Scribing a cicrular line in Canvas - javascript

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.

Related

How can I hover over a shape in canvas and change the color if I have multiple shapes?

I want to be able to hover my mouse over different rectangles and have the rectangle change color when hovered, what I have now works for the last rectangle but the others get cleared. The rectangles are created using a class/constructor, an array, and a loop. Code is below:
/*Variables*/
let canvas = document.querySelector('#canvas'),
ctx = canvas.getContext('2d'),
square;
/*Board Class*/
class Board {
constructor(startX, startY, height, width, angle) {
this.startX = startX;
this.startY = startY;
this.height = height;
this.width = width;
this.angle = angle;
}
drawBoard() {
let canvasWidth = window.innerWidth * .95,
drawWidth = canvasWidth * this.width,
drawHeight = canvasWidth * this.height,
drawStartX = canvasWidth * this.startX,
drawStartY = canvasWidth * this.startY;
square = new Path2D();
ctx.rotate(this.angle * Math.PI / 180);
square.rect(drawStartX, drawStartY, drawHeight, drawWidth);
ctx.fillStyle = 'red';
ctx.fill(square);
}
}
/*Event Listener for changing rectangle color and redrawing*/
canvas.addEventListener('mousemove', function(event) {
if (ctx.isPointInPath(square, event.offsetX, event.offsetY)) {
ctx.fillStyle = 'white';
}
else {
ctx.fillStyle = 'red';
}
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fill(square);
});
/*Instantiate Array*/
let b = [];
/*Loop to create boards and push to array*/
for(let i = 1; i < 11; i++){
b.push(new Board(.05 * i, .25, .04, .03, 0));
}
/*Function to loop through array and draw boards when page loads*/
function loadFunctions(){
background.draw();
b.forEach(function(board){
board.drawBoard();
})
}
This is my first project with the Canvas API and it's giving me a lot of trouble, normally I could identify the shape by class/id if it where made with a regular HTML element but I'm not sure where to go from here...
I've tried looping through the array that contains the board info but cannot get anything to work. Any help is appreciated!
Thanks
Let's step through your code, to get a better picture of what's going on.
As soon as you move your mouse over the canvas, the mousemove listener gets fired and executes it's associated callback function.
Inside this callback function we'll find this as the very first line:
if (ctx.isPointInPath(square, event.offsetX, event.offsetY))
So this if-statement checks it the current mouse position is inside of square. Well, the big question is: what is square actually?
If we look over your code a bit more, we'll find out that it's a global variable, which gets some value inside the Board class drawBoard() function as:
square = new Path2D();
square.rect(drawStartX, drawStartY, drawHeight, drawWidth);
Apparently it's a Path2D holding the rectangle of one of the bars - but which one actually?
Let's take a look at this function:
for (let i = 0; i < 10; i++) {
b.push(new Board(0.05 * i, 0.25, 0.04, 0.03, 0));
}
and
function loadFunctions() {
b.forEach(function(board) {
board.drawBoard();
})
}
In the first loop, you're populating the array b with ten instances of Board and in the forEach loop, you're calling each Board's drawBoard() function.
What does all this mean? Yes, square will always hold a reference to the bar, which's drawBoard() function has been called the last time - which will always be the last Board in your array.
To summarize: the only bar your checking in the mousemove callback is always the last one in the array.
So:
if (ctx.isPointInPath(square, event.offsetX, event.offsetY)) {
ctx.fillStyle = 'white';
}
else {
ctx.fillStyle = 'red';
}
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fill(square);
translated to plain english means: if the point is in square's bound, set the fillStyle to red, clear the whole screen and afterwards fill one bar with red.
What you need to do instead is checking the mouse position with every Board instance from the array. It ain't to hard though - just make the Path2D a class variable of Board and inside the callback function loop over the whole array and compare the mouse position with each Board's .square property.
Here's an example (just click on 'Run code snippet'):
let canvas = document.querySelector('#canvas'),
ctx = canvas.getContext('2d');
let b = [];
class Board {
constructor(startX, startY, height, width, angle) {
this.startX = startX;
this.startY = startY;
this.height = height;
this.width = width;
this.angle = angle;
this.square = new Path2D();
}
drawBoard() {
let canvasWidth = window.innerWidth * 0.95,
drawWidth = canvasWidth * this.width,
drawHeight = canvasWidth * this.height,
drawStartX = canvasWidth * this.startX,
drawStartY = canvasWidth * this.startY;
ctx.rotate(this.angle * Math.PI / 180);
this.square.rect(drawStartX, drawStartY, drawHeight, drawWidth);
ctx.fillStyle = 'red';
ctx.fill(this.square);
}
}
canvas.addEventListener('mousemove', function(event) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
let currentSquare;
for (let i = 0; i < b.length; i++) {
currentSquare = b[i].square;
if (ctx.isPointInPath(currentSquare, event.offsetX, event.offsetY)) {
ctx.fillStyle = 'white';
} else {
ctx.fillStyle = 'red';
}
ctx.fill(currentSquare);
}
});
for (let i = 0; i < 10; i++) {
b.push(new Board(0.05 * i, 0.25, 0.04, 0.03, 0));
}
function loadFunctions() {
b.forEach(function(board) {
board.drawBoard();
})
}
loadFunctions();
<canvas id="canvas" width=500 height=300></canvas>

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.

Sprite Animation clearRect alternative?

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>

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>

HTML 5 Canvas Over-layed on top of a Web Page?

The goal is to have fireworks come up over top of an existing web page, so that you can see both the existing page, and the fireworks exploding over top of it. I successfully got them over top of the page, however, now they do not fade out. I'm left with white build up over top of web page.
I have this jsfiddle:
http://jsfiddle.net/2EQ2w/1/
var SCREEN_WIDTH = window.innerWidth,
SCREEN_HEIGHT = window.innerHeight,
mousePos = {
x: 400,
y: 300
},
// create canvas
canvas = document.createElement('canvas'),
context = canvas.getContext('2d'),
particles = [],
rockets = [],
MAX_PARTICLES = 400,
colorCode = 0;
// init
$(document).ready(function() {
document.body.insertBefore(canvas, document.body.firstChild);
canvas.width = SCREEN_WIDTH;
canvas.height = SCREEN_HEIGHT;
setInterval(launch, 800);
setInterval(loop, 1000 / 50);
});
// update mouse position
$(document).mousemove(function(e) {
e.preventDefault();
mousePos = {
x: e.clientX,
y: e.clientY
};
});
// launch more rockets!!!
$(document).mousedown(function(e) {
for (var i = 0; i < 5; i++) {
launchFrom(Math.random() * SCREEN_WIDTH * 2 / 3 + SCREEN_WIDTH / 6);
}
});
function launch() {
launchFrom(mousePos.x);
}
function launchFrom(x) {
if (rockets.length < 10) {
var rocket = new Rocket(x);
rocket.explosionColor = Math.floor(Math.random() * 360 / 10) * 10;
rocket.vel.y = Math.random() * -3 - 4;
rocket.vel.x = Math.random() * 6 - 3;
rocket.size = 8;
rocket.shrink = 0.999;
rocket.gravity = 0.01;
rockets.push(rocket);
}
}
function loop() {
// update screen size
if (SCREEN_WIDTH != window.innerWidth) {
canvas.width = SCREEN_WIDTH = window.innerWidth;
}
if (SCREEN_HEIGHT != window.innerHeight) {
canvas.height = SCREEN_HEIGHT = window.innerHeight;
}
// clear canvas
context.fillStyle = "rgba(0, 0, 0, 0.001)";
context.fillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
var existingRockets = [];
for (var i = 0; i < rockets.length; i++) {
// update and render
rockets[i].update();
rockets[i].render(context);
// calculate distance with Pythagoras
var distance = Math.sqrt(Math.pow(mousePos.x - rockets[i].pos.x, 2) + Math.pow(mousePos.y - rockets[i].pos.y, 2));
// random chance of 1% if rockets is above the middle
var randomChance = rockets[i].pos.y < (SCREEN_HEIGHT * 2 / 3) ? (Math.random() * 100 <= 1) : false;
/* Explosion rules
- 80% of screen
- going down
- close to the mouse
- 1% chance of random explosion
*/
if (rockets[i].pos.y < SCREEN_HEIGHT / 5 || rockets[i].vel.y >= 0 || distance < 50 || randomChance) {
rockets[i].explode();
} else {
existingRockets.push(rockets[i]);
}
}
rockets = existingRockets;
var existingParticles = [];
for (var i = 0; i < particles.length; i++) {
particles[i].update();
// render and save particles that can be rendered
if (particles[i].exists()) {
particles[i].render(context);
existingParticles.push(particles[i]);
}
}
// update array with existing particles - old particles should be garbage collected
particles = existingParticles;
while (particles.length > MAX_PARTICLES) {
particles.shift();
}
}
function Particle(pos) {
this.pos = {
x: pos ? pos.x : 0,
y: pos ? pos.y : 0
};
this.vel = {
x: 0,
y: 0
};
this.shrink = .97;
this.size = 2;
this.resistance = 1;
this.gravity = 0;
this.flick = false;
this.alpha = 1;
this.fade = 0;
this.color = 0;
}
Particle.prototype.update = function() {
// apply resistance
this.vel.x *= this.resistance;
this.vel.y *= this.resistance;
// gravity down
this.vel.y += this.gravity;
// update position based on speed
this.pos.x += this.vel.x;
this.pos.y += this.vel.y;
// shrink
this.size *= this.shrink;
// fade out
this.alpha -= this.fade;
};
Particle.prototype.render = function(c) {
if (!this.exists()) {
return;
}
c.save();
c.globalCompositeOperation = 'lighter';
var x = this.pos.x,
y = this.pos.y,
r = this.size / 2;
var gradient = c.createRadialGradient(x, y, 0.1, x, y, r);
gradient.addColorStop(0.1, "rgba(255,255,255," + this.alpha + ")");
gradient.addColorStop(0.8, "hsla(" + this.color + ", 100%, 50%, 0)");
gradient.addColorStop(1, "hsla(" + this.color + ", 100%, 50%, 0)");
c.fillStyle = gradient;
c.beginPath();
c.arc(this.pos.x, this.pos.y, this.flick ? Math.random() * this.size : this.size, 0, Math.PI * 2, true);
c.closePath();
c.fill();
c.restore();
};
Particle.prototype.exists = function() {
return this.alpha >= 0.1 && this.size >= 1;
};
function Rocket(x) {
Particle.apply(this, [{
x: x,
y: SCREEN_HEIGHT}]);
this.explosionColor = 0;
}
Rocket.prototype = new Particle();
Rocket.prototype.constructor = Rocket;
Rocket.prototype.explode = function() {
var count = Math.random() * 10 + 80;
for (var i = 0; i < count; i++) {
var particle = new Particle(this.pos);
var angle = Math.random() * Math.PI * 2;
// emulate 3D effect by using cosine and put more particles in the middle
var speed = Math.cos(Math.random() * Math.PI / 2) * 15;
particle.vel.x = Math.cos(angle) * speed;
particle.vel.y = Math.sin(angle) * speed;
particle.size = 10;
particle.gravity = 0.2;
particle.resistance = 0.92;
particle.shrink = Math.random() * 0.05 + 0.93;
particle.flick = true;
particle.color = this.explosionColor;
particles.push(particle);
}
};
Rocket.prototype.render = function(c) {
if (!this.exists()) {
return;
}
c.save();
c.globalCompositeOperation = 'lighter';
var x = this.pos.x,
y = this.pos.y,
r = this.size / 2;
var gradient = c.createRadialGradient(x, y, 0.1, x, y, r);
gradient.addColorStop(0.1, "rgba(255, 255, 255 ,255)");
gradient.addColorStop(0.1, "rgba(0, 0, 0, 0)");
c.fillStyle = gradient;
c.beginPath();
c.arc(this.pos.x, this.pos.y, this.flick ? Math.random() * this.size / 2 + this.size / 2 : this.size, 0, Math.PI * 2, true);
c.closePath();
c.fill();
c.restore();
};
Which was built off this base:
http://jsfiddle.net/dtrooper/AceJJ/
Does anyone know how I can get these fireworks to fade out? Or get the particle to fade out after it hasn't moved for a few milliseconds?
You can definitely have this with fading trails:
http://jsfiddle.net/LgjG8/
Just set up a second off-screen canvas that has a reduced global alpha:
// create 2nd canvas
var canvas2 = document.createElement('canvas'),
context2 = canvas2.getContext('2d');
canvas2.width = canvas.width;
canvas2.height = canvas.height;
// reduce alpha of second canvas
context2.globalAlpha = 0.8;
Then instead of simply wiping the canvas clean each frame, copy the first on-screen canvas to the second. This will produce a faded copy of the visible canvas due to the lowered global alpha value. Then wipe the first canvas before copying the faded version back. Finally, just update the canvas as normal. This will produce a trail.
// produce faded copy of current canvas
context2.clearRect(0, 0, canvas2.width, canvas2.height);
context2.drawImage(canvas, 0, 0);
// redraw faded copy on original canvas
context.clearRect(0, 0, canvas.width, canvas.height);
context.drawImage(canvas2, 0, 0);
I didn't really look through your code so you might need to play with this a little, but you get the idea.
The fireworks use fillRect() with a low opacity to clear (fade out) old fireworks. As a result, nothing behind the canvas will show.
However, you can use clearRect() instead so that the canvas does not have a solid background. The problem with this is that the fireworks don't leave nice trails because there is no low opacity fill to fade them out.
Not optimal, but at least the fireworks are in front of the other page content. I wish there was a clearStyle you could set to low opacity but, sadly, no.
// clear canvas
//context.fillStyle = "rgba(0, 0, 0, 0.05)";
//context.fillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
context.clearRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
WORKING EXAMPLE
Since you want to have the content visible, you can try to change the way the trails are generated and use the clearRect. Instead to have the trails done by the c.fill() you can make it to be done by particles, so you can view them.
In the Rocket.prototype.render you can do this:
//c.fill();
var particle = new Particle(this.pos);
particle.shrink = Math.random() * 0.05 + 0.93;
particle.size = 10;
particles.push(particle);
And the trails will be visible then.
Example
Before edited answer (not working as asker expected):
In the loop() function you have a really small alpha, making that the fireworks are not fading out.
Try to change:
context.fillStyle = "rgba(0, 0, 0, 0.001)";
to
context.fillStyle = "rgba(0, 0, 0, 0.05)";
Hope it helps!

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