I have been trying to create complex JavaScript shapes (to the end effect of functioning gauges). However, this is a very slow process when creating each individual part programmatically.
I was hoping to find some way to do this more effectively than this. Adobe Animate looked hopeful, but it is very overkill for what I need. I was hoping that there was some software or method to creative JavaScript shapes more effectively than writing each piece of code.
Thank you for any advice you may have.
I guess you mean Canvas since you said JavaScript shapes. I've used htmlcanvas studio for another project and it seemed ok. Have a look here http://www.htmlcanvasstudio.com/
Once your shape is created. Include it into a function so this way you can new the same shape over and over again. It may also be an object of course. Then you can create instances of it with Object.create(square) for example.
function someShape () {
// paste generated code
console.log('your shape has been created');
}
const shape = new someShape();
// or
new someShape();
Related
I'm working with a small group to build an interactive interface that will render a list of nodes and show how they are connected, almost like how some database modelers are. This is within a pre-existing application, and we will have up to a couple thousand data points that should be able to be dragged.
Some people have mentioned using a canvas element or packages like Konva.js or D3. I'm wondering if options like using a canvas or React-Konva would be able to handle something like this, or if we would need to go with an alternative like D3 or something else. Does anyone have any experience or knowledge about this?
It depends on what exactly you are going to draw and what kind of interactivity you needed. For Konva it may be hard to handle a thousand data points. But there are many Konva Performance Tips to improve the performance.
If some parts of your drawings are static, you can use layers or node.cache() method to boost the performance.
The only good way to know if a tool (Konva, D3 or anything else) is good is to make a prototype version of your app. Make a very simplified version with a lot of objects with every framework/library. And see what works best for you.
I cannot understand the logic/structure/meaning /// That is, I cannot pícture in my mind what stage.canvas stands for!
I have searched stackoverflow for questions involving stage.canvas, but they are about it. They do not explain what it means.
I have also gone to the API documentation > > no way!
I have learnt already one has to define a canvas in the html file
I have also learnt how to reference it from an external .js file
I have already learnt how to draw circles and animate them in the canvas
I know about objects; something about prototypes...
I'm wondering if stage.canvas is valid whether I'm programming with say NetBeans or within Adobe Animate.
I t took me a loong while to "migrate" some physics examples from NetBeans to Adobe Animate. Would someone agree Adobe does a poor job in terms helping beginners?
I'm seeking a minimal example -- I believe five or six lines of code accompanied by an explanation would solve the conundrum -- or tell me where to find info by myself.
This is from github
function init() {
// get a reference to the canvas we'll be working with:
var canvas = document.getElementById("testCanvas");
// create a stage object to work with the canvas.
// this is the top level node in the display list:
var stage = new createjs.Stage(canvas);
This is clear and understandable to me. But from this, how come one can write stage.canvas and what does it mean?
Thanks indeed for any kind help!
new createjs.Stage(canvas) isn't part of native JavaScript. This comes from the CreateJS library. According to their documentation, this appears to be that library's version of the canvas element.
You can look into it more via the link above, but if you're just learning JavaScript I would stick to using it without any libraries. If you want to create a canvas in native JavaScript, try using a canvas element in HTML.
Afternoon. I have an FLA with a single MovieClip on the stage - the clip is named myThing in the Library and also has an instance name of myThing. On another layer I have the following script:
this.myThing=this.getChildByName("myThing");
console.log(this.myThing);
When I run this in a WebGL project it works as I'd expect and returns a JS object but when I run the same thing in a canvas project (which is what I need to use) it comes back null.
Initially, can anyone explain what the difference is between a WebGL and a canvas project in Adobe Animate CC and how I can get a reference to child clips to control their timelines?
Along with that, can anyone point me to any decent resources on scripting these projects? It seems like no matter what I search for I always end up back at that *!#%£¡ rabbit tutorial that manages to cram very little info into an awful lot of words.
Thanks all, your help is always appreciated :)
So I was being a numpty.
The name property of any asset defaults to null. This is not a problem because the getChildByName() method is not really necessary (for me at least) once I realise that you can just call this.someChild.someMethod().
I got hooked up on the wrong approach because it was the only one I could find examples of. I'm still finding documentation very sketchy and not very helpful when compared to AS3 or even competing JS libraries like Greensock
Also not sure why my first approach worked in WebGL but not canvas. Ah well, onwards and upwards...
WebGL and HTML5 Canvas documents work somewhat differently in Animate CC.
In WebGL, symbols having instance names are accessible as follows:
var mySymbol = this.getChildByName("instance-name");
In Canvas, the same can be done as follows:
var mySymbol = this.instance-name;
Unnamed instances can be referenced using this.getChildAt(index) in both canvas and WebGL.
Once a reference to the required instance is obtained, you can easily control it as desired. (gotoAndPlay()/Stop() etc.)
PS: In canvas, Symbol-instance names are not explicitly set as name properties of corresponding symbols in the output - hence the name property is returned as null.
I have a surface with some shapes. I use
dojox.gfx.utils.toJson(surface)
to generate a json from it, and then
dojox.gfx.utils.fromJson(surface, json)
to get the data and append it to the surface.
The problem comes when I create a moveable node. After saving it to json and then appending it to the surface, the node is no longer moveable. I found no way of making the node moveable again. Is there a way to do this?
I want to be able to save and load svg data in my page and after load, move the elements around. Using dojo seemed easy enough before i stumbled on this problem. If I can't do this easy, is there a better library I can use, to achieve my goal?
Edit: here is the actual code: http://pastebin.com/2qLCTw8B
I found the answer to my problem.
First of all, when you require a dojo module it is good to assign it to a variable, which i didn't know. This way when assigning the on module, you can use the on function, used to add event listener, anywhere in the code. From there it is easy to create a moveable node, when you click on it.
It seemed though that this is a useless operation, as you could just iterate over the surface - children array, and make every node moveable.
Here is the improved code: http://pastebin.com/wAvSnZpN
The code needed, if you decide to use events anyway:
function HandleMouseDown(e) {
var foo = new dojox.gfx.Moveable(e.gfxTarget);
}
on(surface, 'mousedown', HandleMouseDown);
First off, I use the term "classes" to mean functions with prototypes that might be in a separate file from the main initializing file for what I'm working on.
Now for my question/issue:
I'm working on building something in JavaScript/HTML5, and trying to program it "properly" (ie. using prototypes with formats that are, I hope, standard). In my main JavaScript file, I have methods that have create use an instance (basically the root instance of my OOP/prototype based script) that sets up the canvas.
I also have another file that is loaded which contains a 'class' for creating clickable buttons. As of right now, I'm just trying to get the buttons to draw on the canvas, however, I can't access the instance of the canvas because I believe the instance is out of scope (which is fine, I don't want everything I do to contain a long dot-notation for referencing instances). However, this is giving me trouble when trying to draw a rectangle on the canvas, considering the 'class' the button is in, isn't able to reference the context outside of it.
I found a way around this by using something along the lines of:
function CreateButton(btn_x, btn_y, btn_width, btn_height, btn_txt) {
// ... (check and define parameters)
CreateButton.prototype.custom_canvas = document.getElementById('root_canvas');
CreateButton.prototype.ctxt = this.custom_canvas.getContext('2d');
CreateButton.prototype.ctxt.fillStyle = '#666666';
CreateButton.prototype.ctxt.fillRect(this.x, this.y, this.width, this.height);
}
Basically, it's writing on top of the canvas with a canvas of the same name? I'd assume that I can still manipulate the regular canvas afterwards and it would just act as if it was a single canvas element. I worried that redrawing on the canvas might use up a lot of memory when many things are added, however, no matter the method, writing on top of the canvas can't be avoided (even when in the same scope).
Any suggestions, or help? Or is my method of using the same canvas within a different class acceptable?
Thanks for any feedback.
[UPDATE]
Hmm, maybe I should try passing the context as a parameter and just using that.
...Or should I just make the canvas a global object? Any suggestions?
I guess you could try to implement some sort of "WidgetManager" that retains reference to canvas and your widgets. It will use a callback mechanism to render widgets. Each widget (ie. in this case Button) will have certain kind of rendering states (pressed, released) and some kind of internal state. Other widgets might have more complicated states.
Note that "WidgetManager" should probably keep track of widget "z" and user presses (which widget was hit). Based on this it should be able to trigger handlers bound to widgets. In a way you have to reinvent what basic UI libs do already. :)
I think you are better off by working out your design this way before moving into the implementation phase. A lot depends on what you really want to with it. :)
Note that you can simplify rendering and checks a lot by using multiple canvasii instead of just one. In this case you'll have to deal with z-index and absolute positioning but at least you get to piggyback on some of the existing stuff without having to implement it yourself.