Animate a Canvas Diamond Shape to Draw when scrolled to - javascript

I'm attempting to draw this shape on screen with canvas.
I have referenced this example which draws a circle: http://jsfiddle.net/loktar/uhVj6/4/ ,but cannot figure it out. Any help would be greatly appreciated. I'm new to canvas.
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
var x = canvas.width / 2;
var y = canvas.height / 2;
var radius = 75;
var endPercent = 85;
var curPerc = 0;
var counterClockwise = false;
var circ = Math.PI * 2;
var quart = Math.PI / 2;
context.lineWidth = 10;
context.strokeStyle = '#ad2323';
context.shadowOffsetX = 0;
context.shadowOffsetY = 0;
context.shadowBlur = 10;
context.shadowColor = '#656565';
function animate(current) {
context.clearRect(0, 0, canvas.width, canvas.height);
context.beginPath();
context.arc(x, y, radius, -(quart), ((circ) * current) - quart, false);
context.stroke();
curPerc++;
if (curPerc < endPercent) {
requestAnimationFrame(function () {
animate(curPerc / 100)
});
}
}
animate();
I plan on having a bullet point on each angle that would pop up and slightly pause whenever the line gets to that point.

Related

Canvas line drawing animation

I am new learner of animation using HTML5 Canvas. I am struggling to create line drawing animation in a canvas with desired length of a line.
Here is the code
var canvas = document.getElementById("canvas"),
context = canvas.getContext("2d"),
width = canvas.width = window.innerWidth,
height = canvas.height = window.innerHeight;
var x = 200;
var y = 200;
draw();
update();
function draw() {
context.beginPath();
context.moveTo(100, 100);
context.lineTo(x, y);
context.stroke();
}
function update() {
context.clearRect(0, 0, width, height);
x = x + 1;
y = y + 1;
draw();
requestAnimationFrame(update);
}
html,
body {
margin: 0px;
}
canvas {
display: block;
}
<canvas id="canvas"></canvas>
The line is growing on Canvas in the above code. But how to achieve that the 200px wide line and animate the movement in x and y direction. And the same animation with multiple lines using for loop and move them in different direction.
Check the reference image ....
Need to move each line in a different direction
Thanks in advance
Find a new reference image which i want to achieve
You need to either use transforms or a bit of trigonometry.
Transforms
For each frame:
Reset transforms and translate to center
Clear canvas
Draw line from center to the right
Rotate x angle
Repeat from step 2 until all lines are drawn
var ctx = c.getContext("2d");
var centerX = c.width>>1;
var centerY = c.height>>1;
var maxLength = Math.min(centerX, centerY); // use the shortest direction for demo
var currentLength = 0; // current length, for animation
var lenStep = 1; // "speed" of animation
function render() {
ctx.setTransform(1,0,0,1, centerX, centerY);
ctx.clearRect(-centerX, -centerY, c.width, c.height);
ctx.beginPath();
for(var angle = 0, step = 0.1; angle < Math.PI * 2; angle += step) {
ctx.moveTo(0, 0);
ctx.lineTo(currentLength, 0);
ctx.rotate(step);
}
ctx.stroke(); // stroke all at once
}
(function loop() {
render();
currentLength += lenStep;
if (currentLength < maxLength) requestAnimationFrame(loop);
})();
<canvas id=c></canvas>
You can use transformation different ways, but since you're learning I kept it simple in the above code.
Trigonometry
You can also calculate the line angles manually using trigonometry. Also here you can use different approaches, ie. if you want to use delta values, vectors or brute force using the math implicit.
For each frame:
Reset transforms and translate to center
Clear canvas
Calculate angle and direction for each line
Draw line
var ctx = c.getContext("2d");
var centerX = c.width>>1;
var centerY = c.height>>1;
var maxLength = Math.min(centerX, centerY); // use the shortest direction for demo
var currentLength = 0; // current length, for animation
var lenStep = 1; // "speed" of animation
ctx.setTransform(1,0,0,1, centerX, centerY);
function render() {
ctx.clearRect(-centerX, -centerY, c.width, c.height);
ctx.beginPath();
for(var angle = 0, step = 0.1; angle < Math.PI * 2; angle += step) {
ctx.moveTo(0, 0);
ctx.lineTo(currentLength * Math.cos(angle), currentLength * Math.sin(angle));
}
ctx.stroke(); // stroke all at once
}
(function loop() {
render();
currentLength += lenStep;
if (currentLength < maxLength) requestAnimationFrame(loop);
})();
<canvas id=c></canvas>
Bonus animation to play around with (using the same basis as above):
var ctx = c.getContext("2d", {alpha: false});
var centerX = c.width>>1;
var centerY = c.height>>1;
ctx.setTransform(1,0,0,1, centerX, centerY);
ctx.lineWidth = 2;
ctx.strokeStyle = "rgba(0,0,0,0.8)";
ctx.shadowBlur = 16;
function render(time) {
ctx.globalAlpha=0.77;
ctx.fillRect(-500, -500, 1000, 1000);
ctx.globalAlpha=1;
ctx.beginPath();
ctx.rotate(0.025);
ctx.shadowColor = "hsl(" + time*0.1 + ",100%,75%)";
ctx.shadowBlur = 16;
for(var angle = 0, step = Math.PI / ((time % 200) + 50); angle < Math.PI * 2; angle += step) {
ctx.moveTo(0, 0);
var len = 150 + 150 * Math.cos(time*0.0001618*angle*Math.tan(time*0.00025)) * Math.sin(time*0.01);
ctx.lineTo(len * Math.cos(angle), len * Math.sin(angle));
}
ctx.stroke();
ctx.globalCompositeOperation = "lighter";
ctx.shadowBlur = 0;
ctx.drawImage(ctx.canvas, -centerX, -centerY);
ctx.drawImage(ctx.canvas, -centerX, -centerY);
ctx.globalCompositeOperation = "source-over";
}
function loop(time) {
render(time);
requestAnimationFrame(loop);
};
requestAnimationFrame(loop);
body {margin:0;background:#222}
<canvas id=c width=640 height=640></canvas>
Here is what I think you are describing...
window.onload = function() {
var canvas = document.getElementById("canvas"),
context = canvas.getContext("2d"),
width = canvas.width = 400,
height = canvas.height = 220,
xcenter = 200,
ycenter = 110,
radius = 0,
radiusmax = 100,
start_angle1 = 0,
start_angle2 = 0;
function toRadians(angle) {
return angle * (Math.PI / 180);
}
function draw(x1, y1, x2, y2) {
context.beginPath();
context.moveTo(x1, y1);
context.lineTo(x2, y2);
context.stroke();
}
function drawWheel(xc, yc, start_angle, count, rad) {
var inc = 360 / count;
for (var angle = start_angle; angle < start_angle + 180; angle += inc) {
var x = Math.cos(toRadians(angle)) * rad;
var y = Math.sin(toRadians(angle)) * rad;
draw(xc - x, yc - y, xc + x, yc + y);
}
}
function update() {
start_angle1 += 0.1;
start_angle2 -= 0.1;
if(radius<radiusmax) radius++;
context.clearRect(0, 0, width, height);
drawWheel(xcenter, ycenter, start_angle1, 40, radius);
drawWheel(xcenter, ycenter, start_angle2, 40, radius);
requestAnimationFrame(update);
}
update();
};
html,
body {
margin: 0px;
}
canvas {
display: block;
}
<canvas id="canvas"></canvas>
This is one that is a variable length emerging pattern. It has a length array element for each spoke in the wheel that grows at a different rate. You can play with the settings to vary the results:
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
var width = canvas.width = window.innerWidth;
var height = canvas.height = window.innerHeight;
var xcenter = width/4;
var ycenter = height/2;
var radius;
var time;
if(width>height) {
radius = height*0.4;
}
else {
radius = width*0.4;
}
var start_angle1 = 0;
var start_angle2 = 0;
function toRadians (angle) {
return angle * (Math.PI / 180);
}
function draw(x1,y1,x2,y2) {
context.beginPath();
context.moveTo(x1,y1);
context.lineTo(x2,y2);
context.stroke();
}
var radmax=width;
var rads = [];
var radsinc = [];
function drawWheel(xc,yc,start_angle,count,rad) {
var inc = 360/count;
var i=0;
for(var angle=start_angle; angle < start_angle+180; angle +=inc) {
var x = Math.cos(toRadians(angle)) * rads[rad+i];
var y = Math.sin(toRadians(angle)) * rads[rad+i];
draw(xc-x,yc-y,xc+x,yc+y);
rads[rad+i] += radsinc[i];
if(rads[rad+i] > radmax) rads[rad+i] = 1;
i++;
}
}
function update() {
var now = new Date().getTime();
var dt = now - (time || now);
time = now;
start_angle1 += (dt/1000) * 10;
start_angle2 -= (dt/1000) * 10;
context.clearRect(0,0,width,height);
drawWheel(xcenter,ycenter,start_angle1,50,0);
drawWheel(xcenter,ycenter,start_angle2,50,50);
requestAnimationFrame(update);
}
function init() {
for(var i=0;i<100;i++) {
rads[i] = 0;
radsinc[i] = Math.random() * 10;
}
}
window.onload = function() {
init();
update();
};
html, body {
margin: 0px;
}
canvas {
width:100%;
height:200px;
display: block;
}
<canvas id="canvas"></canvas>

HTML5 Canvas Arc redraw on hover

I have three arcs, the first one loads on page-load, the second one loads on mouse-over and the third one on mouse-out. I want the mouse-over-out effect to happen each time rather than just one time (as it is now).
here's the fiddle: http://jsfiddle.net/krish7878/7bX7n/
Here's the JS code:
var currentEndAngle = 0;
var currentStartAngle = 0;
var currentEndAngle2 = 0;
var currentStartAngle2 = 0;
var currentEndAngle3 = -0.5;
var currentStartAngle3 = -0.5;
var something = setInterval(draw, 5);
$("#canvas1").hover(
function(){
var something2 = setInterval(draw2, 5);
},
function(){
var something3 = setInterval(draw3, 5);
}
);
function draw() { /***************/
var can = document.getElementById('canvas1'); // GET LE CANVAS
var canvas = document.getElementById("canvas1");
var context = canvas.getContext("2d");
var x = canvas.width / 2;
var y = canvas.height / 2;
var radius;
var width;
var currentColor = "#00b5ff";
var radius = 100;
var width = 8;
var startAngle = currentStartAngle * Math.PI;
var endAngle = (currentEndAngle) * Math.PI;
if(currentEndAngle < 0.1){
currentEndAngle = currentEndAngle - 0.01;
}
if (currentEndAngle < -0.5){
clearInterval(something);
}
context.beginPath();
context.arc(x, y, radius, startAngle, endAngle, true);
context.lineWidth = width;
// line color
context.strokeStyle = currentColor;
context.stroke();
/************************************************/
}
function draw2() { /***************/
var can = document.getElementById('canvas1'); // GET LE CANVAS
var canvas = document.getElementById("canvas1");
var context = canvas.getContext("2d");
var x = canvas.width / 2;
var y = canvas.height / 2;
var radius;
var width;
var currentColor = "#000";
var radius = 100;
var width = 7;
var startAngle = currentStartAngle2 * Math.PI;
var endAngle = (currentEndAngle2) * Math.PI;
if(currentEndAngle2 < 0.1){
currentEndAngle2 = currentEndAngle2 - 0.01;
}
if (currentEndAngle2 < -0.55){
clearInterval(something2);
}
context.beginPath();
context.arc(x, y, radius, startAngle, endAngle, true);
context.lineWidth = width;
// line color
context.strokeStyle = currentColor;
context.stroke();
/*
context.beginPath();
context.clearRect ( 0 , 0 , 400 , 400 );
context.stroke():
/************************************************/
}
function draw3() { /***************/
var can = document.getElementById('canvas1'); // GET LE CANVAS
var canvas = document.getElementById("canvas1");
var context = canvas.getContext("2d");
var x = canvas.width / 2;
var y = canvas.height / 2;
var radius;
var width;
var currentColor = "#00b5ff";
var radius = 100;
var width = 8;
var startAngle = currentStartAngle3 * Math.PI;
var endAngle = (currentEndAngle3) * Math.PI;
if(currentEndAngle3 < 0){
currentEndAngle3 = currentEndAngle3 + 0.01;
}
if (currentEndAngle3 > 0){
clearInterval(something3);
}
context.beginPath();
context.arc(x, y, radius, startAngle, endAngle, false);
context.lineWidth = width;
// line color
context.strokeStyle = currentColor;
context.stroke();
/************************************************/
}
Code Explanation: there are three functions draw(), draw2(), draw3() - draw is run when the page loads, it draws a blue arc, draw2() is executed when mouse-over happens and draws a black line, draw3 is run when mouse-out happens.
Show I draw them on individual canvases and clear them individually or is there a method to get this done?
Here's one way to do it:
A Demo: http://jsfiddle.net/m1erickson/wMy4G/
Define an arc object
var arc={
cx:canvas.width/2,
cy:canvas.height/2,
radius:100,
startRadians:0,
endRadians:-Math.PI/2,
linewidth:8,
animationPercent:0,
animationRate:10,
animationDirection:0,
};
Draw a portion of the arc based on an animation point
function drawArc(arc,color){
var rStart=arc.startRadians;
var rEnd=arc.endRadians;
if(!arc.animationDirection==0){
if(arc.animationDirection>0){
rEnd=arc.animationPercent/100*(rEnd-rStart);
}else{
rEnd=(100-arc.animationPercent)/100*(rEnd-rStart);
}
}
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.beginPath();
ctx.arc(arc.cx,arc.cy,arc.radius,rStart,rEnd,true);
ctx.strokeStyle=color;
ctx.stroke();
}
Animate portions of the arc
function animate(time){
if(continueAnimation){RAF=requestAnimationFrame(animate);}
drawArc(arc,"blue");
arc.animationPercent+=arc.animationRate;
if(arc.animationPercent>=100){
continueAnimation=false;
}
}
React to hover events by drawing or undrawing the arc
$("#canvas").hover(
function(){
cancelAnimationFrame(RAF);
arc.animationPercent=0;
arc.animationDirection=1;
continueAnimation=true;
requestAnimationFrame(animate);
},
function(){
cancelAnimationFrame(RAF);
arc.animationPercent=0;
arc.animationDirection=-1;
continueAnimation=true;
requestAnimationFrame(animate);
}
);

'loading circle' through Canvas

Alright guys, I'm sure this has been asked before, but I couldn't find anything that directly related to what I was doing. So I have these 4 self drawing circles (or gauges.) Each one has it's own value, and I've been looking through just nit picking through codes and books to build this. My question I need to figure out is how I would go about putting in a count up? Basically I want a counter to go from 1 - x (x being the degree of the circle it's in). I've included my js and HTML 5 for you guys to look at.
HTML
<canvas id="a" width="300" height="300"></canvas>
<script>
var canvas = document.getElementById('a');
var context = canvas.getContext('2d');
var x = canvas.width / 2;
var y = canvas.height / 2;
var radius = 75;
var startAngle = 1.5 * Math.PI;
var endAngle = 3.2 * Math.PI;
var counterClockwise = false;
context.beginPath();
context.arc(x, y, radius, startAngle, endAngle, counterClockwise);
context.lineWidth = 15;
// line color
context.strokeStyle = 'black';
context.stroke();
</script>
Canvas.JS
$(document).ready(function(){
function animate(elementId, endPercent) {
var canvas = document.getElementById(elementId);
var context = canvas.getContext('2d');
var x = canvas.width / 2;
var y = canvas.height / 2;
var radius = 75;
var curPerc = 0;
var counterClockwise = false;
var circ = Math.PI * 2;
var quart = Math.PI / 2;
context.lineWidth = 15;
context.strokeStyle = '#85c3b8';
context.shadowOffsetX = 0;
context.shadowOffsetY = 0;
context.shadowBlur = 10;
function render(current) {
context.clearRect(0, 0, canvas.width, canvas.height);
context.beginPath();
context.arc(x, y, radius, -(quart), ((circ) * current) - quart, false);
context.stroke();
curPerc++;
if (curPerc < endPercent) {
requestAnimationFrame(function () {
render(curPerc / 100);
});
}
}
render();
}
$(window).scroll(function(){
if($(this).scrollTop()<1600){
animate('a', 85);
animate('b', 95);
animate('c', 80);
animate('d', 75);
}
});
});
Keep in mind that I am very new to canvas, I appreciate all the help guys!
Demo: http://jsfiddle.net/m1erickson/mYKp5/
You can save your gauges as objects in an array:
var guages=[];
guages.push({ x:50, y:100, radius:40, start:0, end:70, color:"blue" });
guages.push({ x:200, y:100, radius:40, start:0, end:90, color:"green" });
guages.push({ x:50, y:225, radius:40, start:0, end:35, color:"gold" });
guages.push({ x:200, y:225, radius:40, start:0, end:55, color:"purple" });
The render function takes a guage object draws its progress
function render(guage,percent) {
var pct=percent/100;
var extent=parseInt((guage.end-guage.start)*pct);
var current=(guage.end-guage.start)/100*PI2*pct-quart;
ctx.beginPath();
ctx.arc(guage.x,guage.y,guage.radius,-quart,current);
ctx.strokeStyle=guage.color;
ctx.stroke();
ctx.fillStyle=guage.color;
ctx.fillText(extent,guage.x-15,guage.y+5);
}
And the animation loop asks render to draw all gauges from 0-100 percent of their full values
function animate() {
// if the animation is not 100% then request another frame
if(percent<100){
requestAnimationFrame(animate);
}
// redraw all guages with the current percent
drawAll(percent);
// increase percent for the next frame
percent+=1;
}
function drawAll(percent){
// clear the canvas
ctx.clearRect(0, 0, canvas.width, canvas.height);
// draw all the guages
for(var i=0;i<guages.length;i++){
render(guages[i],percent);
}
}

building a color wheel in html5

I am just learning some details about html5 canvas, and in the progress, I am trying to build a simple color wheel by wedges (build a 1 degree wedge at a time and add it up to 360 degree). However, I am getting some weird marks on the gradient as shown in the following image:
.
Here is the fiddle that produced the colorwheel: http://jsfiddle.net/53JBM/
In particular, this is the JS code:
var canvas = document.getElementById("picker");
var context = canvas.getContext("2d");
var x = canvas.width / 2;
var y = canvas.height / 2;
var radius = 100;
var counterClockwise = false;
for(var angle=0; angle<=360; angle+=1){
var startAngle = (angle-1)*Math.PI/180;
var endAngle = angle * Math.PI/180;
context.beginPath();
context.moveTo(x, y);
context.arc(x, y, radius, startAngle, endAngle, counterClockwise);
context.closePath();
context.fillStyle = 'hsl('+angle+', 100%, 50%)';
context.fill();
}
If anyone can point out what I am doing wrong or if there is a better way to accomplish what I am attempting to do it would be much appreciated :)
Is this enough to you, please check
var startAngle = (angle-2)*Math.PI/180;
Try this it looks great.
Thanks by the way this is exactly what I was trying to make.
var canvas = document.getElementById("picker");
var context = canvas.getContext("2d");
var x = canvas.width / 2;
var y = canvas.height / 2;
var radius = 100;
var counterClockwise = false;
for(var angle=0; angle<=360; angle+=1){
var startAngle = (angle-2)*Math.PI/180;
var endAngle = angle * Math.PI/180;
context.beginPath();
context.moveTo(x, y);
context.arc(x, y, radius, startAngle, endAngle, counterClockwise);
context.closePath();
var gradient = context.createRadialGradient(x, y, 0, x, y, radius);
gradient.addColorStop(0,'hsl('+angle+', 10%, 100%)');
gradient.addColorStop(1,'hsl('+angle+', 100%, 50%)');
context.fillStyle = gradient;
context.fill();
}
<body>
<canvas id="picker"></canvas>
</body>
Similar approach, just for the color
var canvas = document.getElementById("picker");
var context = canvas.getContext("2d");
var x = canvas.width / 2;
var y = canvas.height / 2;
var radius = 50;
var thickness = 0.6;
for(var angle=0; angle<=360; angle+=1){
var startAngle = (angle-2)*Math.PI/180;
var endAngle = angle * Math.PI/180;
context.beginPath();
context.arc(x, y, (1-thickness/2)*radius, startAngle, endAngle, false);
context.lineWidth = thickness*radius;
context.strokeStyle = 'hsl('+angle+', 100%, 50%)';
context.stroke();
}
<body>
<canvas id="picker"></canvas>
</body>
Edit: full project here: https://github.com/dersimn/jquery-colorwheel

html canvas - drawing circle with animation & number

i'm totally new in javascript and css3. What I would like to achieve is to have an animation of drawing circle (in fact four of them). Everything should work like that:
1. animation of circle #1 and after animation put number 78 inside
2. animation of circle #2 and after animation put number 460 inside
3. the same but with number 20 inside
4. same but with 15 inside.
I've find a piece of code here:
http://jsfiddle.net/uhVj6/100/
// requestAnimationFrame Shim
(function() {
var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame ||
window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
window.requestAnimationFrame = requestAnimationFrame;
})();
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
var x = canvas.width / 2;
var y = canvas.height / 2;
var radius = 75;
var endPercent = 101;
var curPerc = 0;
var counterClockwise = false;
var circ = Math.PI * 2;
var quart = Math.PI / 2;
context.lineWidth = 10;
context.strokeStyle = '#ad2323';
context.shadowOffsetX = 0;
context.shadowOffsetY = 0;
function animate(current) {
context.clearRect(0, 0, canvas.width, canvas.height);
context.beginPath();
context.arc(x, y, radius, -(quart), ((circ) * current) - quart, false);
context.stroke();
curPerc++;
if (curPerc < endPercent) {
requestAnimationFrame(function () {
animate(curPerc / 100)
});
}
}
animate();
and I added few lines. But being honest I have to idea how to load four of them (one by one with animation) and then show those numbers inside (usually numbers puted in show under the circle.
Any ideas? thank you!
Here's how I'd do it :
(function() {
var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
window.requestAnimationFrame = requestAnimationFrame;
}());
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
var circles = [];
createCircle(100,100,'78', function() {
createCircle(270,100,'460', function() {
createCircle(440,100,'20', function() {
createCircle(610,100,'15', null);
});
});
});
function createCircle(x,y,text,callback) {
var radius = 75;
var endPercent = 101;
var curPerc = 0;
var counterClockwise = false;
var circ = Math.PI * 2;
var quart = Math.PI / 2;
context.lineWidth = 10;
context.strokeStyle = '#ad2323';
context.shadowOffsetX = 0;
context.shadowOffsetY = 0;
function doText(context,x,y,text) {
context.lineWidth = 1;
context.fillStyle = "#ad2323";
context.lineStyle = "#ad2323";
context.font = "28px sans-serif";
context.fillText(text, x-15, y+5);
}
function animate(current) {
context.lineWidth = 10;
context.clearRect(0, 0, canvas.width, canvas.height);
context.beginPath();
context.arc(x, y, radius, -(quart), ((circ) * current) - quart, false);
context.stroke();
curPerc++;
if (circles.length) {
for (var i=0; i<circles.length; i++) {
context.lineWidth = 10;
context.beginPath();
context.arc(circles[i].x, circles[i].y, radius, -(quart), ((circ) * circles[i].curr) - quart, false);
context.stroke();
doText(context,circles[i].x,circles[i].y,circles[i].text);
}
}
if (curPerc < endPercent) {
requestAnimationFrame(function () {
animate(curPerc / 100)
});
}else{
var circle = {x:x,y:y,curr:current,text:text};
circles.push(circle);
doText(context,x,y,text);
if (callback) callback.call();
}
}
animate();
}
FIDDLE

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