
canvas = ctx = mouse = U;
L("All done!")
}
resizeCanvas(); // create and size canvas
mouse.start(canvas,true); // start mouse on canvas and block context menu
window.addEventListener("resize",resizeCanvas); // add resize event
function update(timer){ // Main update loop
globalTime = timer;
display(); // call demo code
// continue until mouse right down
if (!(mouse.buttonRaw & 2)) { requestAnimationFrame(update); } else { done(); }
}
requestAnimationFrame(update);
/** SimpleFullCanvasMouse.js end **/
(Posted a solution from the question author to move it to the answer space).
Problem solved! I forgot to take into account the position of "indexMass-1" disk to compute the new angle with Math.atan2 function.

HTML5 canvas draw a rectangle with gelatine effect

I'm creating a platformer game in javascript in which players are rectangles and they can jump on and off platforms. This is pretty straightforward but now I'm trying to add a 'gelatine effect' to the players so that when they land on a platform they move a bit(like a gelatine). I've been searching for quite some time now but I can't seem to find any good examples on how I can change the shape of a rectangle.
All I've come up with is by using #keyframes in css and i've tried implementing it, which works if I use it on html elements. This is because with the DOM elements I can access the CSSStyleDeclaration with .style but if I create a new player object I can't(as seen in my code below).
I'm not sure how I can convert the css #keyframes to javascript or if what i'm doing isn't possible.. or if there perhaps are other (better) ways to achieve my goal?
var keystate = [];
var players = [];
var jelly = document.getElementById('jelly');
console.log(jelly.style); // shows the CSSStyleDeclarations
document.body.addEventListener("keydown", function(e) {
keystate[e.keyCode] = true;
});
document.body.addEventListener("keyup", function(e) {
keystate[e.keyCode] = false;
});
function gelatine(e) {
if (e.style.webkitAnimationName !== 'gelatine') {
e.style.webkitAnimationName = 'gelatine';
e.style.webkitAnimationDuration = '0.5s';
e.style.display = 'inline-block';
setTimeout(function() {
e.style.webkitAnimationName = '';
}, 1000);
}
}
var canvas = document.getElementById("canvas");
var context = canvas.getContext('2d');
canvas.width = 500;
canvas.height = 300;
function Player(x, y, width, height) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.jumping = false;
this.velocityY = 0;
this.gravity = 0.3;
this.speed = 5;
this.timer = 0;
this.delay = 120;
}
Player.prototype.render = function render() {
context.clearRect(0, 0, canvas.width, canvas.height);
context.fillStyle = 'blue';
context.fillRect(this.x, this.y, this.width, this.height);
context.fillStyle = 'black';
context.font = '20pt sans-serif';
context.fillText("I'm not jelly:(", this.x - 160, this.y + 30);
};
Player.prototype.update = function update() {
// arrow up key to jump with the player
if (keystate[38]) {
if (!this.jumping) {
this.jumping = true;
this.velocityY = -this.speed * 2;
}
}
this.velocityY += this.gravity;
this.y += this.velocityY;
if (this.y >= canvas.height - this.height) {
this.y = canvas.height - this.height;
this.jumping = false;
}
if (this.timer === 0) {
gelatine(jelly);
this.timer = this.delay;
}
if (this.timer > 0 && this.timer <= this.delay) {
this.timer--;
}
};
players.push(new Player((canvas.width / 2) - 25, (canvas.height / 2), 50, 50));
console.log(players[0].style); // no CSSStyleDeclarations :(
function render() {
for (var i = 0; i < players.length; i++) {
players[i].render();
}
}
function update() {
for (var i = 0; i < players.length; i++) {
players[i].update();
}
}
function tick() {
update();
render();
requestAnimationFrame(tick);
}
tick();
<html>
<head>
<style>
#jelly {
position: absolute;
margin-left: auto;
margin-right: auto;
top: 80px;
bottom: 0;
left: 0;
right: 0;
display: inline-block;
width: 100px;
height: 100px;
background: blue;
}
p {
font-size: 20px;
color: white;
}
canvas {
border: 1px solid #000;
position: absolute;
margin: auto;
top: 20px;
bottom: 0;
left: 0;
right: 0;
}
#keyframes gelatine {
25% {
-webkit-transform: scale(0.9, 1.1);
transform: scale(0.9, 1.1);
}
50% {
-webkit-transform: scale(1.1, 0.9);
transform: scale(1.1, 0.9);
}
75% {
-webkit-transform: scale(0.95, 1.05);
transform: scale(0.95, 1.05);
}
}
</style>
<title>Jelly rectangle</title>
</head>
<body>
<div id="jelly">
<p>&nbsp&nbsp i'm jelly :)</p>
</div>
<canvas id='canvas'></canvas>
</body>
</html>
Jelly.
To create a jelly effect for using in a game we can take advantage of a step based effect that is open ended (ie the effect length is dependent on the environment and has no fixed time)
Jelly and most liquids have a property that they are incompressible. This means that no matter the force applied to them the volume does not change. For a 2D game this mean that for jelly the area does not change. This means we can squash the height and knowing the area calculate the width.
Thus when a object drops and hits the ground we can apply a squashing force to the object in the height direction. Simulating a dampened spring we can produce a very realistic jelly effect.
Defining the jelly
I am being a little silly as it is the season so the variables wobbla and bouncy define the dampened spring with wobbla being the stiffness of the spring from 0 to 1, with 0.1 being very soft to 1 being very stiff. Bouncy being the damping of the spring from 0 to 1, with 0 having 100% damping and 1 having no damping.
I have also added react which is a simple multiplier to the force applied to the spring. As this is a game there is a need to exaggerate effects. react multiplies the force applied to the spring. Values under 1 reduce the effect, values over 1 increase the effect.
hr and hd (yes bad names) are the real height (displayed) and the height delta ( the change in height per frame). These two variable control the spring effect.
There is a flag to indicate that the jelly is on the ground and the sticky flag if true keeps the jelly stuck to the ground.
There are also three functions to control the jelly
function createJellyBox(image,x, y, wobbla, bouncy, react){
return {
img:image,
x : x, // position
y : y,
dx : 0, // movement deltas
dy : 0,
w : image.width, // width
h : image.height, // height
area : image.width * image.height, // area
hr : image.height, // squashed height chaser
hd : 0, // squashed height delta
wobbla : wobbla, // higher values make it wobble more
bouncy : bouncy, // higher values make it react to change in speed
react : react, // additional reaction multiplier. < 1 reduces reaction > 1 increases reaction
onGround : false, // true if on the ground
sticky : true, // true to stick to the ground. false to let it bounce
squashed : 1, // the amount of squashing or stretching along the height
force : 0, // the force applied to the jelly when it hits the ground
draw : drawJelly, // draw function
update : updateJelly, // update function
reset : resetJelly, // reset function
}
}
The functions
There are three functions to control the jelly, reset, update and draw. Sorry the answer is over the 30000 character limit so find the functions in the demo below.
Draw
Draw simply draws the jelly. It uses the squashed value to calculate the height and from that calculates the width, then simply draws the image with the set width and height. The image is drawn at its center to keep calculations simpler.
Reset
Simply resets the jelly at a position defined by x and y you can modify it to remove any wobbles by setting jelly.hr = jelly.h and jelly.hd = 0
Update
This is where the hard work is. It updates the object position by adding gravity to the delta Y. It checks if the jelly has hit the ground, if it has it applies the force to the jelly.hr spring by adding to the jelly.hd (height delta) the force equal to the speed of the inpact times jelly.react
I found that the force applied should be over time so there is a little cludge (marked with comments) to apply a squashing force over time. That can be removed but it just reduces the smoothness of the jelly wobbly effect.
Last thing is to recalculate the height and move the jelly so that it does not cross into the ground.
Clear as mud cake I am sure. So feel free anyone to ask questions if there is a need to clarify.
DEMO
What would any good SO answer be without a demo. So here is a jelly simulation. Click on the canvas to drop the jelly. The three sliders on the top left control the values Wobbla, Bouncy, and React. Play witht the values to change the jelly effect. The check box turn on and off sticky, but you need a long screen to get the impact you need to bounce up. Remove the cludge code to see sticky real purpose.
As I needed a UI there is a lot of extra code that does not apply to the answer. The Answer code is clearly marked so to be easy to find. The main loop is at the bottom. I have not yet tested it on FF but it should work. If not let me know and I will fix it.
var STOP = false; // stops the app
var jellyApp = function(){
/** Compiled by GROOVER Quick run 9:43pm DEC-22-2015 **/
/** fullScreenCanvas.js begin **/
var canvas = (function(){
var canvas = document.getElementById("canv");
if(canvas !== null){
document.body.removeChild(canvas);
}
// creates a blank image with 2d context
canvas = document.createElement("canvas");
canvas.id = "canv";
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
canvas.style.position = "absolute";
canvas.style.top = "0px";
canvas.style.left = "0px";
canvas.style.zIndex = 1000;
canvas.ctx = canvas.getContext("2d");
document.body.appendChild(canvas);
return canvas;
})();
var ctx = canvas.ctx;
/** fullScreenCanvas.js end **/
/** MouseFull.js begin **/
var canvasMouseCallBack = undefined; // if needed
var mouse = (function(){
var mouse = {
x : 0, y : 0, w : 0, alt : false, shift : false, ctrl : false,
interfaceId : 0, buttonLastRaw : 0, buttonRaw : 0,
over : false, // mouse is over the element
bm : [1, 2, 4, 6, 5, 3], // masks for setting and clearing button raw bits;
getInterfaceId : function () { return this.interfaceId++; }, // For UI functions
startMouse:undefined,
};
function mouseMove(e) {
var t = e.type, m = mouse;
m.x = e.offsetX; m.y = e.offsetY;
if (m.x === undefined) { m.x = e.clientX; m.y = e.clientY; }
m.alt = e.altKey;m.shift = e.shiftKey;m.ctrl = e.ctrlKey;
if (t === "mousedown") { m.buttonRaw |= m.bm[e.which-1];
} else if (t === "mouseup") { m.buttonRaw &= m.bm[e.which + 2];
} else if (t === "mouseout") { m.buttonRaw = 0; m.over = false;
} else if (t === "mouseover") { m.over = true;
} else if (t === "mousewheel") { m.w = e.wheelDelta;
} else if (t === "DOMMouseScroll") { m.w = -e.detail;}
if (canvasMouseCallBack) { canvasMouseCallBack(m.x, m.y); }
e.preventDefault();
}
function startMouse(element){
if(element === undefined){
element = document;
}
"mousemove,mousedown,mouseup,mouseout,mouseover,mousewheel,DOMMouseScroll".split(",").forEach(
function(n){element.addEventListener(n, mouseMove);});
}
mouse.mouseStart = startMouse;
return mouse;
})();
if(typeof canvas === "undefined"){
mouse.mouseStart(canvas);
}else{
mouse.mouseStart();
}
/** MouseFull.js end **/
// unit size for rendering scale
var ep = canvas.height / 72;
// font constants
const FONT = "px Arial Black";
const FONT_SIZE = Math.ceil(3 * ep);
const GRAVITY = ep * (1/5);
const GROUND_AT = canvas.height - canvas.height * (1/20);
// Answer code.
//----------------------------------------------------------------------- // draw the jelly
function drawJelly(ctx){
var w,h;
w = this.w,
h = this.h;
h *= this.squashed;
// the width is ajusted so that the area of the rectagle remains constant
w = this.area / h; // to keep the area constant
ctx.drawImage(this.img,this.x - w / 2, this.y - h / 2, w, h);
}
function resetJelly(x,y){ // reset the jelly position
this.x = x;
this.y = y;
this.onGround = false;
this.dx = 0;
this.dy = 0;
}
// do the jelly math
function updateJelly(){
var h; // temp height
var hitG = false; // flag that the ground has just been hit
h = this.h * this.squashed; // get the height from squashed
if(!this.onGround){ // if not on the ground add grav
this.dy += GRAVITY;
}else{ // if on the ground move it so it touches correctly
this.dy = 0;
this.y = GROUND_AT - h / 2;
}
// update the position
this.x += this.dx;
this.y += this.dy;
// check if it has hit the ground
if(this.y + h / 2 >= GROUND_AT && this.dy >= 0){
this.hd += this.dy * this.react; // add the hit speed to the height delta
// multiply with react to inhance or reduce effect
this.force += this.dy * this.react;
hitG = true;
this.onGround = true; // flag that jelly is on the ground
}
if(this.force > 0){
this.hd += this.force;
this.force *= this.wobbla;
}
this.hd += (this.h - this.hr) * this.wobbla; // add wobbla to delta height
this.hd *= this.bouncy; // reduce bounce
this.hr += this.hd; // set the real height
this.squashed = this.h / this.hr; // calculate the new squashed amount
h = this.h * this.squashed; // recalculate hieght to make sure
// the jelly does not overlap the ground
// do the finnal position ajustment to avoid overlapping the ground
if(this.y + h / 2 >= GROUND_AT || hitG || (this.sticky && this.onGround)){
this.y = GROUND_AT - h / 2;
}
}
// create a jelly box
function createJellyBox(image,x, y, wobbla, bouncy, react){
return {
img:image,
x : x, // position
y : y,
dx : 0, // movement deltas
dy : 0,
w : image.width, // width
h : image.height, // height
area : image.width * image.height, // area
hr : image.height, // squashed height chaser
hd : 0, // squashed height delta
wobbla : wobbla, // higher values make it wobble more
bouncy : bouncy, // higher values make it react to change in speed
react : react, // additional reaction multiplier. < 1 reduces reaction > 1 increases reaction
onGround : false, // true if on the ground
sticky : true, // true to stick to the groun. false to let it bounce
squashed : 1, // the amount of squashing or streaching along the height
force : 0,
draw : drawJelly, // draw function
update : updateJelly, // update function
reset : resetJelly, // reset function
}
}
// --------------------------------------------------------------------------------------------
// END OF ANSWER CODE.
// FIND the usage at the bottom inside the main loop function.
// --------------------------------------------------------------------------------------------
// The following code is just helpers and UI stuff and are not related to the answer.
var createImage = function (w, h ){
var image = document.createElement("canvas");
image.width = w;
image.height = h;
image.ctx = image.getContext("2d");
return image;
}
var drawSky = function (img, col1, col2){
var c, w, h;
c = img.ctx;
w = img.width;
h = img.height;
var g = c.createRadialGradient(w * (1 / 2), h * (3 / 2), h * (1 / 2) +w * (1 / 4), w * (1 / 2), h * (3 / 2), h * (3 / 2) + w * ( 1 / 4));
g.addColorStop(0,col1);
g.addColorStop(1,col2);
c.fillStyle = g;
c.fillRect(0, 0, w, h);
return img;
}
var drawGround = function (img, col1, col2,lineColour, lineWidth) {
var c, w, h, lw;
c = img.ctx;
w = img.width;
h = img.height;
lw = lineWidth;
var g = c.createLinearGradient(0, 0, 0, h + lineWidth);
g.addColorStop(0, col1);
g.addColorStop(1, col2);
c.fillStyle = g;
c.lineWidth = lw;
c.strokeStyle = lineColour;
c.strokeRect(-lw * 2, lw / 2, w + lw * 4, h + lw * 4);
c.fillRect(-lw * 2, lw / 2, w + lw * 4, h + lw * 4);
return img;
}
/** CanvasUI.js begin **/
var drawRoundedBox = function (img, colour, rounding, lineColour, lineWidth) {
var c, x, y, w, h, r, p
p = Math.PI/2; // 90 deg
c = img.ctx;
w = img.width;
h = img.height;
lw = lineWidth;
r = rounding ;
c.lineWidth = lineWidth;
c.fillStyle = colour;
c.strokeStyle = lineColour;
c.beginPath();
c.arc(w - r - lw / 2, h - r - lw / 2, r, 0, p);
c.lineTo(r + lw / 2, h - lw / 2);
c.arc(r + lw / 2, h - r - lw / 2, r, p, p * 2);
c.lineTo(lw / 2, h - r - lw / 2);
c.arc(r + lw / 2, r + lw / 2, r, p * 2, p * 3);
c.lineTo(w-r - lw / 2, lw / 2);
c.arc(w - r - lw / 2, r + lw / 2, r, p * 3, p * 4);
c.closePath();
c.stroke();
c.fill();
return img;
}
var drawTick = function (img , col, lineColour, lineWidth){
var c, w, h, lw, m, l;
m = function (x, y) {c.moveTo(lw / 2 + w * x, lw / 2 + h * y);};
l = function (x, y) {c.lineTo(lw / 2 + w * x, lw / 2 + h * y);};
lw = lineWidth;
c = img.ctx;
w = img.width - lw;
h = img.height - lw;
c.fillStyle = col;
c.strokeStyle = lineColour;
c.lineWidth = lw;
c.beginPath();
m(1, 0);
l(5 / 8, 1);
l(0, 3 / 4);
l(1 / 4, 2 / 4);
l(2 / 4, 3 / 4);
l(1, 0);
c.stroke();
c.fill();
return img;
}
var setFont = function(ctx,font,align){
ctx.font = font;
ctx.textAlign = align;
}
var measureText = function(ctx,text){
return ctx.measureText(text).width;
}
var drawText = function(ctx,text,x,y,col,col1){
var of;
of = Math.floor(FONT_SIZE/10);
ctx.fillStyle = col1;
ctx.fillText(text,x+of,y+of);
ctx.fillStyle = col;
ctx.fillText(text,x,y);
}
var drawSlider = function(ctx){
var x,y;
x = this.owner.x;
y = this.owner.y;
ctx.drawImage(this.image, this.x + x, this.y + y);
ctx.drawImage(this.nob, this.nx + x, this.ny + y);
}
var updateSlider = function(mouse){
var mx, my;
mx = mouse.x - this.owner.x;
my = mouse.y - this.owner.y;
this.cursor = "";
if(this.owner.dragging === -1 || this.owner.dragging === this.id ){
if(mx >= this.x && mx < this.x + this.w &&
my >= this.y && my <= this.y + this.h){
this.mouseOver = true;
this.cursor = "pointer"
}else{
this.mouseOver = false;
}
if(mx >= this.nx && mx < this.nx + this.nw &&
my >= this.ny && my <= this.ny + this.nh){
this.mouseOverNob = true;
this.cursor = "ew-resize"
}else{
this.mouseOverNob = false;
}
if((mouse.buttonRaw&1) === 1 && (this.mouseOver||this.mouseOverNob) && !this.dragging){
this.owner.dragging = this.id;
this.dragging = true;
this.cursor = "ew-resize"
}else
if(this.dragging){
this.cursor = "ew-resize"
if((mouse.buttonRaw & 1)=== 0){
this.dragging = false;
this.owner.dragging = -1;
this.cursor = "pointer";
}
var p = mx- (this.x+this.nw/2);
p /= (this.w-this.nw);
p *= this.range;
p += this.min;
this.value = Math.min(this.max, Math.max(this.min, p));
}
if(this.mouseOver || this.mouseOverNob || this.dragging){
this.owner.toolTip = this.toolTip.replace("##",this.value.toFixed(this.decimals));
}
}
this.nx = (this.value - this.min) / this.range * (this.w - this.nw) + this.x;
}
var createSlider = function(image,nobImage, x, y, value, min, max, toolTip) {
var decimals = 0;
if(toolTip.indexOf("#.") > -1){
if(toolTip.indexOf(".DDD") > -1){
decimals = 3;
toolTip = toolTip.replace("#.DDD","##");
}else
if(toolTip.indexOf(".DD") > -1){
decimals = 2;
toolTip = toolTip.replace("#.DD","##");
}else
if(toolTip.indexOf(".D") > -1){
decimals = 1;
toolTip = toolTip.replace("#.D","##");
}else{
toolTip = toolTip.replace("#.","##");
}
}
return {
id : undefined,
image : image,
nob : nobImage,
min : min,
max : max,
x : x,
y : y + (nobImage.height - image.height)/2,
ny : y ,
nx : ((value - min) / (max - min)) * (image.width - nobImage.width) + x,
range : max - min,
w : image.width,
h : image.height,
nw : nobImage.width,
nh : nobImage.height,
value : value,
maxH : Math.max( image.height, nobImage.height),
mouseOver : false,
mouseOverNob : false,
toolTip:toolTip,
decimals:decimals,
dragging : false,
update : updateSlider,
draw : drawSlider,
position : function (x, y){
this.x += x;
this.y += y;
this.nx += x;
this.ny += y;
},
}
}
var drawTickCont = function(ctx){
var x,y, ofx, ofy;
x = this.owner.x;
y = this.owner.y;
ctx.drawImage(this.image, this.x + x, this.y + y);
ofy = this.h / 2 - this.textImage.height / 2;
ofx = this.w / 2;
ctx.drawImage(this.textImage, this.x + x + this.w + ofx, this.y + y + ofy);
if(this.value){
x -= this.tickImage.width * ( 1/ 4);
y -= this.tickImage.height * ( 2/ 5);
ctx.drawImage(this.tickImage, this.x + x, this.y + y);
}
}
var updateTick = function(mouse){
var mx, my;
mx = mouse.x - this.owner.x;
my = mouse.y - this.owner.y;
this.cursor = "";
if(this.owner.dragging === -1 || this.owner.dragging === this.id ){
if(mx >= this.x && mx < this.x + this.w &&
my >= this.y && my <= this.y + this.h){
this.mouseOver = true;
this.cursor = "pointer"
}else{
this.mouseOver = false;
}
if((mouse.buttonRaw&1) === 1 && this.mouseOver && !this.dragging){
this.owner.dragging = this.id;
this.dragging = true;
}else
if(this.dragging){
if((mouse.buttonRaw & 1)=== 0){
if(this.mouseOver){
this.value = ! this.value;
}
this.dragging = false;
this.owner.dragging = -1;
this.cursor = "pointer";
}
}
if(this.mouseOver || this.dragging){
this.owner.toolTip = this.toolTip;
}
}
}
var createTick= function(image,tickImage,textImage, x, y, value, toolTip) {
return {
id : undefined,
image : image,
tickImage : tickImage,
textImage : textImage,
x : x,
y : y,
w : image.width,
h : image.height,
value : value,
maxH : Math.max( image.height, tickImage.height),
mouseOver : false,
mouseOverNob : false,
toolTip:toolTip,
dragging : false,
update : updateTick,
draw : drawTickCont,
position : function (x, y){
this.x += x;
this.y += y;
},
}
}
function UI(ctx, mouse, x, y){
this.dragging = -1;
var ids = 0;
var controls = [];
var length = 0;
this.x = x;
this.y = y;
var posX = 0;
var posY = 0;
this.addControl = function (control, name) {
control.id = ids ++;
control.owner = this;
control.position(posX, posY);
posY += control.maxH + ep;
length = controls.push(control)
this[name] = control;
}
this.update = function(){
var i, cursor, c;
cursor = "";
this.toolTip = "";
for(i = 0; i < length; i ++){
c = controls[i];
c.update(mouse);
if(c.cursor !== ""){
cursor = c.cursor;
}
c.draw(ctx);
}
if(cursor === ""){
ctx.canvas.style.cursor = "default";
}else{
ctx.canvas.style.cursor = cursor;
}
if(this.toolTip !== ""){
if(mouse.y - FONT_SIZE * (5 / 3) < 0){
drawText(ctx, this.toolTip, mouse.x, mouse.y + FONT_SIZE * (4 / 3), "#FD4", "#000");
}else{
drawText(ctx, this.toolTip, mouse.x, mouse.y - FONT_SIZE * (2 / 3), "#FD4", "#000");
}
}
}
}
/** CanvasUI.js end **/
//-----------------------------
// create UI
//-----------------------------
setFont(ctx, FONT_SIZE + FONT, "left");
// images for UI
var tickBox = drawRoundedBox(createImage(4 * ep, 4 * ep), "#666", (3 / 2) * ep, "#000", (1 / 2) * ep);
var tickBoxTick = drawTick(createImage(6 * ep, 6 * ep), "#0D0", "#000", (1 / 2) * ep);
var w = measureText(ctx, "Sticky");
var tickBoxText = createImage(w, FONT_SIZE);
setFont(tickBoxText.ctx, FONT_SIZE + FONT, "left");
drawText(tickBoxText.ctx, "Sticky", 0, FONT_SIZE * (3 / 4), "white", "black");
var sliderBar = drawRoundedBox(createImage(20 * ep, 2 * ep), "#666", ep * 0.9, "#000", (1 / 2) * ep);
var sliderNob = drawRoundedBox(createImage(3 * ep, 4 * ep), "#AAA", ep, "#000", (1 / 2) * ep);
// UI control
var controls = new UI(ctx, mouse, 10, 10);
controls.addControl(createSlider(sliderBar, sliderNob, 0, 0, 0.3, 0, 1, "Wobbla #.DD"), "wobbla");
controls.addControl(createSlider(sliderBar, sliderNob, 0, 0, 0.8, 0, 1, "Bouncy #.DD"), "bouncy");
controls.addControl(createSlider(sliderBar, sliderNob, 0, 0, 1.5, 0, 2, "React #.DD"), "react");
controls.addControl(createTick(tickBox, tickBoxTick, tickBoxText, 0, 0, true, "Activate / Deactivate sticky option."), "sticky");
//-----------------------------
// create playfield
//-----------------------------
var skyImage = drawSky(createImage(32, 32), "#9EF", "#48D");
var groundImage = drawGround(createImage(100, canvas.height - GROUND_AT), "#5F5", "#5A5", "#181", 4);
//-----------------------------
// create jelly
//-----------------------------
var jellyImage = drawRoundedBox(createImage(ep * 20, ep * 20), "#FA4", ep * 2, "black", ep * (3 / 5));
var jelly = createJellyBox(
jellyImage,
canvas.width / 2,
100,
0.1,
0.8,
1.2
);
// some more settings
ctx.imageSmoothingEnabled = true;
setFont(ctx, FONT_SIZE + FONT, "left");
//-----------------------------
// Main animtion loop
//-----------------------------
function updateAnim(){
// draw the background and ground
ctx.drawImage(skyImage, 0, 0, canvas.width, canvas.height)
ctx.drawImage(groundImage, 0, GROUND_AT, canvas.width, canvas.height - GROUND_AT)
// update and draw jelly
jelly.update();
jelly.draw(ctx);
// update and draw controls
controls.update();
// update jelly setting from controls.
jelly.wobbla = controls.wobbla.value;
jelly.bouncy = controls.bouncy.value;
jelly.react = controls.react.value;
jelly.sticky = controls.sticky.value;
// if the mouse is not busy then use left mouse click and drag to position jellu
if(controls.dragging < 0 && mouse.buttonRaw === 1){
controls.dragging = -2;
jelly.reset(mouse.x,mouse.y);
}else
if(controls.dragging === -2){ // release mouse
controls.dragging = -1;
}
if(!STOP){
requestAnimationFrame(updateAnim);
}else{
STOP = false;
}
}
updateAnim();
};
function resizeEvent(){
var waitForStopped = function(){
if(!STOP){ // wait for stop to return to false
jellyApp();
return;
}
setTimeout(waitForStopped,200);
}
STOP = true;
setTimeout(waitForStopped,100);
}
window.addEventListener("resize",resizeEvent);
jellyApp();

Canvas - Draw only when hovering over new tile instead of whole canvas

Let's say I have a canvas that is split into a 15x10 32-pixel checkboard. Thus, I have this:
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
var tileSize = 32;
var xCoord
var yCoord
var tilesX = 15; // tiles across
var tilesY = 10; // tiles up and down
var counted = 1; // for drawing purpose for checkerboard for visual guidance
var mouseSel = new Image()
mouseSel.src = 'http://i.imgur.com/vAA03NB.png' // mouse selection
mouseSel.width = 32
mouseSel.height = 32
function isOdd(num) {
return num % 2;
}
function getMousePos(canvas, evt) {
// super simple stuff here
var rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top
};
}
drawCanvas(); // upon intilization... draw
function drawCanvas() {
for (var y = 0; y <= 10; y++) {
for (var x = 0; x <= 15; x++) {
if (isOdd(counted)) {
context.fillStyle = '#dedede'
context.fillRect(x * 32, y * 32, 32, 32);
// checkboard drawn complete.
}
counted++;
} // end first foor loop
counted++;
} // end last for loop
if (counted >= 176) counted = 1 // once all tiles (16x11) are drawn... reset counter for next instance
}
canvas.addEventListener('mousemove', function (evt) {
context.clearRect(0, 0, canvas.width, canvas.height); // clear canvas so mouse isn't stuck
drawCanvas(); // draw checkboard
// get the actual x,y position of 15x10 32-pixel checkboard
var mousePos = getMousePos(canvas, evt);
mousePos.xCoord = Math.floor(mousePos.x / tileSize)
mousePos.yCoord = Math.floor(mousePos.y / tileSize)
// draw the mouse selection
context.drawImage(mouseSel, (mousePos.xCoord * 32), (mousePos.yCoord * 32), 32, 32) // draw mouse selection
// debug
var message = ' (' + mousePos.xCoord + ',' + mousePos.yCoord + ') | (' + mousePos.x + ',' + mousePos.y + ')';
var textarea = document.getElementById('debug');
textarea.scrollTop = textarea.scrollHeight;
$('#debug').append(message + '\n');
}, false);
canvas#canvas {
background: #ABABAB;
position: relative;
z-index: 1;
float: left;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<canvas id="canvas" height="352" width="512" tabindex="0"></canvas>
<textarea name="" id="debug" cols="30" rows="35"></textarea>
**NOTE: ** Make sure to scroll down in that preview pane so you can see the debug textarea.
As you can see, the event of "drawing" fires EVERY single time it moves. That means every pixel.
I am trying to figure out how to make the drawing fire ONLY when a new x,y coord has changed. Because it'd be useless to redraw the mouse selection when it's only moved 5 pixels across and it's still going to be drawn at the same place.
My suggestion
Upon entering, have a temporary value and when that is passed, to redraw again?
Make a temporary value and update that if it was different from before. Then put the code in an if statement where either have changed.
var tempX, tempY;
var newX = 100;
var newY = 100;
tempX = mousePos.xCoord;
tempY = mousePos.yCoord;
if (newX !== tempX || newY !== tempY) {
// code here
}
if (tempX !== newX) newX = mousePos.xCoord;
if (tempY !== newY) newY = mousePos.yCoord;
JSFiddle: http://jsfiddle.net/weka/bvnma354/8/

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