HTML Canvas game: 2D collision detection - javascript
I need to program a very simple 2D HTML canvas game with a character and a few walls. The map (top view) is a multidimensional array (1=walls)
map = [
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1],
[1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0],
[1,0,0,1,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1],
[1,0,0,1,0,0,0,0,1,0,1,1,1,1,1,1,0,0,0,0,0,0,0,1],
[1,0,0,1,0,0,0,0,1,0,0,0,1,1,0,0,0,0,0,0,0,0,0,1],
[1,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1],
[1,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,1],
[1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,1,1],
[1,1,1,0,1,1,1,1,1,1,0,1,1,1,1,1,1,0,0,1,1,0,1,1],
[1,1,1,0,1,1,1,1,1,1,0,1,1,1,1,0,0,0,0,1,1,0,1,1],
[0,0,0,0,1,1,1,1,1,1,0,1,1,1,1,0,0,1,1,1,1,0,1,1],
[1,1,1,0,1,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,1,0,1,1],
[1,1,1,0,0,0,0,0,0,0,0,1,1,0,0,1,1,1,0,0,0,0,1,1],
[1,1,1,1,1,1,1,1,1,1,0,1,1,0,0,0,0,0,0,1,0,0,1,1],
[1,1,1,1,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,1],
[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]
];
The character shouldn't be able to walk over the walls... so he should only walk on the "0"s. I already got the map rendering and the walking part of the character working just fine, but I can't quite figure out how to check for collisions yet.
A very simple version can be found on JSBin. You can either use the arrow keys or WASD to move around (black square).
I already tried to do a very simple collision detection by using something like this:
function checkCollision( x, y ) {
if ( map[ Math.round( x ) ][ Math.round( y ) ] !== 0 ) {
return true; // Collision
}
return false;
}
But this doesn't quite work (see JSBin). With Math.round the character and wall overlap... if I use Math.ceil or Math.floor it's even worse.
Is there any way that I can improve this "collision detection", so that the character can't walk over the red walls?
There are a few problems:
First you should avoid using 0.1 as coordinate step because it's a "bad number" in floating point (it's periodic when expressed in binary). Much better is 0.125 (1/8). Adding/substracting 1/8 will guarantee your numbers will always remain exact multiples of 1/8, not accumulating any error.
You should define an "ok(x, y)" function checking if the (possibly fractional) point (x, y) is valid or inside a wall... a simple implementation could be:
return map[y|0][x|0] == 0; // <expr>|0 is used to convert to integer
Finally you should compute new_charX and new_charY and only accept moving from charX, charY to the new position if all four points:
(new_charX+s, new_charY+s)
(new_charX+1-s, new_charY+s)
(new_charX+s, new_charY+1-s)
(new_charX+1-s, new_charY+1-s)
are valid with s = 1/16 (i.e. half of the moving step).
Example: http://jsbin.com/wipimidije/edit?js,output
Your player can potentially be overlapping four squares in the map at any time. So you need to check for collision in all four squares (corresponding to the top-left, top-right, bottom-left, bottom-right corners of the character). To allow it to 'squeeze' through corridors (given that the character is the same size as a tile) you may also need to adjust this by one or two pixels (hence the 1 / config.tileSize in the following).
function checkCollision( x, y ) {
var x1 = Math.floor(x + 1 / config.tileSize),
y1 = Math.floor(y + 1 / config.tileSize),
x2 = Math.floor(x + 1 - 1 / config.tileSize),
y2 = Math.floor(y + 1 - 1 / config.tileSize);
if (map[y1][x1] !== 0 || map[y2][x1] !== 0 || map[y1][x2] !== 0 ||
map[y2][x2] !== 0) {
return true; // Collision
}
return false;
}
See this version of the JSBin
My answer is a little different. Instead of having a 2D array I'd use a simple array and calculate the rows (if you even need them). Now you only have to check the map array at the one index that is the position of the actor:
var map = [0,0,0,1,1,0,0,1,1,0,0,...];
//heres how to calculate the x/y if you need it for something else
var pos_x = position % NUM_OF_ROWS;
var pos_y = Math.floor(position / NUM_OF_ROWS);
//for collisions now you just check the value of the array at that index
leftKey.addEventListener('keypress', function() {
test(position - 1);
});
rightKey.addEventListener('keypress', function() {
test(position + 1);
});
upKey.addEventListener('keypress', function() {
test(position + NUM_OF_ROWS);
});
downKey.addEventListener('keypress', function() {
test(position - NUM_OF_ROWS);
});
function test(n) {
if (map[n] === 0) {
//if there's no collision, update the position.
position = n;
} else {
console.log('Collided!');
}
}
You need to consider two aspects: the first is collision detection, the second is response. Let's start with the detection. You are checking a single point, but in reality you have a tile size, so there is thickness which you must consider. The coordinate of the character, and the coordinate of your tiles is the top-left corner. It is not sufficient to compare the top-left corners, you must also check the other corners. The right-hand side of the player's square for example is at charX + config.tileSize.
The second aspect is the collision response. The simplest mechanism you can use here is to check the next position of the character for collisions, and only move the character if there are none. You should preferably check the two axes separately to allow the character to "slide" along walls (otherwise it till get stuck in walls in moving diagonally into the wall).
First of all I would change the tiles "value" if you change the character to walk in 1's but in 0's you can check if a tile is walkable by typing
If(tile[x][y])...
Then, I would, first calculate the next position and then make the move if the player is able to...
Var nextpos = new position;
If(KEYLEFT){
Nextpos.x = currpos - 1;
}
If(nextpos > 0 && nextpos < mapsize && tile[nextpos.x][nextpos.y])
Player.pos = nextpos;
Related
How to calculate rocket?
So I got a 3d system and some coordinates: Start coordinates (x, y, z) of a rocket (on the ground) Target coordinates (x, y, z) of the rockets target (also on the ground) I got some initialize values like: maximum_velocityZ = 0.5 maximum_resVelocityXY = 0.3 gravity factor = 9.81 How can I calculate the flight velocitys (velocityX, velocityY and velocityZ) for every update frame? let maximum_velocityZ = 0.5 let maximum_resVelocityXY = 0.3 let gravity_factor = 9.81 let rocketPosition = { x: 3, y: 0, z: 2 } let rocketTarget = { x: 7, y: 5, z: 8 } let rocketVelocity = { x: 0, y: 0, z: 0 } let update = function() { rocketPosition.x += rocketVelocity.x rocketPosition.y += rocketVelocity.y rocketPosition.z += rocketVelocity.z let distanceX = (rocketTarget.x - rocketPosition.x) let distanceY = (rocketTarget.y - rocketPosition.y) let distanceZ = (rocketTarget.z - rocketPosition.z) let factorXY = Math.abs(distanceX / distanceY) rocketVelocity.x = maximum_resVelocityXY / Math.sqrt((1 / factorXY ** 2) + 1) * (distanceX > 0 ? 1 : -1) rocketVelocity.y = maximum_resVelocityXY / Math.sqrt((factorXY ** 2) + 1) * (distanceY > 0 ? 1 : -1) rocketVelocity.z = maximum_velocityZ * distanceZ; rocketVelocity.z /= gravity_factor; console.log("x:", Math.round(rocketPosition.x), "y:", Math.round(rocketPosition.y), "z:", Math.round(rocketPosition.z)) } setInterval(update, 300) This code is what I've developed so far. I'm sure I'm on the right track. X and Y seem to be more or less right. Only the Velocity Z can't be calculated the way I tried. In 3D space the trajectory doesn't really look realistic. So by "not really" I mean "not realistic at all"... I would be happy for help. Thanks and a happy new year - matching to the rocket - of course!
I do not know what is you coordinate system plane sphere ellipsoid like WGS84 My guess is your ground is planar (induced from your constants however your positions suggest something else)... so I will stick with that for now... You got 2 problems: Newton/D'Alembert physics Yours is weird as you got no dt multiplication so it works only if your update is 1 Hz. take a look at this: Can't flip direction of ball without messing up gravity you do not need speed limiter as air friction will do it for you and you should drive with accelerations ... or Force if you want to account for mass changes too. However as you are working with ground/ground then I assume atmospheric flight instead of Newtonian so in such case you need to handle the heading control not by acceleration but by turning the integrated velocity. The main thruster should still be handled as acceleration. The collisions are not necessary in your case (unless your ground is not planar or have obstacles along the way). Rocket guiding system I suggest to use 3 state (Markovov model) rocket control. launch Rise the rocket to safe altitude first to avoid obstacles, conserve fuel and maximize speed cruise Travel to the target area (while still keep its altitude). Simply compute heading projected on the ground plane and apply correction to the heading of the rocket to match it (still going parallel to ground). hit Hit the target while descending. Almost the same as #2 but this time you need to change altitude too... On top of these you can add strategies to avoid detection/destruction or obstacles etc ... You can also make a fake approach from different heading to keep the launch position hidden ... Here a simple C++ example of this approach: //--------------------------------------------------------------------------- void vector_one(double *c,double *a) { double l=sqrt((a[0]*a[0])+(a[1]*a[1])+(a[2]*a[2])); if (l>1e-10) l=1.0/l; else l=0.0; c[0]=a[0]*l; c[1]=a[1]*l; c[2]=a[2]*l; } //--------------------------------------------------------------------------- // Z=0 plane is ground, Z+ is up const double g=9.81; // [m/s^2] Earth's gravity const double acc0=20.0; // [m/s^2] rocket main thruster acceleration const double kv2 =0.002; // [-] rocket air friction coeff (speed limiter) const double alt0=50.0; // [m] rocket safe altitude const double dis0=100.0; // [m] rocket safe distance to target const double dis1= 10.0; // [m] rocket explosion distance to target const double dang0=375.0*M_PI/180.0;// [rad/s] rocket turn speed per yaw/roll/pitch // Rocket double dst[3]={+90.0,-50.0,0.0}; // [m] target position double pos[3]={-100.0,200.0,0.0}; // [m] rocket position double vel[3]={ 0.0, 0.0,0.0}; // [m/s] rocket velocity double acc[3]={ 0.0, 0.0,0.0}; // [m/s^2] rocket acceleration enum{ _state_none=0, _state_launch, // rise to alt0 _state_cruise, // get near target but maintain alt0 _state_hit, // descend and hit }; int state=_state_launch; void update(double dt) // update rocket after dt [sec] has passed { int i; double v,a,hdg[3],tar[3]; // guiding system if (state==_state_none) { for (i=0;i<3;i++) vel[i]=0.0; for (i=0;i<3;i++) acc[i]=0.0; return; } if (state==_state_launch) { // init heading to Up for (i=0;i<3;i++) hdg[i]=0.0; hdg[2]=1.0; if (pos[2]>=alt0) state=_state_cruise; } v=sqrt((vel[0]*vel[0])+(vel[1]*vel[1])+(vel[2]*vel[2]));// |vel| if ((state==_state_cruise)||(state==_state_hit)) { vector_one(hdg,vel); // heading for (i=0;i<3;i++) tar[i]=dst[i]-pos[i]; // to target a=sqrt((tar[0]*tar[0])+(tar[1]*tar[1])+(tar[2]*tar[2])); // distance to target if (state==_state_cruise) { tar[2]=0; // no altitude change if (a<=dis0) state=_state_hit; } else{ if (a<=dis1) state=_state_none; // here you shoul add exlosion code } vector_one(tar,tar); // a = angle between hdg and tar [rad] for (a=0.0,i=0;i<3;i++) a+=hdg[i]*tar[i]; a=fabs(acos(a)); // approximate turn up to dang0 if (a>1e-10) a=dt*dang0/a; else a=0.0; for (i=0;i<3;i++) hdg[i]=hdg[i]+a*(tar[i]-hdg[i]); vector_one(hdg,hdg); // new heading for (i=0;i<3;i++) vel[i]=v*hdg[i]; // new vel } // physics for (i=0;i<3;i++) acc[i] =-kv2*vel[i]*v; // air friction (k*|vel|^2) for (i=0;i<3;i++) acc[i]+=hdg[i]*acc0; // rocket thrust acc[2]-=g; // gravity // Newton/D'Alembert simulation for (i=0;i<3;i++) vel[i]+=acc[i]*dt; for (i=0;i<3;i++) pos[i]+=vel[i]*dt; } //--------------------------------------------------------------------------- You might need to tweak the constants a bit to match your sizes and game needs. As you can see you can customize the rocket quite a lot which is ideal for game (tech upgrades). The physics is straight forward Newton/D'Alembert (apart the vel turning due to wings) and the guiding system works as described above. In first state the rocket just rise to alt0 then it try to turn towards target with dang0 turn speed while maintaining altitude and when closer than dis0 it start also descending. If closer than dis1 the rocket should explode ... Here preview (top view): The white line is line from ground to verify the altitude of rocket ... Rocket is Blue and target is Red. The turning math is like this: so I just scaled tar-hdg to approximately match dang0*dt and add that to original hdg. now the new heading is turned towards target by up to dang0*dt so just I normalize it back to unit size and recompute velocity to this new direction (as wings are turning velocity instead of accelerating) Beware of the units All the units used must be compatible I am using SI. Your 9.81 constant suggest the same but your position and target values makes no sense if in meters ... Why shoot rocket if target is just few meters away? Also the values suggest your coordinates are either not cartessian or ground is not planar/flat. Also the values suggest integers hope you have floats/doubles instead...
The trajectory will be a parabola. The basic equations of which are explained quite well here: https://courses.lumenlearning.com/boundless-physics/chapter/projectile-motion/ The 3D problem (x, y, z) can be easily be transformed to a 2D (single plane) problem (horizontal, vertical), for the equations then back to 3D for the problem.
Is it possible to draw function like tangens wihout knowing its domain? [duplicate]
I am making a graphing program in C++ using the SFML library. So far I have been able to draw a function to the screen. I have run into two problems along the way. The first is a line which seems to return to the origin of my the plane, starting from the end of my function. You can see it in this image: As you can see this "rogue" line seems to change colour as it nears the origin. My first question is what is this line and how may I eradicate it from my window? The second problem which is slightly unrelated and more mathematical can be seen in this image: As you can see the asymptotes which are points where the graph is undefined or non continuous are being drawn. This leads me to my second question: is there a way ( in code ) to identify an asymptote and not draw it to the window. My code for anything drawn to the window is: VertexArray axis(Lines, 4); VertexArray curve(PrimitiveType::LinesStrip, 1000); axis[0].position = Vector2f(100000, 0); axis[1].position = Vector2f(-100000, 0); axis[2].position = Vector2f(0, -100000); axis[3].position = Vector2f(0, 100000); float x; for (x = -pi; x < pi; x += .0005f) { curve.append(Vertex(Vector2f(x, -tan(x)), Color::Green)); } I would very much appreciate any input : ) Update: Thanks to the input of numerous people this code seems to work fine in fixing the asymptote problem: for (x = -30*pi; x < 30*pi; x += .0005f) { x0 = x1; y0 = y1; x1 = x; y1 = -1/sin(x); a = 0; a = fabs(atan2(y1 - y0, x1 - x0)); if (a > .499f*pi) { curve.append(Vertex(Vector2f(x1, y1), Color::Transparent)); } else { curve.append(Vertex(Vector2f(x1, y1), Color::Green)); } } Update 2: The following code gets rid of the rogue line: VertexArray curve(Lines, 1000); float x,y; for (x = -30 * pi; x < 30 * pi; x += .0005f) { y = -asin(x); curve.append(Vertex(Vector2f(x, y))); } for (x = -30 * pi + .0005f; x < 30 * pi; x += .0005f) { y = -asin(x); curve.append(Vertex(Vector2f(x, y))); }
The first problem looks like a wrong polyline/curve handling. Don't know what API are you using for rendering but some like GDI need to start the pen position properly. For example if you draw like this: Canvas->LineTo(x[0],y[0]); Canvas->LineTo(x[1],y[1]); Canvas->LineTo(x[2],y[2]); Canvas->LineTo(x[3],y[3]); ... Then you should do this instead: Canvas->MoveTo(x[0],y[0]); Canvas->LineTo(x[1],y[1]); Canvas->LineTo(x[2],y[2]); Canvas->LineTo(x[3],y[3]); ... In case your API needs MoveTo command and you are not setting it then last position is used (or default (0,0)) which will connect start of your curve with straight line from last draw or default pen position. Second problem In continuous data you can threshold the asymptotes or discontinuities by checking the consequent y values. If your curve render looks like this: Canvas->MoveTo(x[0],y[0]); for (i=1;i<n;i++) Canvas->LineTo(x[i],y[i]); Then you can change it to something like this: y0=y[0]+2*threshold; for (i=0;i<n;i++) { if (y[1]-y0>=threshold) Canvas->MoveTo(x[i],y[i]); else Canvas->LineTo(x[i],y[i]); y0=y[i]; } The problem is selection of the threshold because it is dependent on x density of sampled points and on the first derivation of your y data by x (slope angles) If you are stacking up more functions the curve append will create your unwanted line ... instead handle each data as separate draw or put MoveTo command in between them [Edit1] I see it like this (fake split): double x0,y0,x1,y1,a; for (e=1,x = -pi; x < pi; x += .0005f) { // last point x0=x1; y0=y1; // your actual point x1=x; y1=-tan(x); // test discontinuity if (e) { a=0; e=0; } else a=fabs(atan2(y1-y0,x1-x0)); if (a>0.499*M_PI) curve.append(Vertex(Vector2f(x1,y1), Color::Black)); else curve.append(Vertex(Vector2f(x1,y1), Color::Green)); } the 0.499*M_PI is you threshold the more closer is to 0.5*M_PIthe bigger jumps it detects... I faked the curve split by black color (background) it will create gaps on axis intersections (unless transparency is used) ... but no need for list of curves ...
Those artifacts are due to the way sf::PrimitiveType::LinesStrip works (or more specific lines strips in general). In your second example, visualizing y = -tan(x), you're jumping from positive infinity to negative infinity, which is the line you're seeing. You can't get rid of this, unless you're using a different primitive type or splitting your rendering into multiple draw calls. Imagine a line strip as one long thread you're pinning with pushpins (representing your vertices). There's no (safe) way to go from positive infinity to negative infinity without those artifacts. Of course you could move outside the visible area, but then again that's really specific to this one function.
nvd3 tickValues() not drawing ticks close to boundary values
I am drawing a line chart using nvd3 and specifying a set of xAxis values to draw ticks for using: chart.xAxis.tickValues(tickArr) where tickArr has the list of points to draw ticks for. For some reason, the ticks close to the beginning or the end values for the x axis are not being drawn. I am guessing this is because of some default setting for the boundary value ticks but am not able to find a way to override it and show all specified ticks. Here is the link to the fiddle . You can see that though tickArr has 7 data points, only 3 ticks are shown. Any help as to which parameter should I change or why this is happening would be really appreciated.
I modified the source to get around this situation. In the nv.models.axis(), there is a buffer given when showMaxMin is true for a bottom/top orientation: if (showMaxMin && (axis.orient() === 'top' || axis.orient() === 'bottom')) { var maxMinRange = []; wrap.selectAll('g.nv-axisMaxMin') .each(function(d,i) { try { if (i) // i== 1, max position maxMinRange.push(scale(d) - this.getBoundingClientRect().width - 4); //assuming the max and min labels are as wide as the next tick (with an extra 4 pixels just in case) else // i==0, min position maxMinRange.push(scale(d) + this.getBoundingClientRect().width + 4) }catch (err) { if (i) // i== 1, max position maxMinRange.push(scale(d) - 4); //assuming the max and min labels are as wide as the next tick (with an extra 4 pixels just in case) else // i==0, min position maxMinRange.push(scale(d) + 4); } }); // the g's wrapping each tick g.selectAll('g').each(function(d, i) { if (scale(d) < maxMinRange[0] || scale(d) > maxMinRange[1]) { if (d > 1e-10 || d < -1e-10) // accounts for minor floating point errors... though could be problematic if the scale is EXTREMELY SMALL d3.select(this).remove(); else d3.select(this).select('text').remove(); // Don't remove the ZERO line!! } }); } I just removed these buffers: try { if (i) // i== 1, max position maxMinRange.push(scale(d)); else // i==0, min position maxMinRange.push(scale(d)) }catch (err) { if (i) // i== 1, max position maxMinRange.push(scale(d)); else // i==0, min position maxMinRange.push(scale(d)); } There is another post talking about a similar issue. The solution posted there is to remove the boundary ticks but this seems like the wrong approach as the boundary ticks are very helpful when considering the perceptual aspects of the visualization. I hope this answer helps someone who faces a similar situation in the future.
ThreeJS Molecules - Double Bonds
Working with threejs, I am trying to use the following example: http://threejs.org/examples/#css3d_molecules The problem is that in that example, the bonds from the grey to the red balls are supposed to be double bonds. I have found a few links that suggest how this is done, but it doesn't seem supported by threejs. Here is what I was talking about: https://www.umass.edu/microbio/rasmol/faq_em.htm#doublebonds There you can see the fumerate molecule (it is a text file) and how they structured it. Any tips on how to add a double bond either visually, or by changing the class of the line so I can change the size or color?
In the function loadMolecule, there is a loader.load function, some lines from it are pasted below, this is where you would add a second bond next to the first. You'd offset the start and end positions by some vector amount and draw another one. for ( var i = 0; i < geometryBonds.vertices.length; i += 2 ) { var start = geometryBonds.vertices[ i ]; var end = geometryBonds.vertices[ i + 1 ]; start.multiplyScalar( 75 ); end.multiplyScalar( 75 ); tmpVec1.subVectors( end, start ); var bondLength = tmpVec1.length() - 50; }
Minimizing canvas "bitmap" data size
Context: multi-user app (node.js) - 1 painter, n clients Canvas size: 650x400 px (= 260,000 px) For the canvas to be updated frequently (I'm thinking about 10 times a second), I need to keep the data size as small as possible, especially when thinking about upload rates. The toDataURL() method returning a base64 string is fine but it contains masses of data I don't even need (23 bit per pixel). Its length is 8,088 (without the preceding MIME information), and assuming the JavaScript strings have 8-bit encoding that would be 8.1 kilobytes of data, 10 times per second. My next try was using JS objects for the different context actions like moveTo(x, y) or lineTo(x, y), sending them to the server and have the clients receive the data in delta updates (via timestamps). However, this turned out to be even less efficient than the base64 string. { "timestamp": 0, "what": { "name": LINE_TO, "args": {"x": x, "y": y} } } It doesn't work fluently nor precisely because there are nearly 300 lineTo commands already when you swipe your brush shortly. Sometimes there's a part of the movement missing (making a line straight instead of rounded), sometimes the events aren't even recognized by the script client-side because it seems to be "overwhelmed" by the mass of events triggered already. So I have to end up using the base64 string with its 8.1 KB. I don't want to worry about this much - but even if done asynchronously with delta updates, there will be major lags on a real server, let alone the occasional bandwidth overrun. The only colors I am using are #000 and #FFF, so I was thinking about a 1-bit data structure with delta updates only. This would basically suffice and I wouldn't mind any "color" precision losses (it is black after all). With most of the canvas being white, you could think of additional Huffman run-length encoding to reduce size even further, too. Like a canvas with a size of 50x2 px and a single black pixel at (26, 2) would return the following string: 75W1B74W (50 + 25 white pixels, then 1 black pixel, then 24 more white pixels) It would even help if the canvas consisted of a 1-bit string like this: 00000000000000000000000000000000000000000000000000 00000000000000000000000001000000000000000000000000 That would help a lot already. My first question is: How to write an algorithm to get this data efficiently? The second is: How could I pass the pure binary canvas data to the clients (via node server)? How do I even send a 1-bit data structure to the server? Would I have to convert my bits to a hexadecimal (or more) number and re-parse? Would it be possible to use this as a data structure? Thanks in advance, Harti
I need to keep the data size as small as possible Then don't send the entire data. Send only the changes, close to what you propose yourself. Make the framework such that every user can only do "actions" such as "draw black strokeWidth 2 from X1,Y1 to X2,Y2". I wouldn't bother with some pure binary thing. If there's only two colors then that's easy to send as the string "1,2,x,y,x2,y2", which the other people will parse precisely the same way the local client will, and it will get drawn the same way. I wouldn't overthink this. Get it working with simple strings before you worry about any clever encoding. It's worth trying the simple thing first. Maybe the performance will be quite good without going through a lot of trouble!
I sorted it out, finally. I used an algorithm to get the image data within a specified area (i.e. the area currently drawn on), and then paste the image data to the same coordinates. While drawing, I keep my application informed about how big the modified area is and where it starts (stored in currentDrawingCoords). pixels is an ImageData Array obtained by calling context.getImageData(left, top, width, height) with the stored drawing coordinates. getDeltaUpdate is called upon onmouseup (yeah, that's the drawback of the area idea): getDeltaUpdate = function(pixels, currentDrawingCoords) { var image = "" + currentDrawingCoords.left + "," + // x currentDrawingCoords.top + "," + // y (currentDrawingCoords.right - currentDrawingCoords.left) + "," + // width (currentDrawingCoords.bottom - currentDrawingCoords.top) + ""; // height var blk = 0, wht = 0, d = "|"; // http://stackoverflow.com/questions/667045/getpixel-from-html-canvas for (var i=0, n=pixels.length; i < n; i += 4) { if( pixels[i] > 0 || pixels[i+1] > 0 || pixels[i+2] > 0 || pixels[i+3] > 0 ) { // pixel is black if(wht > 0 || (i == 0 && wht == 0)) { image = image + d + wht; wht = 0; d = ","; } blk++; //console.log("Pixel " + i + " is BLACK (" + blk + "-th in a row)"); } else { // pixel is white if(blk > 0) { image = image + d + blk; blk = 0; d = ","; } wht++; //console.log("Pixel " + i + " is WHITE (" + blk + "-th in a row)"); } } return image; } image is a string with a header part (x,y,width,height|...) and a data body part (...|w,b,w,b,w,[...]) The result is a string with less characters than the base64 string has (as opposed to the 8k characters string, the delta updates have 1k-6k characters, depending on how many things have been drawn into the modification area) That string is sent to the server, pushed to all the other clients and reverted to ImageData by using getImageData: getImageData = function(imagestring) { var data = imagestring.split("|"); var header = data[0].split(","); var body = data[1].split(","); var where = {"x": header[0], "y": header[1]}; var image = context.createImageData(header[2], header[3]); // create ImageData object (width, height) var currentpixel = 0, pos = 0, until = 0, alpha = 0, white = true; for(var i=0, n=body.length; i < n; i++) { var pixelamount = parseInt(body[i]); // amount of pixels with the same color in a row if(pixelamount > 0) { pos = (currentpixel * 4); until = pos + (pixelamount * 4); // exclude if(white) alpha = 0; else alpha = 255; while(pos < until) { image.data[pos] = 0; image.data[pos+1] = 0; image.data[pos+2] = 0; image.data[pos+3] = alpha; pos += 4; } currentpixel += pixelamount; white = (white ? false : true); } else { white = false; } } return {"image": image, "where": where}; } Call context.putImageData(data.image, data.where.x, data.where.y); to put the area on top of everything there is! As previously mentioned, this may not be the perfect suit for every kind of monochrome canvas drawing application since the modification area is only submit onmouseup. However, I can live with this trade-off because it's far less stressful for the server than all the other methods presented in the question. I hope I was able to help the people to follow this question.