Moving circles on html5 canvas - javascript

I am drawing circles on an html5 canvas (this.ctx) with the drawCircle function. Now I would like to move the cirlce to a different position with a move Circle function. Is there any way to see the circle move from one place to the other? At this point I am not even sure how to remove the previous circle for a user. Could I assign the arc to an object or so?
customobject.prototype.drawCircle = function drawCircle(userID, x, y) {
var radius = 10;
this.ctx.beginPath();
this.ctx.arc(100, 00, 10, 0, Math.PI*2, true);
this.ctx.closePath();
this.ctx.fillStyle = 'blue';
this.ctx.fill();
this.ctx.lineWidth = 2;
this.ctx.strokeStyle = '#003300';
this.ctx.stroke();
}
customobject.prototype.moveCircle = function moveCircle(userID, x, y) {
}
I did see a way to potentially delete a circle (not animate - move it):
remove circle(x, y, radius){
this.ctx.globalCompositeOperation = 'destination-out'
this.ctx.arc(x, y, radius, 0, Math.PI*2, true);
this.ctx.fill();
}
-> so in this case I would specify the coordinates of the original circle and it would be cut?
I also saw this post on making a circle move. But I don't know how to do that with multiple circles. (Each userID would have a circle)

Removing a Circle from the canvas once it is drawn is not possible a priori, you could draw another circle in the place but with the background color set, but that will fast conflict with other drawn objects.
If I am getting this right, you would like to animate the movement of the circle. That is basically done like that:
var start = new Date().getTime(),
end = start + 1000; //one second of animation
p1 = { x: 0, y: 0 }, //start coordinates
p2 = { x: 100, y: 10 }; // end coordinates
function render (progress) {
var x = p1.x + progress * (p2.x - p1.x),
y = p1.y + progress * (p2.y - p1.y);
clearCanvas();
drawCircle(x,y);
}
function loop () {
var now = new Date().getTime(),
progress = (now - start)/(end - start);
if (progress >= 0 && progress <= 1) {
render(progress);
window.requestAnimationFrame(loop);
}
}
loop();
The basics:
you need an animation loop, no for or while loop, something that uses a timer, setTimeout() or setInterval() would do, but requestAnimationFrame() is made for such things.
Find the progress, in animation this is usually a Number between 0 and 1, where 0 refers to the start, 1 to the end and everything in between the progress.
clear the canvas and re-render everything, depending on the progress.
repeat until the progress is bigger than one.

Related

Set allowed drawing area in JavaScript canvas API

I'm using the JavaScript canvas API for free drawing. I'm stuck at masking the area that is allowed to be drawn on - in my example it should only be the speechbubble area.
I'm using this Vue component: https://github.com/sametaylak/vue-draw/blob/master/src/components/CanvasDraw.vue
draw(event) {
this.drawCursor(event);
if (!this.isDrawing) return;
if (this.tools[this.selectedToolIdx].name === 'Eraser') {
this.canvasContext.globalCompositeOperation = 'destination-out';
} else {
this.canvasContext.globalCompositeOperation = 'source-over';
this.canvasContext.strokeStyle = this.tools[this.selectedToolIdx].color;
}
this.canvasContext.beginPath();
this.canvasContext.moveTo(this.lastX, this.lastY);
this.canvasContext.lineTo(event.offsetX, event.offsetY);
this.canvasContext.stroke();
[this.lastX, this.lastY] = [event.offsetX, event.offsetY];
},
drawCursor(event) {
this.cursorContext.beginPath();
this.cursorContext.ellipse(
event.offsetX, event.offsetY,
this.brushSize, this.brushSize,
Math.PI / 4, 0, 2 * Math.PI
);
this.cursorContext.stroke();
setTimeout(() => {
this.cursorContext.clearRect(0, 0, this.width, this.height);
}, 100);
},
There is a built-in clip() method which sets a path as the clipping region.
var ctx=document.getElementById("cnv").getContext("2d");
ctx.lineWidth=2;
ctx.strokeStyle="red";
ctx.moveTo(0,0);
ctx.lineTo(100,100);
ctx.stroke(); // 1.
ctx.strokeStyle="black";
ctx.beginPath();
ctx.moveTo(10,10);
ctx.lineTo(100,10);
ctx.lineTo(100,60);
ctx.lineTo(30,60);
ctx.lineTo(10,80);
ctx.closePath();
ctx.stroke(); // 2.
ctx.clip(); // 3.
ctx.strokeStyle="green";
ctx.beginPath();
ctx.moveTo(0,100);
ctx.lineTo(100,0);
ctx.stroke(); // 4.
<canvas id="cnv"></canvas>
red line is drawn between 0,0 and 100,100, without clipping
bubble is drawn in black
bubble is set as clipping region
green line is drawn between 0,100 and 100,0, and correctly clipped into the bubble.
In practice you may want to have the clipping region one pixel inside the bubble, so a separate path (which is not stroke()-d, just clip()-ped), so drawing can not modify the bubble itself. If you zoom in now as it is, you will see that the green line actually overdraws the inner pixels of the bubble (linewidth is 2 pixels, and the outer one is "unharmed").
Establishing if a given point belongs to polygon's area is a quite tricky and solved problem in Computer Science.
In this concrete scenario, where you have canvas with above image set as background and 500x300 dimension you don't really need to use ray casting algorithm.
You can for example divide speech bubble area to a rectangle and a triangle, and then using event.offsetX, event.offsetY check if any given point lies inside of any of these two figures.
Code example:
isPointInArea(event) {
const x = event.offsetX;
const y = event.offsetY;
// For rectangle it is straightforward
if (x >= 60 && x <= 325 && y >= 60 && y <= 215) {
return true;
}
/* Since two sides of this triangle are parallel to canvas
It is enough to check y coordinate with one linear function of a third one
in form of y = ax + b */
if(x >= 60 && x <= 120 && y >= 215) {
const boundaryY = -0.81818181818 * x + 313.181818182;
if (y <= boundaryY) {
return true;
}
}
return false;
}
In draw function of CanvasDraw.vue
draw(event) {
if(!this.isPointInArea(event)) {
return;
}
this.drawCursor(event);
if (!this.isDrawing) return;
...
Working example on codesandbox
Result:
Edit:
As pointed out by #tevemadar you can also use simply clip() method of Canvas API. If there is nothing else you want to render (And since it is not a game, so probably that is the case), then you can just execute clip() once and you are all set. Otherwise remember to use save() method (and then of course restore(), so that you can render stuff also outside of speech bubble clipping region.

Issues with circle task in Canvas

I have been given the following task, but I am getting errors that can be seen when the code snippet is run. I would like some help figuring out what exactly I am doing wrong.
Basically, I need to draw a circle, make it so that it moves and changes the direction/color when touching the walls of the screen.
Task: create a Circle class with the following properties:
x - the initial value of the coordinate x
y is the initial value of the y coordinate
radius - values ​​of width and height
color - fill color Describe the methods:
draw () - marks off on the screen an element that is described by the given properties
setColor (newColor) - Changes the fill color to newColor
move ({x = 0, y = 0}) - moves the captured object by the vector (x, y) - each time period (for example, 100 ms) changes (adds \ subtracts)
to the values ​​x and y, respectively. When a circle collides with any
edge of the screen it is necessary to realize its mirror reflection
(change the value of the corresponding coordinate of the vector on the
opposite of the value of the sign, and call this method with the new
vector) and generate the collision event, collision, which is captured
at the document level.Hang on this event a handler that will change
the color of the pouring of the circle into another (random) value.
Movement occurs until the stop method is called.
stop () - stops the circle movement
If the Escape button on the keyboard was pressed, the movement should stop.
I created a canvas and set the frame to move. I drew a circle and tried to move it using setInterval(), but it seems like I'm losing the context.
let c = document.getElementById("mycanvas");
let ctx = c.getContext("2d");
let xinc = 1;
let yinc = 1;
class Circle {
constructor(xpos, ypos, radius, color) {
this.xpos = xpos;
this.ypos = ypos;
this.radius = radius;
this.color = color;
}
draw() {
ctx.beginPath();
ctx.arc(this.xpos, this.ypos, this.radius, 0, Math.PI * 2);
ctx.fillStyle = "red";
ctx.fill();
}
move(xpos, ypos) {
ctx.clearRect(0, 0, c.width, c.height);
ctx.beginPath();
this.draw();
xpos += xinc;
ypos += yinc;
console.log(xpos, ypos);
if ((this.xpos > c.width - this.radius) || (this.xpos < 0 + this.radius)) {
xinc = -xinc;
}
if ((this.ypos > c.height - this.radius) || (this.ypos < 0 + this.radius)) {
yinc = -yinc;
}
setInterval(this.move, 10);
//this.draw();
}
}
let circle = new Circle(200, 300, 50, "red");
circle.draw();
circle.move(200, 300);
<canvas id="mycanvas" width="1335" height="650" style="border: 1px solid"> </canvas>
I am just starting to learn events and DOMs, please help me correctly implement this task
You are passing this.move to setInterval with no context - just a function, with no this to call it in. You can pass in this.move.bind(this) to create a bound function. You can also do it once in the constructor: this.move = this.move.bind(this).
Also, the call to beginPath in move seems unnecessary.

Creating a Gradient Path Fill JavaScript

I've been recently adding shadows to a project. I've ended up with something that I like, but the shadows are a solid transparent color throughout. I would prefer them to be a fading gradient as they go further.
What I currently have:
What I'd like to achieve:
Right now I'm using paths to draw my shadows on a 2D Canvas. The code that is currently in place is the following:
// Check if edge is invisible from the perspective of origin
var a = points[points.length - 1];
for (var i = 0; i < points.length; ++i, a = b)
{
var b = points[i];
var originToA = _vec2(origin, a);
var normalAtoB = _normal(a, b);
var normalDotOriginToA = _dot(normalAtoB, originToA);
// If the edge is invisible from the perspective of origin it casts
// a shadow.
if (normalDotOriginToA < 0)
{
// dot(a, b) == cos(phi) * |a| * |b|
// thus, dot(a, b) < 0 => cos(phi) < 0 => 90° < phi < 270°
var originToB = _vec2(origin, b);
ctx.beginPath();
ctx.moveTo(a.x, a.y);
ctx.lineTo(a.x + scale * originToA.x,
a.y + scale * originToA.y);
ctx.lineTo(b.x + scale * originToB.x,
b.y + scale * originToB.y);
ctx.lineTo(b.x, b.y);
ctx.closePath();
ctx.globalAlpha = _shadowIntensity / 2;
ctx.fillStyle = 'black';
ctx.fillRect(_innerX, _innerY, _innerWidth, _innerHeight);
ctx.globalAlpha = _shadowIntensity;
ctx.fill();
ctx.globalAlpha = 1;
}
}
Suggestions on how I could go about achieving this? Any and all help is highly appreciated.
You can use composition + the new filter property on the context which takes CSS filters, in this case blur.
You will have to do it in several steps - normally this falls under the 3D domain, but we can "fake" it in 2D as well by rendering a shadow-map.
Here we render a circle shape along a line represented by length and angle, number of iterations, where each iteration increasing the blur radius. The strength of the shadow is defined by its color and opacity.
If the filter property is not available in the browser it can be replaced by a manual blur (there are many out there such as StackBoxBlur and my own rtblur), or simply use a radial gradient.
For multiple use and speed increase, "cache" or render to an off-screen canvas and when done composite back to the main canvas. This will require you to calculate the size based on max blur radius as well as initial radius, then render it centered at angle 0°. To draw use drawImage() with a local transform transformed based on start of shadow, then rotate and scale (not shown below as being a bit too broad).
In the example below it is assumed that the main object is drawn on top after the shadow has been rendered.
The main function takes the following arguments:
renderShadow(ctx, x, y, radius, angle, length, blur, iterations)
// ctx - context to use
// x/y - start of shadow
// radius - shadow radius (assuming circle shaped)
// angle - angle in radians. 0° = right
// length - core-length in pixels (radius/blur adds to real length)
// blur - blur radius in pixels. End blur is radius * iterations
// iterations - line "resolution"/quality, also affects total end blur
Play around with shape, shadow color, blur radius etc. to find the optimal result for your scene.
Demo
Result if browser supports filter:
var ctx = c.getContext("2d");
// render shadow
renderShadow(ctx, 30, 30, 30, Math.PI*0.25, 300, 2.5, 20);
// show main shape
ctx.beginPath();
ctx.moveTo(60, 30);
ctx.arc(30, 30, 30, 0, 6.28);
ctx.fillStyle = "rgb(0,140,200)";
ctx.fill();
function renderShadow(ctx, x, y, radius, angle, length, blur, iterations) {
var step = length / iterations, // calc number of steps
stepX = step * Math.cos(angle), // calc angle step for x based on steps
stepY = step * Math.sin(angle); // calc angle step for y based on steps
for(var i = iterations; i > 0; i--) { // run number of iterations
ctx.beginPath(); // create some shape, here circle
ctx.moveTo(x + radius + i * stepX, y + i * stepY); // move to x/y based on step*ite.
ctx.arc(x + i * stepX, y + i * stepY, radius, 0, 6.28);
ctx.filter = "blur(" + (blur * i) + "px)"; // set filter property
ctx.fillStyle = "rgba(0,0,0,0.5)"; // shadow color
ctx.fill();
}
ctx.filter = "none"; // reset filter
}
<canvas id=c width=450 height=350></canvas>

JS Canvas - draw line at a specified angle

I'd like to make an app where a ball moves at the angle your mouse hits it. So if you swipe your mouse down from top left quadrant at 30 degrees (I guess that would be 180-30 = angle of 150 degrees), it will knock the ball that way. I've been drawing my lines as such:
function drawAngles () {
var d = 50; //start line at (10, 20), move 50px away at angle of 30 degrees
var angle = 80 * Math.PI/180;
ctx.beginPath();
ctx.moveTo(300,0);
ctx.lineTo(300,600); //x, y
ctx.moveTo(0,300);
ctx.lineTo(600,300);
ctx.moveTo(300,300);
ctx.lineTo(600,100);
ctx.arc(300,300,300,0,2*Math.PI);
ctx.stroke();
}
But this doesn't give me an idea of what the angles are.
Then I move the ball at that angle (for now, I'm animating it without mouse interaction)
function getAngleX (x) {
return x = x + (50 * Math.cos(Math.PI/6));
}
function getAngleY(y) {
return y = y + (50 * Math.sin(Math.PI/6));
}
//just animate this box to move at an angle from center down at 30 degrees
$(".anotherBox").mouseenter(function(e) {
pos = $(this).position();
box2X = pos.left;
box2Y = pos.top;
$(this).animate({
//top : $(window).outerHeight(),
top : getAngleY(box2Y)+"px",
left: getAngleX(box2X)+"px",
}, "slow");
});
So how can I draw a line at a specified angle? I'd like to make sure my ball is following along that path.
You can use different approaches to achieve this but if you want to use the same basis to move and draw then this approach may suit well.
First we use a function to get step values for x and y based on the angle (in radians):
function getSteps(angle) {
var cos = Math.cos(angle),
sin = Math.sin(angle);
return {
x: cos -sin,
y: sin + cos
}
}
Then using these steps values we can scale them to get an end point, or scale them gradually to animate an object along the line. A simple loop could look like this (just for example):
function loop() {
var x = i * step.x, // scale using i
y = i * step.y;
ctx.fillRect(200 + x, 200 + y, 2, 2); // add to origin start point 200, 200
i += 1; // increase i
if (i < length) requestAnimationFrame(loop);
}
Live demo
If you just want to draw a line at a certain angle you can do the following instead:
function lineAtAngle(x1, y1, length, angle) {
ctx.moveTo(x1, y1);
ctx.lineTo(x1 + length * Math.cos(angle), y1 + length * Math.sin(angle));
}
then stroke it.
Hope this helps!
If i guess right, i think you want the mouse act like a baseball bat, and you need to measure the current mouse angle, that is to store previous mouse position and do some math.
You have also to keep track if you allready handled current collision, to avoid the ball being 'sticky' and follow the mouse.
http://jsfiddle.net/gamealchemist/z3U8g/
var ctx = cv.getContext('2d');
var ball = {
x:200, y:200,
r : 30,
vx : 0.4, vy:0.4
}
// when mouse moved that distance, ball speed norm will be 1
var speedNorm = 10;
var collisionOnGoing = false;
function collide() {
var dist = sq(ball.x - mx) + sq (ball.y-my);
// too far from ball ?
if (dist > sq(ball.r)) {
collisionOnGoing = false;
return;
}
// return if collision allready handled
if (collisionOnGoing) return;
var mouseDist =Math.sqrt( sq(mx-lastmx) + sq(my-lastmy) );
// no collision if mouse too slow
if (mouseDist<speedNorm/5) return;
// launch the ball in current direction
// with a speed relative to the mouse speed.
var mouseAngle = Math.atan2(my-lastmy, mx-lastmx);
ball.vx= (mouseDist / speedNorm ) * Math.cos(mouseAngle);
ball.vy= (mouseDist / speedNorm ) * Math.sin(mouseAngle);
collisionOnGoing = true;
}
function animate() {
requestAnimationFrame(animate);
ctx.clearRect(0,0,400,400);
// collide ball with mouse
collide();
// draw ball
ctx.beginPath();
ctx.arc(ball.x, ball.y, ball.r, 0, 6.3);
ctx.fill();
ctx.closePath();
// move
ball.x+=ball.vx;
ball.y+=ball.vy;
// collide with screen
if (ball.x>400) ball.vx=-Math.abs(ball.vx);
if (ball.x<0) ball.vx=Math.abs(ball.vx);
if (ball.y>400) ball.vy=-Math.abs(ball.vy);
if (ball.y<0) ball.vy=Math.abs(ball.vy);
}
animate();
// --- Mouse handling ---
addEventListener('mousemove', mouseMove);
var mx=-1, my=-1, lastmx=-1, lastmy=-1;
var cvRect = cv.getBoundingClientRect();
var cvLeft = cvRect.left;
var cvTop = cvRect.top;
function mouseMove(e) {
lastmx = mx; lastmy=my;
mx=e.clientX - cvLeft;
my=e.clientY - cvTop;
}
function sq(x) { return x*x; }

HTML5 canvas drop counter

Hi i have a ball dropping in a html5 canvas, i would like to have a counter that displays how far the ball is dropping.
var ball = new Kinetic.Shape(function(){
var context = this.getContext();
context.beginPath();
context.arc(0, 0, radius, 0, 2 * Math.PI, false);
context.fillStyle = "black";
context.fill();
});
Someone any idea how to do this ?
Your shape has a position on the canvas, you should clearly define it just to be sure.
But if you want to count how your object moves on the screen you can just do:
ball.getPosition();
This will return you a point in the form of
{x: number, y: number}
you can save the individual x,y values like so:
var xPosition = ball.getPosition().x;
var yPosition = ball.getPosition().y;
you can save those positions in your animation and do a sum of how much the ball moved.

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