I am newbie in Joint js and also with limited javascript skills. What i am trying to acomplish is that when i click on Animate button, the animating circle should follow the path from start to end. It does follow path but not on line.
c = V('circle', {
r: 8,
fill: 'red'
});
var cylinderView = graph.getCell(reserved_path[player[i]]).findView(paper);
var cylinderPath = cylinderView.vel.findOne('path');
var cyclic = graph.getCell(jQuery("#"+player[i]).attr('model-id')).findView(paper);
var cylinderScalable = cyclic.vel.findOne('.scalable');
var cylinderScalableCTM = cylinderPath.node.getCTM().inverse();
c.animateAlongPath({
dur: '5s',
repeatCount: '1'
}, cylinderPath.node);
c.scale(2, 2);
cylinderScalable.append(c);
What i have understood is that cylinderScalable.append(c) line is creating this problem and it could be resolved if i could append the details directly into svg , but i don't know how to accomplish it
Here is my complete code: https://jsfiddle.net/9espjppv/
Thanks for all your help in advance.
Have a look at this doc, it might help you
var c = V('circle', { r: 8, fill: 'red' });
c.animateAlongPath({ dur: '4s', repeatCount: 'indefinite' }, paper.findViewByModel(myLink).$('.connection')[0]);
V(paper.svg).append(c);
Related
Hi here's my Raphael js to create some rectangles on a map svg
var rsr = Raphael('map', '600', '600');
var houses = [];
var houses_a = rsr.rect(433.6, 29.4, 100, 100);
houses_a.attr({x: '433.6',y: '29.4',fill: '#FFFFFF',stroke: '#000000',"stroke-width": '5',"stroke-miterlimit": '10','stroke-opacity': '1'}).data({'id': 'houses_a', 'house': 'House A'});
houses.push(houses_a);
i can change the color of the rectangle by
houses_a.node.setAttribute('fill', "red");
but when try to do
houses_a.node.setAttribute('fill', "apple.png");
or
houses_a.node.setAttribute('src', "apple.png");
it won't work.
Is there any other ways?
I'm not quite sure why you are using element.node.setAttribute rather than element.attr(); There are sometimes reasons, but not sure from the above.,
It depends what you are actually trying to do, it would help if there was a jsfiddle of what you want.
You could use this for example...to create a rect/image
var p = Raphael("paper", 800,800);
var img = p.image("http://svg.dabbles.info/tux.png", 10, 10, 300, 300)
.attr({ "clip-rect": "20,20,300,300" });
jsfiddle
I am looking for an example application that takes user input and inserts it into a inside canvas with fabric.js. Is this possible? I haven't been able to find a lists in fabric.js example.
canvas.fillText does not accept HTML markup.
A Canvas is a bitmap, it has nothing to do with HTML markup.
You can control font style as described here.
There are libraries that convert XML markup into canvas.fillText calls, maybe you could adapt one.
I realized a better way to solve this issue was to draw a circle at the same height as the text, at radius 2, to emulate a bullet point. for anybody interested its easy as:
var EDU1 = new fabric.IText("SOME TEXT GOES HERE", {fontSize: 20, fontStyle:
'italic',fontFamily: 'Hoefler Text', left: 149, top: 390});
var bullet = new fabric.Circle({
radius: 2, fill: 'black', left: 135, top: 400
});
then group them together and you have a bullet point.
function ListStyle (textObject,type,canvas) {
var styles=['\u25CF','\u25C8','\u25D8','\u25BA','\u25CB','\u25A0','-'];
var allStyles={'bullet':'\u25CF','diamond':'\u25C8','invertedBullet':'\u25D8','triangularBullet':'\u25BA','disced':'\u25CB','squared':'\u25A0','dashed':'-','none':''};
var text = textObject.text;
var textArray = text.split('\n')
var tempStr = [];
textArray.forEach((text, i) => {
if(styles.includes(text.substr(0,1))){
tempStr.push(text.replace(text.substr(0,1),allStyles[type]));
}else{
tempStr.push(allStyles[type]+''+text);
}
})
textObject['text'] = tempStr.join('\n');
canvas.renderAll();
}
ListStyle (canvas.getObjects()[0],'diamond',canvas);
I'm trying to put an image inside a circle but no success. This is my code:
//Elms.raphael() is my stage.
var circle = Elms.raphael().circle( 730, 200, 0 );
circle.attr( { fill : 'url(myImg.jpg)' } );
setTimeout( function()
{
circle.animate( { 'stroke' : '#000', r : 90, 'stroke-width' : '5' }, 300 );
}, 250 );
Instead of put the image in the circle It get colored with black ("#333"). I also tried to make an image-object but still doesn't work.
A little help please?
Another way to do, if you have separate image and want to bring it over you circle object.
This makes the whole image appear with smaller size that fits you circle. DEMO
var r = new Raphael(10,10, 500, 500);
var c = r.circle(200, 200, 80).attr({stroke: 'red', "stroke-width" : 3});
var img = r.image("http://www.eatyourcareer.com/wp-content/uploads/2012/06/ok-256x2561.png", 100, 105, 200, 200);
Here's a link to how I created a circle with an image in it:
jsfiddle
var paper = Raphael(document.getElementById("test"), 320, 200);
var circle = paper.circle(100, 100, 50);
circle.attr({
fill: 'url(http://upload.wikimedia.org/wikipedia/commons/thumb/b/b6/SIPI_Jelly_Beans_4.1.07.tiff/lossy-page1-220px-SIPI_Jelly_Beans_4.1.07.tiff.jpg)'
});
I left the animate out entirely to keep it as basic as I could. It seems to work fine and is very similar to your code. If you cannot see it in the example it may be a browser issue.
Is it possible using the raphael.js or paper.js to draw a line with an arrow that moves with some animation morphing?
It's not entirely clear what you're trying to do, but the short answer to your question is almost certainly yes. I can only speak for RaphaelJS, but it's easy to tell Raphael to morph from one path to the other. Consider this fiddle and that fiddle, both of which rely on using raphael's animate function to modify the path element over time, often in conjunction with one or more transforms. The only caveat is that raphael's built-in path morphing doesn't always unwind in the way you might expect or desire. But in an attempt to animate something like the figure above, I'd do something like this:
var canvas = Raphael( 0, 0, 320, 240 );
var path1 = "M0,120 h300 l10,-10 l10,10 h100";
var path2 = "M0,120 h100 l10,-10 l10,10 h300";
var path = canvas.path( path1 ).attr( { stroke: 'black', fill: 'none', 'stroke-width': 1 } );
path.animate( { path: path2, stroke: 'red', 'stroke-width': 3 }, 3000, function()
{ path.animate( { path: path1, stroke: 'black', 'stroke-width': 1 }, 3000 ); } );
You can see this in action here.
Looking for some advice (example would be great) on dragging and dropping SVGs using RaphaelJS.
I have found how to drag an object created withint Raphael
window.onload = function() {
var R = Raphael("canvas", 500, 500);
var c = R.circle(100, 100, 50).attr({
fill: "hsb(.8, 1, 1)",
stroke: "none",
opacity: .5
});
var start = function () {
...
},
move = function (dx, dy) {
...
},
up = function () {
...
};
c.drag(move, start, up);
};
But I need to be able to adapt this to work with a seperate SVG file(s) so for example
myPage.html has myImage.svg, I need to be able to drag myImage.svg around the 'canvas'.
I'm thinking something like
var c = R.SOMEMETHOD('myImage.svg');
...
c.drag(move, start, up);
For example.
Is there a way to do this and if so, an example would be brilliant!
This magic method doesn't exist in RaphaelJS. But there is a way to accomplish this. You can have a look at the raphael-svg-import project on GitHub which works well for basic svgs
Then, you'll want to use a grouping facility as you cannot use the Set functionnality of RaphaelJS
1 - import your SVG
2 - As you import, mark the elements so they belong to the same group
Enjoy !!