Javascript skips first visualitation - javascript

I have 2 canvasses that visualize values from 2 different labels.
I wrote 2 almost the same javascripts and when I run my application. It skips the first visualitation and only shows the second one. Where is my mistake?
Here is my html code:-
<div><canvas id="canvas" width="300" height="300"></canvas></div>
<asp:Label ID="LblGauge" runat="server"></asp:Label>
<div><canvas id="canvas2" width="300" height="300"></canvas></div>
<asp:Label ID="LblGauge1" runat="server"></asp:Label>
And here are my 2 javascripts. The only difference now is the canvas/canvas2 and the lblgauge and lblgauge1. Even if I change all the variables in the second script it will still only show the second visualition.
<script>
window.onload = function () {
//canvas initialization
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
//dimensions
var W = canvas.width;
var H = canvas.height;
//Variables
var degrees = document.getElementById("LblGauge").textContent;
var new_degrees = 0;
var difference = 0;
var color = "lightgreen";
var bgcolor = "#222";
var text;
var animation_loop, redraw_loop;
function init() {
//Clear the canvas everytime a chart is drawn
ctx.clearRect(0, 0, W, H);
//Background 360 degree arc
ctx.beginPath();
ctx.strokeStyle = bgcolor;
ctx.lineWidth = 30;
ctx.arc(W / 2, H / 2, 100, 0, Math.PI * 2, false);
ctx.stroke();
//Angle in radians = angle in degrees * PI / 180
var radians = degrees * Math.PI / 180;
ctx.beginPath();
ctx.strokeStyle = color;
ctx.lineWidth = 30;
//the arc will start from the topmost end
ctx.arc(W / 2, H / 2, 100, 0 - 90 * Math.PI / 180, radians - 90 * Math.PI / 180, false);
ctx.stroke();
//Lets add the text
ctx.fillStyle = color;
ctx.font = "50px bebas";
text = Math.floor(degrees / 360 * 100) + "%";
text_width = ctx.measureText(text).width;
ctx.fillText(text, W / 2 - text_width / 2, H / 2 + 15);
}
function draw() {
//Cancel any movement animation if a new chart is requested
if (typeof animation_loop != undefined) clearInterval(animation_loop);
////time for each frame is 1sec / difference in degrees
animation_loop = setInterval(animate_to, 1000 / difference);
}
//function to make the chart move to new degrees
function animate_to() {
if (degrees == new_degrees)
if (degrees < new_degrees)
degrees++;
else
degrees--;
init();
}
draw();
}
</script>
<script>
window.onload = function () {
//canvas initialization
var canvas = document.getElementById("canvas2");
var ctx = canvas.getContext("2d");
//dimensions
var W = canvas.width;
var H = canvas.height;
//Variables
var degrees = document.getElementById("LblGauge1").textContent;
var new_degrees = 0;
var difference = 0;
var color = "lightgreen";
var bgcolor = "#222";
var text;
var animation_loop, redraw_loop;
function init() {
//Clear the canvas everytime a chart is drawn
ctx.clearRect(0, 0, W, H);
//Background 360 degree arc
ctx.beginPath();
ctx.strokeStyle = bgcolor;
ctx.lineWidth = 30;
ctx.arc(W / 2, H / 2, 100, 0, Math.PI * 2, false);
ctx.stroke();
//Angle in radians = angle in degrees * PI / 180
var radians = degrees * Math.PI / 180;
ctx.beginPath();
ctx.strokeStyle = color;
ctx.lineWidth = 30;
//the arc will start from the topmost end
ctx.arc(W / 2, H / 2, 100, 0 - 90 * Math.PI / 180, radians - 90 * Math.PI / 180, false);
ctx.stroke();
//Lets add the text
ctx.fillStyle = color;
ctx.font = "50px bebas";
text = Math.floor(degrees / 360 * 100) + "%";
text_width = ctx.measureText(text).width;
ctx.fillText(text, W / 2 - text_width / 2, H / 2 + 15);
}
function draw() {
//Cancel any movement animation if a new chart is requested
if (typeof animation_loop != undefined) clearInterval(animation_loop);
////time for each frame is 1sec / difference in degrees
animation_loop = setInterval(animate_to, 1000 / difference);
}
//function to make the chart move to new degrees
function animate_to() {
if (degrees == new_degrees)
if (degrees < new_degrees)
degrees++;
else
degrees--;
init();
}
draw();
}
</script>
Can somebody tell me how to change my code.
This is what the javascript shows me when it works.

Related

Multiple Javascript Clocks

I followed a tutorial for building a JS analogue clock and now I'd like to create an identical second clock on the page to experiment with.
When I've tried adding a second clock it overwrites the first clock - I believe this is because the variables ctx and radius are set globally.
Working example:
var canvas = document.getElementById("cambs_clock");
var ctx = canvas.getContext("2d");
var radius = canvas.height / 2;
ctx.translate(radius, radius);
radius = radius * 0.90;
//drawClock();
setInterval(drawClock, 1000);
function drawClock()
{
drawFace(ctx, radius);
drawNumbers(ctx, radius);
drawTime(ctx, radius);
}
I tried turning the block of code that generates the ctx and radius variables into a function and adding params to the drawClock function but that resulted in no clocks being drawn whatsoever:
function setupClock(clock)
{
var canvas = document.getElementById("cambs_clock");
var ctx = canvas.getContext("2d");
var radius = canvas.height / 2;
ctx.translate(radius, radius);
radius = radius * 0.90;
setInterval(drawClock(ctx, radius), 1000);
}
//drawClock();
//setInterval(drawClock, 1000);
setupClock();
function drawClock(ctx,radius)
{
drawFace(ctx, radius);
drawNumbers(ctx, radius);
drawTime(ctx, radius);
}
function drawFace(ctx, radius) {
var grad;
ctx.beginPath();
ctx.arc(0, 0, radius, 0, 2 * Math.PI);
ctx.fillStyle = 'red';
ctx.fill();
grad = ctx.createRadialGradient(0, 0 ,radius * 0.95, 0, 0, radius * 1.05);
grad.addColorStop(0, '#333');
grad.addColorStop(0.5, 'black');
grad.addColorStop(1, '#333');
ctx.strokeStyle = grad;
ctx.lineWidth = radius*0.05;
ctx.stroke();
ctx.beginPath();
ctx.arc(0, 0, radius * 0.1, 0, 2 * Math.PI);
ctx.fillStyle = '#333';
ctx.fill();
}
function drawNumbers(ctx, radius) {
var ang;
var num;
ctx.font = radius * 0.15 + "px arial";
ctx.textBaseline = "middle";
ctx.textAlign = "center";
for(num = 1; num < 13; num++){
ang = num * Math.PI / 6;
ctx.rotate(ang);
ctx.translate(0, -radius * 0.85);
ctx.rotate(-ang);
ctx.fillText(num.toString(), 0, 0);
ctx.rotate(ang);
ctx.translate(0, radius * 0.85);
ctx.rotate(-ang);
}
}
function drawTime(ctx, radius){
var now = new Date();
var hour = now.getHours();
var minute = now.getMinutes();
var second = now.getSeconds();
//hour
hour = hour%12;
hour = (hour*Math.PI/6)+(minute*Math.PI/(6*60))+(second*Math.PI/(360*60));
drawHand(ctx, hour, radius*0.5, radius*0.07);
//minute
minute = (minute*Math.PI/30)+(second*Math.PI/(30*60));
drawHand(ctx, minute, radius*0.8, radius*0.07);
// second
second = (second*Math.PI/30);
drawHand(ctx, second, radius*0.9, radius*0.02);
}
function drawHand(ctx, pos, length, width) {
ctx.beginPath();
ctx.lineWidth = width;
ctx.lineCap = "round";
ctx.moveTo(0,0);
ctx.rotate(pos);
ctx.lineTo(0, -length);
ctx.stroke();
ctx.rotate(-pos);
}
</script>
The above code results in no clocks being drawn.
How would I be able to expand this code to accommodate multiple clocks?
(The end game is to have several clocks for different timezones in case that makes a difference)
You have tried the following:
function setupClock(clock)
{
var canvas = document.getElementById("cambs_clock");
var ctx = canvas.getContext("2d");
var radius = canvas.height / 2;
ctx.translate(radius, radius);
radius = radius * 0.90;
setInterval(() => drawClock(ctx, radius), 1000);
}
setupClock();
Notice that that function has an argument, clock which is not used. Furthermore, with document.getElementById("cambs_clock"); you always target the same canvas. So what you need in your case are two canvas's like
<canvas id="clock1"></canvas>
<canvas id="clock2"></canvas>
And the following script
function setupClock(clock)
{
var canvas = document.getElementById(clock);
var ctx = canvas.getContext("2d");
var radius = canvas.height / 2;
ctx.translate(radius, radius);
radius = radius * 0.90;
setInterval(drawClock(ctx, radius), 1000);
}
setupClock('clock1');
setupClock('clock2');
You can pass the radius as well as an argument if you like:
function setupClock(clock, radius) { ... }
setupClock('clock2', 20);
Endless possibilities, good luck!
Change
setInterval(drawClock(ctx, radius), 1000);
to
setInterval(() => {
drawClock(ctx, radius);
}, 1000);

Canvas get pixelate after adding animation

After adding the animation, the canvas gets pixelated. I've tried to fix this with adding context.clearRect(0, 0, canvas.width, canvas.height); but it hides the previous segments
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
var x = canvas.width / 2;
var y = canvas.height / 2;
var radius = x - 40;
var endPercent = 45;
var curPerc = 0,
mybeg;
var counterClockwise = false;
var circ = Math.PI * 2;
var quart = Math.PI / 2;
var col = ['#000', '#ff0000', '#002bff'];
function animate(current, colr, mybeg) {
context.beginPath();
context.moveTo(x, y);
context.arc(x, y, radius, mybeg, ((circ) * current));
context.fillStyle = colr;
context.fill();
//console.log(x, y, radius, mybeg, ((circ) * current));
curPerc++;
if (curPerc <= endPercent) {
mybeg = 0;
requestAnimationFrame(function() {
animate(curPerc / 100, col[0], mybeg)
});
} else if (curPerc > 44 && curPerc <= 65) {
const mybeg1 = ((circ) * 45 / 100);
requestAnimationFrame(function() {
animate(curPerc / 100, col[1], mybeg1)
});
} else if (curPerc > 64 && curPerc <= 100) {
const mybeg2 = ((circ) * 65 / 100);
requestAnimationFrame(function() {
animate(curPerc / 100, col[2], mybeg2)
});
}
}
animate();
<canvas id="myCanvas" height="300" width="300"></canvas>
You are redrawing the same arc over itself a lot of times.
To render a smooth arc, we need semi-transparent pixels (antialiasing), and drawing semi-transparent pixels over other semi-transparent pixels will make them more an more opaque.
So the solution here is to clear everything and redraw everything at every frame.
There are several ways to do it, but one of the simplest might be to render your complete pie every-time and only animate a mask over it, using compositing:
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
var x = canvas.width / 2;
var y = canvas.height / 2;
var radius = x - 40;
var stops = [
//[ begin, end , color ]
[ 0, 45, '#000' ],
[ 45, 65, '#ff0000' ],
[ 65, 100, '#002bff' ]
];
var current = 0;
animate();
function drawFullPie() {
stops.forEach( function( stop , i) {
var begin = (stop[0] / 100 ) * Math.PI * 2;
var end = (stop[1] / 100 ) * Math.PI * 2;
context.beginPath();
context.moveTo( x, y );
context.arc( x, y, radius, begin, end );
context.fillStyle = stop[2];
context.fill();
} );
}
function drawMask() {
var begin = 0;
var end = (current / 100) * Math.PI * 2;
// Keep whatever is currently painted to the canvas
// only where our next drawings will appear
context.globalCompositeOperation = 'destination-in';
context.beginPath();
context.moveTo( x, y );
context.arc( x, y, radius, begin, end );
context.fill();
// disable masking
context.globalCompositeOperation = 'source-over';
}
function animate() {
// clear at every frame
context.clearRect( 0, 0, canvas.width, canvas.height );
// draw the full pie
drawFullPie();
// mask it as needed
drawMask();
// until complete
if( current ++ < 100 ) {
// do it again
requestAnimationFrame( animate );
}
}
<canvas id="myCanvas" height="300" width="300"></canvas>

Rotate HTML canvas circle scale

I am experiencing trouble in rotating a circle with HTML5 canvas.
the function is about control a circle,
but the scale is out of control...
anyone know how to adjust(or set rotate) the scale to fit the canvas circle?
The starting angle(0.7 pi) and endAngle(0.3 pi).
Do I need to reset the rotate?
--> ctx.rotate(Math.PI * 3 / 16);
-->(math.pi*15/10*1/8)
var degrees = 0;
var color = "lightblue";
var bgcolor = "#222";
var canvas, ctx, W, Htext;
function init_rpm(name, val) {
canvas = document.getElementById(name);
ctx = canvas.getContext("2d");
//dimensions
W = canvas.width;
H = canvas.height;
//Clear the canvas everytime a chart is drawn
ctx.clearRect(0, 0, W, H);
//Background 360 degree arc
ctx.beginPath();
ctx.lineWidth = 25;
ctx.strokeStyle = bgcolor;
ctx.arc(W / 2, H / 2, Math.floor(W / 3), 0.7 * Math.PI, 0.3 * Math.PI, false); //you can see thr src now
ctx.stroke();
//center circle
ctx.save();
ctx.beginPath();
ctx.strokeStyle = 'rgba(255, 255, 255, .2)';
ctx.lineWidth = 10;
ctx.arc(W / 2, H / 2, Math.floor(W / 3) - 40, 0.7 * Math.PI, 0.3 * Math.PI, false);
ctx.stroke();
ctx.restore();
// scale
ctx.save();
ctx.translate(300, 300);
for (var i = 0; i < 9; i++) {
ctx.beginPath();
ctx.lineWidth = 2;
ctx.strokeStyle = 'rgba(255, 255, 255, .3)';
ctx.moveTo(130, 0);
ctx.lineTo(140, 0);
ctx.stroke();
ctx.rotate(Math.PI * 3 / 16);
}
ctx.restore();
//angle in radians =angle in drgrees*pi/180 make color
var percent = val / 8000 * 100;
ctx.beginPath();
ctx.lineWidth = 30;
// ctx.strokeStyle= color;
var my_gradient = ctx.createLinearGradient(0, 150, 250, 300);
my_gradient.addColorStop(0, "#B31918");
my_gradient.addColorStop(1, "#FFA000");
ctx.strokeStyle = my_gradient;
//the arc start from the rightmost end. if we deduct 90 degrees from the angles
//the arc will start from the top most end
ctx.arc(W / 2, H / 2, Math.floor(W / 3), 0.7 * Math.PI, 0.7 * Math.PI + 1.6 * Math.PI / 100 * percent, false); //you can see thr src now
ctx.stroke();
//add text
ctx.fillStyle = color;
ctx.font = "7vh play";
// text=Math.floor(degrees/360*8)+' RPM';
text = degrees / 360 * 8;
text_width = ctx.measureText(text).width;
ctx.fillText(text, W / 2 - text_width / 2, H / 2 + 15);
ctx.font = "3vh play";
text2 = 'RPM';
ctx.fillText(text2, W / 2 - text_width / 2, H / 2 + 70);
}
function draw(val, name, type) {
// console.log(val);
if (name != "" || name != null) {
if (type == "rpm") {
if (val != "" || val != null) {
degrees = val / 1000 / 8 * 360;
} else {
degrees = 180;
}
init_rpm(name, val);
} else if (type == "kmh") {
if (val != "" || val != null) {
degrees = val;
} else {
degrees = 180;
}
init_kmh(name);
}
} else {
console.log('can not find canvas id');
}
}
$(document).ready(function () {
//canvas init
draw(0, "canvas3", "rpm");
var rpmControl2 = document.querySelector('input[id=get_rpm]');
rpmControl2.addEventListener('input', function () {
draw(this.value, "canvas3", "rpm");
});
});
#canvas2{
display:inline;
}
body{
background:#333;
font-family: 'Play', sans-serif;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.0.1/jquery.min.js"></script>
<div class="container-fluid">
<input id="get_rpm" type="number" value="0" min="0" max="8000" step="100" />
<span style="color:white">RPM</span>
<canvas id="canvas3" width="600" height="600"></canvas>
Your scale is drawn by drawing its lines in a single direction and then controlling the context's rotation to make all these lines point at a different angle.
Just like if you held a ruler always in the same direction and simply rotated the leaf of paper underneath.
So to control the rotation of your scale, you have to set the context's rotation (or leaf of paper) before you draw the first line.
var ctx = c.getContext('2d');
angle.oninput = function(e) {
ctx.clearRect(0, 0, c.width, c.height);
var rad = angle.value * (Math.PI / 180);
// move the context so its center be at 0,0
ctx.setTransform(1, 0, 0, 1, c.width/2, c.height/2);
// rotate it so we face the required angle
ctx.rotate(rad);
var stepAngle = Math.PI*2 / 14,
innerRad = c.width / 2.8,
outerRad = c.width / 2.5;
ctx.beginPath();
for(var i = 0; i < 12; i++) {
ctx.moveTo(0, innerRad); // move vertically
ctx.lineTo(0, outerRad); // draw line vertically
ctx.rotate(stepAngle); // rotate by fixed increment
}
ctx.stroke(); // all drawn, we can stroke
ctx.setTransform(1, 0, 0, 1, 0, 0); // reset context's position
};
angle.oninput();
<input type="range" min="0" max="360" id="angle"><br>
<canvas id="c" width="200" height="200"></canvas>
And with your code:
var degrees = 0;
var color = "lightblue";
var bgcolor = "#222";
var canvas, ctx, W, Htext;
function init_rpm(name, val) {
canvas = document.getElementById(name);
ctx = canvas.getContext("2d");
//dimensions
W = canvas.width;
H = canvas.height;
//Clear the canvas everytime a chart is drawn
ctx.clearRect(0, 0, W, H);
//Background 360 degree arc
ctx.beginPath();
ctx.lineWidth = 25;
ctx.strokeStyle = bgcolor;
ctx.arc(W / 2, H / 2, Math.floor(W / 3), 0.7 * Math.PI, 0.3 * Math.PI, false); //you can see thr src now
ctx.stroke();
//center circle
ctx.beginPath();
ctx.strokeStyle = 'rgba(255, 255, 255, .2)';
ctx.lineWidth = 10;
ctx.arc(W / 2, H / 2, Math.floor(W / 3) - 40, 0.7 * Math.PI, 0.3 * Math.PI, false);
ctx.stroke();
//EDITS BEGIN HERE
// scale
ctx.setTransform(1, 0, 0, 1, 300, 300);
ctx.beginPath();
ctx.lineWidth = 2;
ctx.strokeStyle = 'rgba(255, 255, 255, .3)';
// there should be 10 lines
var stepAngle = (Math.PI * 2) / 10;
// begin angle
ctx.rotate(0.7 * Math.PI);
// draw only 9 of the 10 lines
for (var i = 0; i < 9; i++) {
ctx.moveTo(130, 0);
ctx.lineTo(140, 0);
ctx.rotate(stepAngle);
}
ctx.stroke();
ctx.setTransform(1, 0, 0, 1, 0, 0);
//EDITS END HERE
var percent = val / 8000 * 100;
ctx.beginPath();
ctx.lineWidth = 30;
var my_gradient = ctx.createLinearGradient(0, 150, 250, 300);
my_gradient.addColorStop(0, "#B31918");
my_gradient.addColorStop(1, "#FFA000");
ctx.strokeStyle = my_gradient;
//the arc start from the rightmost end. if we deduct 90 degrees from the angles
//the arc will start from the top most end
ctx.arc(W / 2, H / 2, Math.floor(W / 3), 0.7 * Math.PI, 0.7 * Math.PI + 1.6 * Math.PI / 100 * percent, false); //you can see thr src now
ctx.stroke();
//add text
ctx.fillStyle = color;
ctx.font = "7vh play";
// text=Math.floor(degrees/360*8)+' RPM';
text = degrees / 360 * 8;
text_width = ctx.measureText(text).width;
ctx.fillText(text, W / 2 - text_width / 2, H / 2 + 15);
ctx.font = "3vh play";
text2 = 'RPM';
ctx.fillText(text2, W / 2 - text_width / 2, H / 2 + 70);
}
function draw(val, name, type) {
// console.log(val);
if (name != "" || name != null) {
if (type == "rpm") {
if (val != "" || val != null) {
degrees = val / 1000 / 8 * 360;
} else {
degrees = 180;
}
init_rpm(name, val);
} else if (type == "kmh") {
if (val != "" || val != null) {
degrees = val;
} else {
degrees = 180;
}
init_kmh(name);
}
} else {
console.log('can not find canvas id');
}
}
$(document).ready(function () {
//canvas init
draw(0, "canvas3", "rpm");
var rpmControl2 = document.querySelector('input[id=get_rpm]');
rpmControl2.addEventListener('input', function () {
draw(this.value, "canvas3", "rpm");
});
});
#canvas2{
display:inline;
}
body{
background:#333;
font-family: 'Play', sans-serif;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.0.1/jquery.min.js"></script>
<div class="container-fluid">
<input id="get_rpm" type="number" value="0" min="0" max="8000" step="100" />
<span style="color:white">RPM</span>
<canvas id="canvas3" width="600" height="600"></canvas>

Circle won't be drawn on canvas

Hi I try to make an animation. A circle should run from right to left. Now the problem is that no circle become drawed in the canvas. I check in chromes developer tool the console log but there was no error. Have anyone a idea what the mistake is?
window.onload = window.onresize = function() {
var C = 1; // canvas width to viewport width ratio
var el = document.getElementById("myCanvas");
var viewportWidth = window.innerWidth;
var viewportHeight = window.innerHeight;
var canvasWidth = viewportWidth * C;
var canvasHeight = viewportHeight;
el.style.position = "fixed";
el.setAttribute("width", canvasWidth);
el.setAttribute("height", canvasHeight);
var x = canvasWidth / 100;
var y = canvasHeight / 100;
var ballx = canvasWidth / 100;
var n;
window.ctx = el.getContext("2d");
ctx.clearRect(0, 0, canvasWidth, canvasHeight);
// draw triangles
function init() {
ballx;
return setInterval(main_loop, 1000);
}
function drawcircles() {
function getRandomElement(array) {
if (array.length == 0) {
return undefined;
}
return array[Math.floor(Math.random() * array.length)];
}
var circles = [
'#FFFF00',
'#FF0000',
'#0000FF'
];
ctx.beginPath();
ctx.arc(ballx * 108, canvasHeight / 2, x * 5, 0, 2 * Math.PI, false);
ctx.fillStyle = JSON.stringify(getRandomElement(circles));
ctx.fill();
ctx.closePath;
}
function draw() {
var counterClockwise = false;
ctx.clearRect(0, 0, canvasWidth, canvasHeight);
//first halfarc
ctx.beginPath();
ctx.arc(x * 80, y * 80, y * 10, 0 * Math.PI, 1 * Math.PI, counterClockwise);
ctx.lineWidth = y * 1;
ctx.strokeStyle = 'black';
ctx.stroke();
ctx.closePath;
//second halfarc
ctx.beginPath();
ctx.arc(x * 50, y * 80, y * 10, 0 * Math.PI, 1 * Math.PI, counterClockwise);
ctx.lineWidth = y * 1;
ctx.strokeStyle = 'black';
ctx.stroke();
ctx.closePath;
//third halfarc
ctx.beginPath();
ctx.arc(x * 20, y * 80, y * 10, 0 * Math.PI, 1 * Math.PI, counterClockwise);
ctx.lineWidth = y * 1;
ctx.strokeStyle = 'black';
ctx.stroke();
ctx.closePath;
// draw stop button
ctx.beginPath();
ctx.moveTo(x * 87, y * 2);
ctx.lineTo(x * 87, y * 10);
ctx.lineWidth = x;
ctx.stroke();
ctx.beginPath();
ctx.moveTo(x * 95, y * 2);
ctx.lineTo(x * 95, y * 10);
ctx.lineWidth = x;
ctx.stroke();
ctx.closePath;
//circle
}
function update() {
ballx -= 0.1;
if (ballx < 0) {
ballx = -radius;
}
}
function main_loop() {
drawcircles();
draw();
update();
}
init();
function initi() {
console.log('init');
// Get a reference to our touch-sensitive element
var touchzone = document.getElementById("myCanvas");
// Add an event handler for the touchstart event
touchzone.addEventListener("mousedown", touchHandler, false);
}
function touchHandler(event) {
// Get a reference to our coordinates div
var can = document.getElementById("myCanvas");
// Write the coordinates of the touch to the div
if (event.pageX < x * 50 && event.pageY > y * 10) {
ballx += 1;
} else if (event.pageX > x * 50 && event.pageY > y * 10) {
ballx -= 1;
}
console.log(event, x, ballx);
draw();
}
initi();
draw();
}
<div id="gameArea">
<canvas id="myCanvas"></canvas>
</div>
Your call to draw() after calling drawcircles() has a ctx.clearRect - this clears the canvas (including the just drawn circles).
Moving drawcircles(); to after draw(); in main_loop will make the circle appear. Note that you have to wait for a bit for the circle to be drawn within the visible area.

Create animation with circles time dependent

Hi I try to make a animation. One of the 3 circles which become drawed when the function is called should move from right to left at first one random (yellow, blue or orange) circle should become drawed on the canvas then after 3 seconds the next random circle and then after 2,8 seconds and so far.
How can I do that? Now the circles become drawed every time again when the mainloop starts run again.
window.onload = window.onresize = function() {
var C = 1; // canvas width to viewport width ratio
var el = document.getElementById("myCanvas");
var viewportWidth = window.innerWidth;
var viewportHeight = window.innerHeight;
var canvasWidth = viewportWidth * C;
var canvasHeight = viewportHeight;
el.style.position = "fixed";
el.setAttribute("width", canvasWidth);
el.setAttribute("height", canvasHeight);
var x = canvasWidth / 100;
var y = canvasHeight / 100;
var ballx = canvasWidth / 100;
var n;
window.ctx = el.getContext("2d");
ctx.clearRect(0, 0, canvasWidth, canvasHeight);
// draw triangles
function init() {
ballx;
return setInterval(main_loop, 1000);
}
function drawcircle1()
{
var radius = x * 5;
ctx.beginPath();
ctx.arc(ballx * 108, canvasHeight / 2, radius, 0, 2 * Math.PI, false);
ctx.fillStyle = 'yellow';
ctx.fill();
}
function drawcircle2()
{
var radius = x * 5;
ctx.beginPath();
ctx.arc(ballx * 108, canvasHeight / 2, radius, 0, 2 * Math.PI, false);
ctx.fillStyle = 'blue';
ctx.fill();
}
function drawcircle3()
{
var radius = x * 5;
ctx.beginPath();
ctx.arc(ballx * 105, canvasHeight / 2, radius, 0, 2 * Math.PI, false);
ctx.fillStyle = 'orange';
ctx.fill();
}
function draw() {
var counterClockwise = false;
ctx.clearRect(0, 0, canvasWidth, canvasHeight);
//first halfarc
ctx.beginPath();
ctx.arc(x * 80, y * 80, y * 10, 0 * Math.PI, 1 * Math.PI, counterClockwise);
ctx.lineWidth = y * 1;
ctx.strokeStyle = 'black';
ctx.stroke();
//second halfarc
ctx.beginPath();
ctx.arc(x * 50, y * 80, y * 10, 0 * Math.PI, 1 * Math.PI, counterClockwise);
ctx.lineWidth = y * 1;
ctx.strokeStyle = 'black';
ctx.stroke();
//third halfarc
ctx.beginPath();
ctx.arc(x * 20, y * 80, y * 10, 0 * Math.PI, 1 * Math.PI, counterClockwise);
ctx.lineWidth = y * 1;
ctx.strokeStyle = 'black';
ctx.stroke();
// draw stop button
ctx.beginPath();
ctx.moveTo(x * 87, y * 2);
ctx.lineTo(x * 87, y * 10);
ctx.lineWidth = x;
ctx.stroke();
ctx.beginPath();
ctx.moveTo(x * 95, y * 2);
ctx.lineTo(x * 95, y * 10);
ctx.lineWidth = x;
ctx.stroke();
function drawRandom(drawFunctions){
//generate a random index
var randomIndex = Math.floor(Math.random() * drawFunctions.length);
//call the function
drawFunctions[randomIndex]();
}
drawRandom([drawcircle1, drawcircle2, drawcircle3]);
}
function update() {
ballx -= 0.1;
if (ballx < 0) {
ballx = -radius;
}
}
function main_loop() {
draw();
update();
collisiondetection();
}
init();
function initi() {
console.log('init');
// Get a reference to our touch-sensitive element
var touchzone = document.getElementById("myCanvas");
// Add an event handler for the touchstart event
touchzone.addEventListener("mousedown", touchHandler, false);
}
function touchHandler(event) {
// Get a reference to our coordinates div
var can = document.getElementById("myCanvas");
// Write the coordinates of the touch to the div
if (event.pageX < x * 50 && event.pageY > y * 10) {
ballx += 1;
} else if (event.pageX > x * 50 && event.pageY > y * 10 ) {
ballx -= 1;
}
console.log(event, x, ballx);
draw();
}
initi();
draw();
}
I'm a bit confused by your code, but I think I understand that you want to know how to delay when each circle will start animating to the left.
Here's how to animate your yellow, blue & orange circles with different delays:
Define the 3 circles using javascript objects and store all definintions in an array.
Inside an animation loop:
Calculate how much time has elapsed since the animation began
Loop through each circle in the array
If a circle's delay time as elapsed, animate it leftward
When all 3 circles have moved offscreen-left, stop the animation loop.
Here's annotated code and a Demo:
// canvas related variables
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var canvasWidth=canvas.width;
var canvasHeight=canvas.height;
// predifine PI*2 because it's used often
var PI2=Math.PI*2;
// startTime is used to calculate elapsed time
var startTime;
// define 3 circles in javascript objects and put
// them in the arcs[] array
var arcs=[];
addArc(canvasWidth,canvasHeight/2,20,0,PI2,0,-1,'yellow');
addArc(canvasWidth,canvasHeight/2+40,20,0,PI2,3000,-1,'blue');
addArc(canvasWidth,canvasHeight/2+80,20,0,PI2,8000,-1,'orange');
// begin animating
requestAnimationFrame(animate);
function animate(time){
// set startTime if it isn't already set
if(!startTime){startTime=time;}
// calc elapsedTime
var elapsedTime=time-startTime;
// clear the canvas
ctx.clearRect(0,0,canvasWidth,canvasHeight);
// assume no further animating is necessary
// The for-loop may change the assumption
var continueAnimating=false;
for(var i=0;i<arcs.length;i++){
var arc=arcs[i];
// update this circle & report if it wasMoved
var wasMoved=update(arc,elapsedTime);
// if it wasMoved, then change assumption to continueAnimating
if(wasMoved){continueAnimating=true;}
// draw this arc at its current position
drawArc(arc);
}
// if update() reported that it moved something
// then request another animation loop
if(continueAnimating){
requestAnimationFrame(animate);
}else{
// otherwise report the animation is complete
alert('Animation is complete');
}
}
function update(arc,elapsedTime){
// has this arc's animation delay been reached by elapsedTime
if(elapsedTime>=arc.delay){
// is this arc still visible on the canvas
if(arc.cx>-arc.radius){
// if yes+yes, move this arc by the specified moveX
arc.cx+=arc.moveX;
// report that we moved this arc
return(true);
}
}
// report that we didn't move this arc
return(false);
}
// create a javascript object defining this arc
function addArc(cx,cy,radius,startAngle,endAngle,
animationDelay,moveByX,color){
arcs.push({
cx:cx,
cy:cy,
radius:radius,
start:startAngle,
end:endAngle,
// this "delay" property is what causes this
// circle to delay before it starts to animate
delay:animationDelay,
moveX:moveByX,
color:color,
});
}
// draw a given arc
function drawArc(a){
ctx.beginPath();
ctx.arc(a.cx,a.cy,a.radius,a.start,a.end);
ctx.fillStyle=a.color;
ctx.fill();
}
body{ background-color: ivory; }
#canvas{border:1px solid red; margin:0 auto; }
<canvas id="canvas" width=400 height=300></canvas>

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