Adding falling objects with different colors - javascript

Here is the JavaScript for a catcher game I’m making. Some of the code was given, which is why I quite fully don’t understand how to do certain things. Right now, I’m have different faller objects that are basically red rectangles that vary in height and width. What I’m trying to do is make it so that the faller objects randomize between red and blue (blue showing up less) but I’m extremely confused as how to do so. I tried making it so that the colors added to game.fillstyle were randomized prior, but that doesn’t seem to be working. Any help or advice is greatly appreciated–doesn’t have to be an answer. I’m just looking to figure this out.
Also, if I should put all of the code in please let me know.
Here is the JSfiddle : https://jsfiddle.net/ianlizzo/4dLr48v0/7/#&togetherjs=irGLk3uxOE
(() => {
let canvas = document.getElementById("game");
let game = canvas.getContext("2d");
let lastTimestamp = 0;
const FRAME_RATE = 60;
const FRAME_DURATION = 1000 / FRAME_RATE;
let fallers = [];
let score = 0;
let colourValues = ["red", "blue"]
colourValues = {
red: "#ff0000",
blue: "#0000ff"
};
let colour = colourValues[Math.floor(Math.random()*colourValues.length)];
//ignore
//let scoreCount = document.getElementById("scoreCount”);
let showScore = function(){
scoreCount.innerHTML = "Your score is " + score;
};
let addScore = function(pointValue){
score += pointValue;
showScore();
};
let fallerIn = function(inside){
inside.captured = true;
addScore(inside.pointValue);
};
const DEFAULT_DESCENT = 0.0001; // This is per millisecond.
let Faller = function (x, y, width, height, dx = 0, dy = 0, ax = 0, ay = DEFAULT_DESCENT) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.captured = false;
this.pointValue = 5;
this.colour;
// Velocity.
this.dx = dx;
this.dy = dy;
// Acceleration.
this.ax = ax;
this.ay = ay;
};
Faller.prototype.draw = function () {
game.fillStyle = colour;
game.fillRect(this.x, this.y, this.width, this.height);
};
Faller.prototype.move = function (millisecondsElapsed) {
this.x += this.dx * millisecondsElapsed;
this.y += this.dy * millisecondsElapsed;
this.dx += this.ax * millisecondsElapsed;
this.dy += this.ay * millisecondsElapsed;
};
const DEFAULT_PLAYER_WIDTH = 65;
const DEFAULT_PLAYER_HEIGHT = 45;
const DEFAULT_PLAYER_Y = canvas.height - DEFAULT_PLAYER_HEIGHT;
let Player = function (x, y = DEFAULT_PLAYER_Y, width = DEFAULT_PLAYER_WIDTH, height = DEFAULT_PLAYER_HEIGHT) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
};
Player.prototype.draw = function () {
let grd = game.createLinearGradient(0, 200, 200, 0);
grd.addColorStop(0, "black");
grd.addColorStop(0.5, "red");
grd.addColorStop(1, "white");
game.fillStyle = grd;
game.fillRect(this.x, this.y, this.width, this.height);
game.fill();
};
let player = new Player(canvas.width / 2);
let draw = (millisecondsElapsed) => {
game.clearRect(0, 0, canvas.width, canvas.height);
fallers.forEach((faller) => {
faller.draw();
faller.move(millisecondsElapsed);
if (!(faller.captured)&&
faller.y + faller.height > canvas.height &&
faller.x + faller.width < player.x + player.width &&
faller.x > player.x){
fallerIn(faller);
}
});
player.draw();
fallers = fallers.filter((faller) => {
return faller.y < canvas.height;
});
};
const MIN_WIDTH = 10;
const WIDTH_RANGE = 20;
const MIN_HEIGHT = 10;
const HEIGHT_RANGE = 20;
const MILLISECONDS_BETWEEN_FALLERS = 750;
let fallerGenerator;
let startFallerGenerator = () => {
fallerGenerator = setInterval(() => {
let fallerWidth = Math.floor(Math.random() * WIDTH_RANGE) + MIN_WIDTH;
fallers.push(new Faller(
Math.floor(Math.random() * (canvas.width - fallerWidth)), 0,
fallerWidth, Math.floor(Math.random() * HEIGHT_RANGE) + MIN_HEIGHT
));
}, MILLISECONDS_BETWEEN_FALLERS);
};
let stopFallerGenerator = () => clearInterval(fallerGenerator);
let setPlayerPositionBasedOnMouse = (event) => {
player.x = event.clientX / document.body.clientWidth * canvas.width;
};
document.body.addEventListener("mouseenter", setPlayerPositionBasedOnMouse);
document.body.addEventListener("mousemove", setPlayerPositionBasedOnMouse);
let running = false;
let nextFrame = (timestamp) => {
if (!lastTimestamp) {
lastTimestamp = timestamp;
}
if (timestamp - lastTimestamp < FRAME_DURATION) {
if (running) {
window.requestAnimationFrame(nextFrame);
}
return;
}
draw(timestamp - lastTimestamp);
lastTimestamp = timestamp;
if (running) {
window.requestAnimationFrame(nextFrame);
}
};
document.getElementById("start-button").addEventListener("click", () => {
running = true;
lastTimestamp = 0;
startFallerGenerator();
window.requestAnimationFrame(nextFrame);
});
document.getElementById("stop-button").addEventListener("click", () => {
stopFallerGenerator();
running = false;
});
})();

let colourValues = ["red", "blue"]
/* colourValues.length will be undefined for object.
colourValues = {
red: "#ff0000",
blue: "#0000ff"
};*/
let colour = colourValues[Math.floor(Math.random()*colourValues.length)];
See this fiddle
Random color generator should generate red for 75% times.
Faller.prototype.randomColour = function() {
return colourValues[Math.floor(Math.random() * colourValues.length * 0.75)];
};
Faller should use its own color to fill
Faller.prototype.draw = function() {
game.fillStyle = this.colour;
game.fillRect(this.x, this.y, this.width, this.height);
};
which was assigned in Faller constructor.
this.colour = this.randomColour();
I couldn't figure out how to set ES6 in jsFiddle. So it is done in ES5

let colourValues = ["red", "blue", "red", "red"];
game.fillStyle = colourValues[Math.floor(Math.random()*colourValues.length)];
plnkr http://plnkr.co/edit/uY5hm8Pkaoklfr6Tikrd?p=preview

Related

Flickering Canvas [duplicate]

This question already has answers here:
Flickering images in canvas animation
(2 answers)
Closed last month.
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const ctx = canvas.getContext("2d");
const global = {
hornets: [],
};
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constructor(x, y) {
this.x = x;
this.y = y;
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const hornet = new Image();
hornet.src = "./hornet.png";
ctx.drawImage(hornet, this.x, this.y);
}
move() {
this.radians += this.velocity;
this.x -= Math.cos(this.radians) * 4;
this.y -= Math.sin(this.radians) * 4;
}
}
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const nest = new Image();
nest.src = "./nest.png";
ctx.drawImage(nest, canvas.width / 2 - 40, canvas.height / 2 - 150);
};
const drawForest = () => {
const forest = new Image();
forest.src = "./forest.png";
ctx.drawImage(forest, 0, 0);
};
const initHornets = () => {
for (let i = 0; i < 22; i++) {
let ranX = Math.floor(Math.random() * 11) - Math.floor(Math.random() * 11);
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global.hornets.push(new Hornet(x, y));
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initHornets();
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ctx.fillStyle = "white";
ctx.fillRect(0, 0, canvas.width, canvas.height);
drawForest();
drawNest();
global.hornets.forEach((hornet) => {
hornet.draw();
hornet.move();
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requestAnimationFrame(animate);
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window.onload = () => {
requestAnimationFrame(animate);
};
I've noticed that my canvas flickers every 5-6 seconds or so. Is this a fps issue from not utilizing delta time? Could it be using the Math.cos and Math.sin trig functions are resource intensive? Or is it something else entirely?
Check out what I mean: https://brixsta.github.io/Hornet-Nest/
Disabled Hardware Acceleration in Chrome and it fixes the White Flicker!

Add a counter of the number of objets clicked

I just made this animation using canvas. Shows a number of bubbles scrolling from top to bottom. Clicking on any bubble starts it moving top to bottom again.
I plan to add a counter of the number of bubbles clicked/picked with a localStorage but I have difficulties implementing it.
Here is how I implemented it.
Each bubble now has id property.
Every time you run the script, it puts empty array to localStorage.clickedBubbles.
When a bubble is clicked, the array is checked if it contains the id. If not, the id is pushed to local storage.
Also, each click the count is logged to console.
const INITIALIZATION = 100;
const STEP1 = 200;
const BUBBLES = 10;
const SPEED = 10;
let counter = 0;
localStorage.setItem("clickedBubbles", "[]");
function Bubble(x, y, radio) {
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this.x = x;
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this.radio = radio;
this.color = "blue";
this.speed = 5;
this.getId = function () {
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};
this.getX = function () {
return this.x;
};
this.getY = function () {
return this.y;
};
this.getRadio = function () {
return this.radio;
};
this.getColor = function () {
return this.color;
};
this.getspeed = function () {
return this.speed;
};
this.setX = function (x) {
this.x = x;
};
this.setY = function (y) {
this.y = y;
};
this.setRadio = function (radio) {
this.radio = radio;
};
this.setColor = function (color) {
this.color = color;
};
this.setSpeed = function (speed) {
this.speed = speed;
};
this.draw = function (ctx) {
ctx.save();
ctx.fillStyle = this.color;
ctx.beginPath();
ctx.arc(this.x, this.y, this.radio, 0, Math.PI * 2, true);
ctx.fill();
ctx.fillStyle = "white";
ctx.beginPath();
ctx.arc(
this.x + this.radio / 3,
this.y - this.radio / 3,
this.radio / 4,
0,
Math.PI * 2,
true
);
ctx.fill();
ctx.restore();
};
this.coordinates = function (x, y) {
var ax = this.getX() - this.getRadio();
var ay = this.getY() - this.getRadio();
return (
x >= ax &&
x <= ax + 2 * this.getRadio() &&
y >= ay &&
y <= ay + 2 * this.getRadio()
);
};
}
function animationBubbles() {
var bubbles = [];
var arrayColors;
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var status = INITIALIZATION;
var app = this;
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
this.click = function (e) {
var x = e.x || e.pageX || e.clientX;
var y = e.y || e.clientY || e.pageY;
const clickedArr = JSON.parse(localStorage.getItem("clickedBubbles"));
for (var i = 0; i < bubbles.length; i++) {
var aux = bubbles[i];
if (aux.coordinates(x, y)) {
if (!clickedArr.includes(aux.getId())) {
clickedArr.push(aux.getId());
localStorage.setItem("clickedBubbles", JSON.stringify(clickedArr));
}
aux.setY(0);
break;
}
}
console.log("Clicked count: " + clickedArr.length);
};
canvas.addEventListener("mousedown", this.click, false);
this.realizeAnimation = function () {
ctx.clearRect(0, 0, canvas.width, canvas.height);
for (var i = 0; i < bubbles.length; i++) {
var aux = bubbles[i];
if (aux.getY() < canvas.height) {
aux.setY(aux.getY() + aux.getspeed());
} else {
aux.setY(0);
aux.setColor(arrayColors[Math.floor(Math.random() * 4)]);
}
aux.draw(ctx);
}
setTimeout(app.realizeAnimation, 100);
};
this.createBubbles = function () {
for (var i = 1; i <= BUBBLES; i++) {
var burbuja = new Bubble(
canvas.width * (i / BUBBLES),
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this.generateRandom(Math.floor(canvas.width / 20))
);
burbuja.setSpeed(SPEED);
burbuja.setColor(arrayColors[this.generateRandom(4)]);
bubbles.push(burbuja);
}
};
this.generateRandom = function (num) {
return Math.floor(Math.random() * num);
};
this.initColor = function () {
arrayColors[0] = "#C923C9";
arrayColors[1] = "#FAEF20";
arrayColors[2] = "#20ECFA";
arrayColors[3] = "#FA209C";
};
this.machineStates = function () {
if (status === INITIALIZATION) {
arrayColors = [];
this.initColor();
this.createBubbles();
status = STEP1;
setTimeout(app.machineStates, 100);
} else {
app.realizeAnimation();
}
};
this.machineStates();
}
new animationBubbles();

How to remove black background from this JS coding?

I'm trying to make this particle text be on a transparent background to add onto a slideshow. Can someone assist? I cannot seem to find where it is stated within the code.
Here is the JS code. Sorry I can't seem to get it to fit properly within the code section of the post.
class Particles { constructor(x, y, texture, size) {
this.x = x;
this.y = y;
this.sprite = new PIXI.Sprite(new PIXI.Texture.from(texture));
this.sprite.texture.frame = new PIXI.Rectangle(x, y, size, size);
this.sprite.x = x;
this.sprite.y = y;
this.speedX = 0;
this.speedY = 0;
this.radius = 100;
this.gravity = 0.1;
this.maxGravity = 0.01 + Math.random() * 0.03;
this.friction = 0.9;
this.dirX = Math.random() - 0.5;
this.dirY = Math.random() - 0.5; }
update(mouse) {
const distanceX = mouse.x - this.sprite.x;
const distanceY = mouse.y - this.sprite.y;
const distanceSqrd = distanceX * distanceX + distanceY * distanceY;
if (distanceSqrd < this.radius * this.radius && distanceSqrd > 0) {
const distance = Math.sqrt(distanceSqrd);
let normalX = distanceX / distance;
let normalY = distanceY / distance;
this.speedX -= normalX;
this.speedY -= normalY;
this.gravity *= this.friction;
} else {
this.gravity += 0.1 * (this.maxGravity - this.gravity);
}
let oDistX = this.x - this.sprite.x;
let oDistY = this.y - this.sprite.y;
this.speedX += oDistX * this.gravity;
this.speedY += oDistY * this.gravity;
this.speedX *= this.friction;
this.speedY *= this.friction;
this.sprite.x += this.speedX;
this.sprite.y += this.speedY; } }
class ParticlesText { constructor({ text, size }) {
this.app = new PIXI.Application({ width: innerWidth, height: innerHeight });
document.querySelector("#content-canvas").append(this.app.view);
this.text = text;
this.size = size;
this.cols = 500;
this.rows = 200;
this.pSize = 2;
this.particles = [];
this.mouse = {x: 0, y: 0}
this.container = new PIXI.particles.ParticleContainer(50000);
this.app.stage.addChild(this.container);
this.onResize = this.onResize.bind(this); }
init() {
const that = this;
opentype.load(
"https://raw.githack.com/AlainBarrios/Fonts/master/LeagueSpartan-Bold.otf",
function(err, font) {
if (err) {
alert("Font could not be loaded: " + err);
} else {
const canvas = document.createElement("canvas");
// Now let's display it on a canvas with id "canvas"
const ctx = canvas.getContext("2d");
// Construct a Path object containing the letter shapes of the given text.
// The other parameters are x, y and fontSize.
// Note that y is the position of the baseline.
const path = font.getPath(that.text, 0, that.size, that.size);
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that.cols = width;
that.rows = that.size;
canvas.width = width;
canvas.height = that.size;
path.fill = "rgba(255,255,255,1)";
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path.draw(ctx);
that.addObjects(canvas, ctx);
}
}
); }
isEmpty(x, y, ctx) {
const image = ctx.getImageData(x, y, this.pSize, this.pSize);
let emptyCounter = 0;
for (let i = 0; (length = image.data.length), i < length; i += 4) {
if (image.data[i + 3] !== 0) {
continue;
}
emptyCounter++;
}
return emptyCounter === this.pSize * this.pSize; }
addObjects(canvas, ctx) {
this.container.x = this.app.renderer.width / 2 - this.cols / 2;
this.container.y = this.app.renderer.height / 2 - this.rows / 2;
for (let i = 0; i < this.cols; i += 1) {
for (let j = 0; j < this.rows; j += 1) {
const x = i * this.pSize;
const y = j * this.pSize;
if (this.isEmpty(x, y, ctx)) continue;
const p = new Particles(x, y, canvas, this.pSize);
this.particles.push(p);
this.container.addChild(p.sprite);
}
}
this.container.interactive = true;
this.onResize();
window.addEventListener("resize", this.onResize);
this.container.on("mousemove", e => {
this.mouse = e.data.getLocalPosition(this.container);
});
this.animate(); }
onResize() {
const { innerWidth, innerHeight } = window;
const size = [innerWidth, innerHeight];
const ratio = size[0] / size[1];
if (innerWidth / innerHeight >= ratio) {
var w = innerHeight * ratio;
var h = innerHeight;
} else {
var w = innerWidth;
var h = innerWidth / ratio;
}
//this.app.renderer.view.style.width = w + "px";
//this.app.renderer.view.style.height = h + "px"; }
animate() {
this.app.ticker.add(() => {
stats.begin();
this.particles.forEach(p => {
p.update(this.mouse);
});
stats.end();
}); } }
const particles = new ParticlesText({ text: "KILL THE ROBOTS", size:
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How can I reverse the direction of this square after it reaches a certain value?

I'm trying to create an idle animation where the red rectangle moves back and forth slightly in a loop. For some reason once it reaches the specified threshhold instead of proceeding to move in the opposite direction, it just stops.
What did I do wrong?
<canvas id="myCanvas" width="1500" height="500" style="border:1px solid #c3c3c3;">
Your browser does not support the canvas element.
</canvas>
<script>
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
// Spaceship structure
var shipWidth = 250;
var shipHeight = 100;
// Canvas parameters
var cWidth = canvas.width;
var cHeight = canvas.height;
// Positioning variables
var centerWidthPosition = (cWidth / 2) - (shipWidth / 2);
var centerHeightPosition = (cHeight / 2) - (shipHeight / 2);
var requestAnimationFrame = window.requestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.msRequestAnimationFrame;
function drawShip(){
ctx.clearRect(0, 0, cWidth, cHeight);
ctx.fillStyle = "#FF0000";
ctx.fillRect(centerWidthPosition,centerHeightPosition,shipWidth,shipHeight);
centerWidthPosition--;
if (centerWidthPosition < 400){
++centerWidthPosition;
}
requestAnimationFrame(drawShip);
}
drawShip();
</script>
#TheAmberlamps explained why it's doing that. Here I offer you a solution to achieve what I believe you are trying to do.
Use a velocity variable that changes magnitude. X position always increases by velocity value. Velocity changes directions at screen edges.
// use a velocity variable
var xspeed = 1;
// always increase by velocity
centerWidthPosition += xspeed;
// screen edges are 0 and 400 in this example
if (centerWidthPosition > 400 || centerWidthPosition < 0){
xspeed *= -1; // change velocity direction
}
I added another condition in your if that causes the object to bounce back and forth. Remove the selection after || if you don't want it doing that.
Your function is caught in a loop; once centerWidthPosition reaches 399 your conditional makes it increment back up to 400, and then it decrements back to 399.
here is another one as a brain teaser - how would go by making this animation bounce in the loop - basically turn text into particles and then reverse back to text and reverse back to particles and back to text and so on and on and on infinitely:
var random = Math.random;
window.onresize = function () {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
};
window.onresize();
var ctx = canvas.getContext('2d');
ctx.font = 'bold 50px "somefont"';
ctx.textBaseline = 'center';
ctx.fillStyle = 'rgba(255,255,255,1)';
var _particles = [];
var particlesLength = 0;
var currentText = "SOMETEXT";
var createParticle = function createParticle(x, y) {_particles.push(new Particle(x, y));};
var checkAlpha = function checkAlpha(pixels, i) {return pixels[i * 4 + 3] > 0;};
var createParticles = function createParticles() {
var textSize = ctx.measureText(currentText);
ctx.fillText(currentText,Math.round((canvas.width / 2) - (textSize.width / 2)),Math.round(canvas.height / 2));
var imageData = ctx.getImageData(1, 1, canvas.width, canvas.height);
var pixels = imageData.data;
var dataLength = imageData.width * imageData.height;
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var currentRow = Math.floor(i / imageData.width);
var currentColumn = i - Math.floor(i / imageData.height);
if (currentRow % 2 || currentColumn % 2) continue;
if (checkAlpha(pixels, i)) {
var cy = ~~(i / imageData.width);
var cx = ~~(i - (cy * imageData.width));
createParticle(cx, cy);
}}
particlesLength = _particles.length;
};
var Point = function Point(x, y) {
this.set(x, y);
};
Point.prototype = {
set: function (x, y) {
x = x || 0;
y = y || x || 0;
this._sX = x;
this._sY = y;
this.reset();
},
add: function (point) {
this.x += point.x;
this.y += point.y;
},
multiply: function (point) {
this.x *= point.x;
this.y *= point.y;
},
reset: function () {
this.x = this._sX;
this.y = this._sY;
return this;
},
};
var FRICT = new Point(0.98);//set to 0 if no flying needed
var Particle = function Particle(x, y) {
this.startPos = new Point(x, y);
this.v = new Point();
this.a = new Point();
this.reset();
};
Particle.prototype = {
reset: function () {
this.x = this.startPos.x;
this.y = this.startPos.y;
this.life = Math.round(random() * 300);
this.isActive = true;
this.v.reset();
this.a.reset();
},
tick: function () {
if (!this.isActive) return;
this.physics();
this.checkLife();
this.draw();
return this.isActive;
},
checkLife: function () {
this.life -= 1;
this.isActive = !(this.life < 1);
},
draw: function () {
ctx.fillRect(this.x, this.y, 1, 1);
},
physics: function () {
if (performance.now()<nextTime) return;
this.a.x = (random() - 0.5) * 0.8;
this.a.y = (random() - 0.5) * 0.8;
this.v.add(this.a);
this.v.multiply(FRICT);
this.x += this.v.x;
this.y += this.v.y;
this.x = Math.round(this.x * 10) / 10;
this.y = Math.round(this.y * 10) / 10;
}
};
var nextTime = performance.now()+3000;
createParticles();
function clearCanvas() {
ctx.fillStyle = 'rgba(0,0,0,1)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
(function clearLoop() {
clearCanvas();
requestAnimationFrame(clearLoop);
})();
(function animLoop(time) {
ctx.fillStyle = 'rgba(255,255,255,1)';
var isAlive = true;
for (var i = 0; i < particlesLength; i++) {
if (_particles[i].tick()) isAlive = true;
}
requestAnimationFrame(animLoop);
})();
function resetParticles() {
for (var i = 0; i < particlesLength; i++) {
_particles[i].reset();
}}

How to add css in text in jquery please give me refrence

How to add css in text in jquery I have try but no way found it please help me.
let particles = [];
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// Popolate particles
setInterval(
function () {
popolate();
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let c1 = createCanvas({ width: jQuery(window).width(), height: jQuery(window).height() });
let c2 = createCanvas({ width: jQuery(window).width(), height: jQuery(window).height() });
let c3 = createCanvas({ width: jQuery(window).width(), height: jQuery(window).height() });
let tela = c1.canvas;
let canvas = c1.context;
// jQuery("body").append(tela);
jQuery("#text").append(c3.canvas);
writeText(c2.canvas, c2.context, "Create\nPublish\nDeliver")
jQuery("#text").css("background-color", "grey");
class Particle {
constructor(canvas, options) {
let random = Math.random();
this.canvas = canvas;
this.x = options.x;
this.y = options.y;
this.s = 3 + Math.random();
this.a = 0;
this.w = jQuery(window).width();
this.h = jQuery(window).height();
this.radius = 0.5 + Math.random() * 20;
this.color = this.radius > 5 ? "#FF5E4C" : "#ED413C"; //this.randomColor()
}
randomColor() {
let colors = ["#FF5E4C", "#FFFFFF"];
return colors[this.randomIntFromInterval(0, colors.length - 1)];
}
randomIntFromInterval(min, max) {
return Math.floor(Math.random() * (max - min + 1) + min);
}
render() {
this.canvas.beginPath();
this.canvas.arc(this.x, this.y, this.radius, 0, 2 * Math.PI);
this.canvas.lineWidth = 2;
this.canvas.fillStyle = this.color;
this.canvas.fill();
this.canvas.closePath();
}
move() {
//this.swapColor()
this.x += Math.cos(this.a) * this.s;
this.y += Math.sin(this.a) * this.s;
this.a += Math.random() * 0.8 - 0.4;
if (this.x < 0 || this.x > this.w - this.radius) {
return false;
}
if (this.y < 0 || this.y > this.h - this.radius) {
return false;
}
this.render();
return true;
}}
function createCanvas(properties) {
let canvas = document.createElement('canvas');
canvas.width = properties.width;
canvas.height = properties.height;
let context = canvas.getContext('2d');
return {
canvas: canvas,
context: context };
}
function writeText(canvas, context, text) {
let size = 100;
context.font = size + "px Montserrat";
context.fillStyle = "#111111";
context.textAlign = "center";
let lineheight = 70;
let lines = text.split('\n');
for (let i = 0; i < lines.length; i++) {
context.fillText(lines[i], canvas.width / 2, canvas.height / 2 + lineheight * i - lineheight * (lines.length - 1) / 3);
}
}
function maskCanvas() {
c3.context.drawImage(c2.canvas, 0, 0, c2.canvas.width, c2.canvas.height);
c3.context.globalCompositeOperation = 'source-atop';
c3.context.drawImage(c1.canvas, 0, 0);
blur(c1.context, c1.canvas, 2);
}
function blur(ctx, canvas, amt) {
ctx.filter = `blur(jQuery{amt}px)`;
ctx.drawImage(canvas, 0, 0);
ctx.filter = 'none';
}
/*
* Function to clear layer canvas
* #num:number number of particles
*/
function popolate() {
particles.push(
new Particle(canvas, {
x: jQuery(window).width() / 2,
y: jQuery(window).height() / 2 }));
return particles.length;
}
function clear() {
canvas.globalAlpha = 0.03;
canvas.fillStyle = '#111111';
canvas.fillRect(0, 0, tela.width, tela.height);
canvas.globalAlpha = 1;
}
function update() {
clear();
particles = particles.filter(function (p) {
return p.move();
});
maskCanvas();`enter code here`
requestAnimationFrame(update.bind(this));
}
update();
// jQuery("body").append(tela);
jQuery("#text").append(c3.canvas);
writeText(c2.canvas, c2.context, "Create\nPublish\nDeliver").css("margin-left:20px");
jQuery("#text").css("background-color", "grey");
I have not found any way to add css in text please help me these
This could be a possible solution
let elementStyle = document.getElementById('text').style
elementStyle.backgroundColor = 'red'
elementStyle.marginLeft = '20px'

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