Sprite Animation clearRect alternative? - javascript

WHAT? I am attempting to use canvas and JavaScript to display an animation on top of a grid which also must be drawn using JavaScript. https://jsfiddle.net/cp1wqeeg/6/
PROBLEM! To remove the previous frames of the animation I have used clearRect(). This however breaks my grid which I do not want :(
JSFiddle: https://jsfiddle.net/cp1wqeeg/5
ctx.clearRect(50, 100, width, height);
QUESTION How can I remove the previous frames of my animation without breaking the grid behind my sprite?

The common action here is to clear all and redraw everything.
But it may become cumbersome if e.g in your case, your background doesn't change.
In this case, an simple solution, is to use offscreen canvases, that will act as layers.
First you draw you grid on this off-screen canvas in the init phase.
Then in your loop, you just draw your offscreen canvas on the main context, with the drawImage method.
var canvas = document.getElementById("myCanvas"),
ctx = canvas.getContext("2d"),
fov = 300,
viewDist = 5,
w = canvas.width / 2,
h = canvas.height / 2,
// here we create an offscreen canvas for the grid only
gridCtx = canvas.cloneNode().getContext('2d'),
angle = 0,
i, p1, p2,
grid = 5;
function initGrid(){
/// create vertical lines on the off-screen canvas
for(i = -grid; i <= grid; i++) {
p1 = rotateX(i, -grid);
p2 = rotateX(i, grid);
gridCtx.moveTo(p1[0], p1[1]);
gridCtx.lineTo(p2[0], p2[1]);
i++;
}
/// create horizontal lines
for(i = -grid; i <= grid; i++) {
p1 = rotateX(-grid, i);
p2 = rotateX(grid, i);
gridCtx.moveTo(p1[0], p1[1]);
gridCtx.lineTo(p2[0], p2[1]);
}
gridCtx.stroke();
}
function rotateX(x, y) {
var rd, ca, sa, ry, rz, f;
rd = angle * Math.PI / 180;
ca = Math.cos(rd);
sa = Math.sin(rd);
ry = y * ca;
rz = y * sa;
f = fov / (viewDist + rz);
x = x * f + w;
y = ry * f + h;
return [x, y];
}
initGrid();
var width = 200,
height = 200,
frames = 2,
currentFrame = 0,
imageSprite = new Image()
imageSprite.src = 'https://s27.postimg.org/eg1cjz6cz/sprite.png';
var drawSprite = function(){
ctx.clearRect(0,0,canvas.width, canvas.height);
ctx.drawImage(gridCtx.canvas, 0,0); // now draw our grid canvas
ctx.drawImage(imageSprite, 0, height * currentFrame, width, height, 50, 100, width, height);
if (currentFrame == frames) {
currentFrame = 0;
} else {
currentFrame++;
}
}
setInterval(drawSprite, 500);
<canvas id="myCanvas" width="500" height="500" style="border:1px solid #c3c3c3;"></canvas>

Related

HTML5 Canvas sub-pixel position rendering issue

I'm trying to draw multiple rectangles positioned very densely in a straight line so they form a single shape like so:
const canvas = document.getElementById("c");
const ctx = canvas.getContext("2d");
const a = 87;
const l = 300;
const col = 'rgba(0,0,64)';
const q = 4; // density - change
ctx.moveTo(300, 100);
ctx.lineTo(
300 + (Math.cos(degtorad(a)) * l),
100 + (Math.sin(degtorad(a)) * l)
);
ctx.strokeStyle = col;
ctx.lineWidth = 3;
ctx.stroke();
stack(l, a, col);
function stack(length, angle, color) {
ctx.fillStyle = color;
for (let i = 1; i < length * q; i++) {
let x = 100 + (Math.cos(degtorad(angle)) * i / q);
let y = 100 + (Math.sin(degtorad(angle)) * i / q);
console.log(`x:${x}, y:${y}`);
ctx.beginPath();
ctx.rect(x, y, 150, 100);
ctx.fill();
}
}
function degtorad(angle) {
return angle * (Math.PI / 180.0);
}
https://jsfiddle.net/fallenartist/qeo7a1gx/
However, I don't like the jagged edge at all! It looks like there are issues with canvas rendering at sub-pixel coordinates. Notice how rendering of edges of absolutely positioned rectangles differ from a straight line:
Can anyone explain why is this? And how it can be improved?

Make a shape move up on a canvas

Currently, I have a canvas which is the width and height of your browser. Using this code:
var requestAnimationFrame = window.requestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.msRequestAnimationFrame;
var canvas = document.getElementById("canvas");
var width = window.innerWidth;
var height = window.innerHeight;
var circle = canvas.getContext("2d");
canvas.width = width;
canvas.height = height;
for(var i = 0; i < numofcirc; i++)
{
name = "circleno" + i;
var name = new Array(3);
name = [height, rndwidth, rndradius, vel]
circles[i] = name;
}
var vel = 2;
var circles = [];
var numofcirc = 1;
var name;
function DrawCircle()
{
rndwidth = Math.floor((Math.random() * width) + 1);
height = height - 13;
rndradius = Math.floor((Math.random() * 15) + 5);
circle.beginPath();
circle.arc(rndwidth, height, rndradius, 0, 2*Math.PI);
circle.fillStyle = "white";
circle.fill();
circle.translate(0,6);
}
function Move()
{
circle.translate(0,6);
requestAnimationFrame(Move);
}
Move();
DrawCircle();
I am able to create a circle placed randomly at the bottom of your screen. The bit of the code that isn't working is this:
function Move()
{
circle.translate(0,6);
requestAnimationFrame(Move);
}
Fireworks();
When DrawCircle(); is called, the circle is drawn on the canvas. Then Move(); is called. Becuase it uses requestAnimationFrame the function Move(); repeats over and over again. I want this code to move that circle drawn ealier up by 6, so it looks like the circle moving up.
If I add the circle.translate(0,6); to the DrawCircle(); function and change the DrawCircle(); function to this:
function DrawCircle()
{
rndwidth = Math.floor((Math.random() * width) + 1);
height = height - 13;
rndradius = Math.floor((Math.random() * 15) + 5);
circle.beginPath();
circle.arc(rndwidth, height, rndradius, 0, 2*Math.PI);
circle.fillStyle = "white";
circle.fill();
circle.translate(0,6);
requestAnimationFrame(Move);
}
DrawCircle();
then it keeps on drawing rows of circles across the screen which are all separated by 6.
Is there any way I can just make one single circle move up on your screen when it is drawn?
Thank you for you help #HelderSepu !
You should look at examples and build from that...
Here is one simple case:
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
canvas.width = canvas.height = 170;
var circles = []
circles.push({color:"red", x:120, y:120, r:15, speed:{x: 0, y: -0.5}})
circles.push({color:"blue", x:80, y:120, r:20, speed:{x: -0.5, y: -2.5}})
circles.push({color:"green", x:40, y:120, r:5, speed:{x: -1.5, y: -1.0}})
function DrawCircle() {
context.clearRect(0, 0, canvas.width, canvas.height);
circles.forEach(function(c) {
c.x += c.speed.x;
c.y += c.speed.y;
context.beginPath();
context.arc(c.x, c.y, c.r, 0, 2 * Math.PI);
context.fillStyle = c.color;
context.fill();
if (c.x + c.r < 0) c.x = canvas.width + c.r
if (c.y + c.r < 0) c.y = canvas.height + c.r
});
window.requestAnimationFrame(DrawCircle);
}
DrawCircle();
<canvas id="canvas"></canvas>
But if you are going to do a lot more animations you should consider using a game engine, there are a lot of great open source ones:
https://github.com/collections/javascript-game-engines
Since you're getting a sequence of circles, it looks like you're not clearing the canvas when a frame is drawn. Simply draw a white rectangle that fills the canvas whenever a new frame is requested, then draw your circle.
The method you provide as an argument to requestAnimationFrame is responsible for drawing a complete image on the canvas which replaces whatever was there during the previous frame.

moving of an image in circular direction

I'd like to move an image in circular direction.
I used setTimeout function... but it didn't work.
My code is:
x = image_size/2+radius*Math.cos(Math.PI*angle)-ball_image_size/2;
y = image_size/2-radius*Math.sin(Math.PI*angle)-ball_image_size/2;
//-----image main circle--------
base_image = new Image();
base_image.src = 'img/test.jpg';
base_image.onload = function()
{
ctx.drawImage(base_image,0,0,image_size,image_size);
};
//------------image ball---------
ball_image = new Image();
ball_image.src = 'img/ball.jpg';
ball_image.onload = function()
{
ctx.drawImage(ball_image, x, y, ball_image_size, ball_image_size);
}
clr = setTimeout('ball()',20);
}
//--------function of animation------------
function ball () {
ball_image.style.left = Math.cos(Math.PI*angle)*radius;
ball_image.style.top = Math.sin(Math.PI*angle)*radius;
angle = angle + .1;
//setTimeout(ball,20);
}
See this version of a rotating star (as requested now changed to an image, behold my mighty drawing skills!) on a canvas as reference. Note again that your update should use the draw call on the canvas, ctx.drawImage(ball_image, x, y, ball_image_size, ball_image_size); and not set a style on the image element, which the canvas doesn't care about. Optimally, you should load your images before starting anything.
let canvas = document.getElementById("canvas");
let ctx = canvas.getContext("2d");
let radius = canvas.width / 3;
let centerX = canvas.width / 2;
let centerY = canvas.height;
let x, y;
let angle = 0;
let star = new Image();
star.onload = draw;
//Imgur doesn't produce CORS issues luckily
star.src = "http://i.imgur.com/VIofbab.png";
function draw() {
//minus because it should start on the left
x = centerX - Math.cos(angle) * radius;
//minus because canvas y-coord system is from
//top to bottom
y = centerY - Math.sin(angle) * radius;
//Angle is in rad
angle += Math.PI / 180;
angle %= Math.PI;
//Draw a star (was circle before)
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(star, x - star.width / 2, y - star.height / 2);
setTimeout(draw, 50);
};
<html>
<body>
<canvas id="canvas" width="320" height="180" style="border:1px solid #000000;">not supported</canvas>
</body>
</html>

Scribing a cicrular line in Canvas

I am attempting to mouse-drag a dot around the outer perimeter of a large circle and have that dot appear to scribe a thick line around the outer perimeter behind itself. I can get everything to work except scribing the outer line behind the dot. I have researched many ideas and tried many of my own but the line still produces "spotted" results. Here is an image to show what I'm attempting.
MounseDrag Scribed Line
Thank you for taking the time to read my question. :-)
<script type="text/javascript">
var canvas1 = document.getElementById("canvas1"),
canvas2 = document.getElementById("canvas2"),
c1 = canvas1.getContext("2d"),
c2 = canvas2.getContext("2d"),
dot = 7,
started = false,
width = 350,
height = 350,
radians = 0,
cRad = 165, // Circle Radius
cord = {mX:0, mY:0, csX:0, snY:0, x:0, y:0},
init = function(){
cord.mX = 0;
cord.mY = 0;
cord.csX = width /2 + cRad;
cord.snY = height /2;
cord.x = width /2;
cord.y = height /2;
};
init();
canvas1.width = width;
canvas1.height = height;
canvas2.width = width;
canvas2.height = height;
canvas1.addEventListener("mousemove", function(event) {
cord.mX = event.clientX - canvas1.offsetLeft;
cord.mY = event.clientY - canvas1.offsetTop;
});
canvas1.addEventListener("mousedown", function(event) {
if (started) {
started = false;
} else {
started = true;
render();
};
});
function update() {
radians = Math.atan2(cord.mY - width/2, cord.mX - height/2);
cord.csX = width/2 - Math.cos(radians) * cRad * -1;
cord.snY = height/2 - Math.sin(radians) * cRad * -1;
};
function outerTheta() {
c2.beginPath();
c2.arc(cord.csX, cord.snY, 3, 0, Math.PI * 2);
c2.closePath();
c2.fillStyle = "#000";
c2.fill();
};
function render() {
c1.clearRect(0, 0, width, height);
c1.beginPath();
c1.moveTo(cord.x, cord.y);
c1.lineTo(cord.csX, cord.snY);
c1.lineWidth = 3;
c1.strokeStyle = "#000";
c1.stroke();
c1.beginPath(); //<---------------------------------- Drag-Dot
c1.arc(cord.csX, cord.snY, dot, 0, Math.PI * 2);
c1.closePath();
c1.fillStyle = "#000";
c1.fill();
if(started){
update();
outerTheta();
requestAnimationFrame(render);
};
};
render();
</script>
The browser is not able to cycle the animation as quickly as the mouse is moving. If you move the mouse slowly, then the dots that are drawn in each animation cycle overlap and the circle has a solid line. If you move the mouse quickly, then the dots do not overlap and you get "spotting".
If you pay close attention to the way drawing programs work, you will see that the "pen" tool draws a continuous line. If you move the mouse quickly while using the tool, the continuous line is made up of line segments that stretch from each point that the computer was able to capture while your mouse was moving quickly.
I modified your program so that a line segment stretches between each captured point during the animation cycle:
https://jsfiddle.net/17hvw5pp
var canvas1 = document.getElementById("canvas1"),
canvas2 = document.getElementById("canvas2"),
c1 = canvas1.getContext("2d"),
c2 = canvas2.getContext("2d"),
dot = 7,
started = false,
width = 350,
height = 350,
radians = 0,
cRad = 165, // Circle Radius
cord = {mX:0, mY:0, csX:0, snY:0, x:0, y:0},
init = function(){
cord.mX = 0;
cord.mY = 0;
cord.csX = width /2 + cRad;
cord.snY = height /2;
cord.lastCSX = cord.csX;
cord.lastSNY = cord.snY;
cord.x = width /2;
cord.y = height /2;
};
canvas1.style.position="absolute";
canvas2.style.position="absolute";
init();
canvas1.width = width;
canvas1.height = height;
canvas2.width = width;
canvas2.height = height;
canvas1.addEventListener("mousemove", function(event) {
cord.mX = event.clientX - canvas1.offsetLeft;
cord.mY = event.clientY - canvas1.offsetTop;
});
canvas1.addEventListener("mousedown", function(event) {
if (started) {
started = false;
} else {
started = true;
render();
};
});
function update() {
radians = Math.atan2(cord.mY - width/2, cord.mX - height/2);
cord.csX = width/2 - Math.cos(radians) * cRad * -1;
cord.snY = height/2 - Math.sin(radians) * cRad * -1;
};
function outerTheta() {
//draw a line from the last known coordinate to the new known coordinate
c2.beginPath();
c2.moveTo(cord.lastCSX, cord.lastSNY);
c2.lineTo(cord.csX, cord.snY);
c2.lineWidth=5;
c2.strokeStyle="#000";
c2.stroke();
cord.lastCSX = cord.csX;
cord.lastSNY = cord.snY;
c2.beginPath();
c2.arc(cord.csX, cord.snY, 3, 0, Math.PI * 2);
c2.closePath();
c2.fillStyle = "#000";
c2.fill();
};
function render() {
c1.clearRect(0, 0, width, height);
c1.beginPath();
c1.moveTo(cord.x, cord.y);
c1.lineTo(cord.csX, cord.snY);
c1.lineWidth = 3;
c1.strokeStyle = "#000";
c1.stroke();
c1.beginPath(); //<---------------------------------- Drag-Dot
c1.arc(cord.csX, cord.snY, dot, 0, Math.PI * 2);
c1.closePath();
c1.fillStyle = "#000";
c1.fill();
if(started){
update();
outerTheta();
requestAnimationFrame(render);
};
};
render();
This works better, but not perfectly: If you move the mouse quickly, the line segment will become a chord across the circle and this ruins the effect.
I attempted to modify the program to draw an arc between the two known points:
https://jsfiddle.net/17hvw5pp/1/
You can see that this implementation is also not ideal because the arc function becomes confused about which direction to draw the partial circle based on just two radians coordinates. Using quaternion math will solve this problem for you.
https://en.wikipedia.org/wiki/Quaternion
But that may be more complication that you want to introduce into this project.

is it possible to draw a big number of simple geometric figures in HTML5.canvas?

I have this awesome piece of code.
The idea, as you can imagine,is to draw a grid of rectangles. I want a big grid, let's say 100 X 100 or more.
However, when i run the awesome piece of code for the desired size (100X 100), my browser crashes.
How can i achieve that?
* please note: when i say 100X100 i mean the final number of rectangles (10k) not the size of the canvas.
thank u
function init() {
var cnv = get('cnv');
var ctx = cnv.getContext('2d');
var ancho = 12; // ancho means width
var alto = 12; // alto means height
ctx.fillStyle = randomRGB();
for (var i = 0; i < cnv.width; i+= ancho) {
for (var j = 0; j < cnv.height; j+= alto) {
//dibujar means to draw, rectangulo means rectangle
dibujarRectangulo(i+ 1, j+1, ancho, alto, ctx);
}
}
}
function dibujarRectangulo(x, y, ancho, alto, ctx) {
ctx.rect(x, y, ancho, alto);
ctx.fill();
ctx.closePath();
}
The dibujarRectanglo() function calls rect() function which adds a closed rectanglar subpath to the current path. Then calls fill() function to fill the current path. Then calls closePath() function to close the subpath, which does nothing since the subpath is already closed.
In other words, the first dibujarRectanglo() function call is painting a path that contains 1 rectangle subpath. The second call is painting a path that contains 2 rectangle subpaths. The third call is painting a path that contains 3 rectangle subpaths. And so on. If the loop calls dibujarRectanglo() function 10000 times then a total of 1+2+3+...+10000 = 50005000 (i.e. over 50 million) rectangle subpaths will be painted.
The dibujarRectangle() function should be starting a new path each time. For example...
function dibujarRectangulo(x, y, ancho, alto, ctx) {
ctx.beginPath();
ctx.rect(x, y, ancho, alto);
ctx.fill();
}
Then 10000 calls will only paint 10000 rectangle subpaths which is a lot faster that painting 50 million rectangle subpaths.
16,384 boxes on the wall
As I said in the comment its easy to draw a lot of boxes, it is not easy to have them all behave uniquely. Anyways using render to self to duplicate boxes exponential there are 128 * 128 boxes so that's 16K, one more iteration and it would be 64K boxes.
Its a cheat, I could have just drawn random pixels and called each pixel a box.
Using canvas you will get upto 4000 sprites per frame on a top end machine using FireFox with each sprite having a location, center point, rotation, x and y scale, and an alpha value. But that is the machine going flat out.
Using WebGL you can get much higher but the code complexity goes up.
I use a general rule of thumb, if a canva 2D project has more than 1000 sprites then it is in need of redesign.
var canvas = document.getElementById("can");
var ctx = canvas.getContext("2d");
/** CreateImage.js begin **/
var createImage = function (w, h) {
var image = document.createElement("canvas");
image.width = w;
image.height = h;
image.ctx = image.getContext("2d");
return image;
}
/** CreateImage.js end **/
/** FrameUpdate.js begin **/
var w = canvas.width;
var h = canvas.height;
var cw = w / 2;
var ch = h / 2;
var boxSize = 10;
var boxSizeH = 5;
var timeDiv = 1.2;
var bBSize = boxSize * 128; // back buffer ssize
var buff = createImage(bBSize, bBSize);
var rec = createImage(boxSize, boxSize);
var drawRec = function (ctx, time) {
var size, x, y;
size = (Math.sin(time / 200) + 1) * boxSizeH;
ctx.fillStyle = "hsl(" + Math.floor((Math.sin(time / 500) + 1) * 180) + ",100%,50%)";
ctx.strokeStyle = "Black";
ctx.setTransform(1, 0, 0, 1, 0, 0)
ctx.clearRect(0, 0, boxSize, boxSize);
x = Math.cos(time / 400);
y = Math.sin(time / 400);
ctx.setTransform(x, y, -y, x, boxSizeH, boxSizeH)
ctx.fillRect(-boxSizeH + size, -boxSizeH + size, boxSize - 2 * size, boxSize - 2 * size);
ctx.strokeRect(-boxSizeH + size, -boxSizeH + size, boxSize - 2 * size, boxSize - 2 * size);
}
function update(time) {
var fw, fh, px, py, i;
time /= 7;
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.clearRect(0, 0, w, h);
drawRec(rec.ctx, time);
time /= timeDiv;
buff.ctx.clearRect(0, 0, bBSize, bBSize)
buff.ctx.drawImage(rec, 0, 0);
buff.ctx.drawImage(rec, boxSize, 0);
fw = boxSize + boxSize; // curent copy area width
fh = boxSize; // curent copy area height
px = 0; // current copy to x pos
py = boxSize; // current copy to y pos
buff.ctx.drawImage(buff, 0, 0, fw, fh, px, py, fw, fh); // make square
for (i = 0; i < 6; i++) {
drawRec(rec.ctx, time);
time /= timeDiv;
buff.ctx.drawImage(rec, 0, 0);
fh += fh; // double size across
px = fw;
py = 0;
buff.ctx.drawImage(buff, 0, 0, fw, fh, px, py, fw, fh); // make rec
drawRec(rec.ctx, time);
time /= timeDiv;
buff.ctx.drawImage(rec, 0, 0);
fw += fw; // double size down
px = 0;
py = fh;
buff.ctx.drawImage(buff, 0, 0, fw, fh, px, py, fw, fh);
}
// draw the boxes onto the canvas,
ctx.drawImage(buff, 0, 0, 1024, 1024);
requestAnimationFrame(update);
}
update();
.canv {
width:1024px;
height:1024px;
}
<canvas id="can" class = "canv" width=1024 height=1024></canvas>

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