clear text in html5 canavas strokeText before rendering next - javascript

I am using html5 and javascript for rendering a text. I want to update content of text drawn in canvas. I use the following code
var drawArea = document.getElementById('drawingPlane');
var ctx = drawArea.getContext("2d");
ctx.font = "60px Arial";
var counter = 0;
function update() {
counter++;
ctx.strokeText(counter , 50 , 30);
}
setInterval(update , 1000);
The problem is text is not cleared before writing the next value of counter. It is rendering above the previous value of counter. How can I solve this??
Thanks in advance.

You can use the clearRect method to clear the canvas like this:
<script>
var drawArea = document.getElementById('drawingPlane');
var ctx = drawArea.getContext("2d");
ctx.font = "60px Arial";
var counter = 0;
function update() {
ctx.clearRect ( 0 , 0 , drawArea.width, drawArea.height ); // clear canvas
counter++;
ctx.strokeText(counter , 50 , 30);
}
setInterval(update , 1000);
</script>

In HTML5 Canvas shapes (including text) are immediately pixelated (rasterized) and cannot be edited once drawn. The only way to get rid of something you've drawn is clearing the area where it was drawn as suggested by MUG4N. If you want to edit shaped later you need to either use a HTML5 library such as KineticJS which has built a workaround for retaining shapes, or use SVG.

Related

setTimeout() not working in animation function | Animation not working

I'm trying to build a very simple animation function. I'm using this tutorial to build my project:
https://www.youtube.com/watch?v=hUCT4b4wa-8
The result after the button is clicked should be a green box moving across the page from left to right. When the button is clicked, nothing happens and I don't get any console errors.
Here's my fiddle:
https://jsfiddle.net/xkhpmrtu/7/
And here's a snippet of my code:
<!DOCTYPE html>
<head>
<meta charset="utf-8" />
<style type="text/css">
canvas {
border: 1px solid #666;
}
</style>
<script type="application/javascript" language="javascript">
function anim(x,y) {
var canvas = document.getElementById('canvas');//reference to canvas element on page
var ctx = canvas.getContext('2d');//establish a 2d context for the canvas element
ctx.save();//save canvas state if required (not required for the tutoriral anaimation, but doesn't hurt the script so it stays for now)
ctx.clearRect(0, 0, 550, 400);//clears the canvas for redrawing the scene.
ctx.fillStyle = "rgba(0,200,0,1)";//coloring the rectangle
ctx.fillRect = (x, 20, 50, 50);//drawing the rectangle
ctx.restore();//this restores the canvas to it's original state when we saved it on (at the time) line 18
x += 5; //increment the x position by some numeric value
var loopTimer = setTimeout('draw('+x+','+y+')', 2000);// setTimeout is a function that
</script>
</head>
<body>
<button onclick="animate(0,0)">Draw</button>
<canvas id="canvas" width="550" height="400"></canvas>
</body>
Any idea what I'm doing wrong?
I just had a look at the tutorial link. I will give if a major thumbs down as it demonstrates how not to animate and how not to do many other things in Javascript.
First the script tag and what is wrong with it
// type and language default to the correct setting for javascrip
// <script type="application/javascript" language="javascript">
<script>
function anim(x,y) {
// get the canvas once. Getting the canvas for each frame of an
// animation will slow everything down. Same for ctx though will not
// create as much of a slowdown it is not needed for each frame
// var canvas = document.getElementById('canvas');
// var ctx = canvas.getContext('2d');
// Dont use save unless you have to. It is not ok to add it if not needed
// ctx.save();
// dont use literal values, canvas may change size
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = "rgba(0,200,0,1)";
// this line is wrong should be ctx.fillRect(x, 20, 50, 50). It is correct in the video
ctx.fillRect = (x, 20, 50, 50);//drawing the rectangle
// restore not needed
//ctx.restore();
x += 5; //increment the x position by some numeric value
// creating a string for a timer is bad. It invokes the parser and is slooowwwwww...
// For animations you should avoid setTimeout altogether and use
// requestAnimationFrame
// var loopTimer = setTimeout('draw('+x+','+y+')', 2000);
requestAnimationFrame(draw);
// you were missing the closing curly.
}
</script>
There is lots more wrong with the tut. It can be excused due to it being near 5 years old. You should look for more up todate tutorials as 5 years is forever in computer technology.
Here is how to do it correctly.
// This script should be at the bottom of the page just befor the closing body tag
// If not you need to use the onload event to start the script.
// define a function that starts the animation
function startAnimation() {
animating = true; // flag we are now animating
x = 10;
y = 10;
// animation will start at next frame or restart at next frame if already running
}
// define the animation function
function anim() {
if (animating) { // only draw if animating
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = "red"; //coloring the rectangle
ctx.fillRect(x, y, 50, 50); //drawing the rectangle
x += xSpeed;
}
// set animation timer for next frame
requestAnimationFrame(anim);
}
// add a click listener to the start button. It calls the supplied function every time you click the button
startAnimButton.addEventListener("click", startAnimation);
const ctx = canvas.getContext('2d'); // get the 2d rendering context
// set up global variables to do the animation
var x, y, animating;
animating = false; // flag we are not animating
const xSpeed = 50 / 60; // Speed is 50 pixels per second at 60fps
// dont slow the animation down via frame rate
// slow it down by reducing speed.
// You only slow frame rate if the machine
// can not handle the load.
// start the animation loop
requestAnimationFrame(anim);
canvas {
border: 1px solid #666;
}
<!-- don't add events inline -->
<button id="startAnimButton">Draw</button>
<canvas id="canvas" width="512" height="128"></canvas>

give motion to grass field in canvas

i have created a grass field which is a combination of several small 60x36 images.a grass object is introduced and then drawn on the canvas.now i want to give it motion .the continuous scrolling effect .i made a code for it and it isn't working( the images (the grass field)are not scrolling along the width of the canvas which is the goal of this script).i haven't work much with oop in js. a little discussion on the mistakes i have done will be great
(the image i have used is added to the post)
<html>
<body>
<canvas id="mycanvas"></canvas>
<script>
function makeit(){
var canvas=document.getElementById("mycanvas");
var ctx=canvas.getContext('2d');
var height=500-36;
var xpos=[];
var img=new Image();
img.src="grass.jpg";
drawcanvas();
function drawcanvas(){
canvas.width=600;
canvas.height=500;
canvas.style.border="1px solid black";
}
for(i=0;i<10;i++){
xpos.push(i*60);
}
var grass=function(x,y){
this.x=x;
this.y=y;
this.img=img;
ctx.drawImage(this.img,this.x,this.y);
}
grass.prototype.motion=function(){
for(i=0;i<xpos.length;i++){
xpos[i]--;
if(xpos[i]<=-60){
xpos[i]=canvas.width;
}
ctx.drawImage(this.img,this.x,this.y);
}
}
for(i=0;i<xpos.length;i++){
var grass1=new grass(xpos[i],height);
}
var m=setTimeout(function(){
for(i=0;i<xpos.length;i++){
grass1.motion();
}
},1000);
}
window.onload=makeit;
</script>
</body>
</html>
actual canvas after drawing all the images
In essence, all you need is to create an image pattern then translate and draw it to screen.
An example assuming image has been loaded:
var ph = img.height; // pattern height
var w = canvas.width; // width of canvas/scoll area
var h = canvas.height; // used to calculate y pos.
var x = 0; // scroll position
ctx.fillStyle = ctx.createPattern(img, 'repeat-x'); // pattern
Then in the loop scrolling the grass:
function scroll() {
ctx.translate(x, h - ph); // translate to next position
ctx.fillRect(-x, 0, w, ph); // fill rectangle (fillstyle = pattern)
ctx.translate(-x, -(h -ph)); // translate back for other operations
x--; // scroll speed (here 1 pixel / frame)
requestAnimationFrame(scroll); // loop
}
FIDDLE
Pattern fills are anchored to the coordinate system which is why the translate is necessary. As we translate we also compensate for it using draw position in the opposite direction. This will make the pattern be filled into the same position but at a variable offset which creates the animation effect.
Just note that if you change fillStyle you need to store the pattern in a variable and reinitialize the fill style. If the loop is long-running also limit x so it doesn't overflow. This can be done using w as a condition (or modulo) to reset x to 0.

jQuery and Canvas loading behaviour

After being a long time lurker, this is my first post here! I've been RTFMing and searching everywhere for an answer to this question to no avail. I will try to be as informative as I can, hope you could help me.
This code is for my personal webpage.
I am trying to implement some sort of a modern click-map using HTML5 and jQuery.
In the website you would see the main image and a hidden canvas with the same size at the same coordinates with this picture drawn into it.
When the mouse hovers the main picture, it read the mouse pixel data (array of r,g,b,alpha) from the image drawn onto the canvas. When it sees the pixel color is black (in my case I only check the RED value, which in a black pixel would be 0) it knows the activate the relevant button.
(Originally, I got the idea from this article)
The reason I chose this method, is for the page to be responsive and dynamically change to fit different monitors and mobile devices. To achieve this, I call the DrawCanvas function every time the screen is re-sized, to redraw the canvas with the new dimensions.
Generally, this works OK. The thing is ,there seems to be an inconsistent behavior in Chrome and IE(9). When I initially open the page, I sometimes get no pixel data (0,0,0,0), until i re-size the browser. At first I figured there's some loading issues that are making this happen so I tried to hack it with setTimeout, it still doesn't work. I also tried to trigger the re-size event and call the drawCanvas function at document.ready, still didn't work.
What's bothering me is most, are the inconsistencies. Sometimes it works, sometimes is doesn't. Generally, it is more stable in chrome than in IE(9).
Here is the deprecated code:
<script type="text/javascript">
$(document).ready(function(){setTimeout(function() {
// Get main image object
var mapWrapper = document.getElementById('map_wrapper').getElementsByTagName('img').item(0);
// Create a hidden canvas the same size as the main image and append it to main div
var canvas = document.createElement('canvas');
canvas.height = mapWrapper.clientHeight;
canvas.width = mapWrapper.clientWidth;
canvas.fillStyle = 'rgb(255,255,255)';
canvas.style.display = 'none';
canvas.id = 'hiddencvs';
$('#map_wrapper').append(canvas);
// Draw the buttons image into the canvas
drawCanvas(null);
$("#map_wrapper").mousemove(function(e){
var canvas = document.getElementById('hiddencvs');
var context = canvas.getContext('2d');
var pos = findPos(this);
var x = e.pageX - pos.x;
var y = e.pageY - pos.y;
// Get pixel information array (red, green, blue, alpha)
var pixel = context.getImageData(x,y,1,1).data;
var red = pixel[0];
var main_img = document.getElementById('map_wrapper').getElementsByTagName('img').item(0);
if (red == 0)
{
...
}
else {
...
}
});
},3000);}); // End DOM Ready
function drawCanvas(e)
{
// Get context of hidden convas and set size according to main image
var cvs = document.getElementById('hiddencvs');
var ctx = cvs.getContext('2d');
var mapWrapper = document.getElementById('map_wrapper').getElementsByTagName('img').item(0);
cvs.width = mapWrapper.clientWidth;
cvs.height = mapWrapper.clientHeight;
// Create img element for buttons image
var img = document.createElement("img");
img.src = "img/main-page-buttons.png";
// Draw buttons image inside hidden canvas, strech it to canvas size
ctx.drawImage(img, 0, 0,cvs.width,cvs.height);
}
$(window).resize(function(e){
drawCanvas(e);
}
);
function findPos(obj)
{
...
}
</script>
I'd appreciate any help!
Thanks!
Ron.
You don't wait for the image to be loaded so, depending on the cache, you may draw an image or not in the canvas.
You should do this :
$(function(){
var img = document.createElement("img");
img.onload = function() {
var mapWrapper = document.getElementById('map_wrapper').getElementsByTagName('img').item(0);
...
// your whole code here !
...
}
img.src = "img/main-page-buttons.png";
});

javascript canvas detect click on shape

I have a problem with the click function in javascript. This is my code:
var canvas = document.getElementsByTagName("canvas")[0];
var ctx = canvas.getContext('2d');
BigCircle = function(x, y, color, circleSize) {
ctx.shadowBlur = 10;
ctx.shadowColor = color;
ctx.beginPath();
ctx.arc(x, y, circleSize, 0, Math.PI * 2, true);
ctx.fill();
ctx.closePath();
};
var bigGreen = new BigCircle(1580, 800, '#5eb62b', 180);
function init() {
$("#bigGreen").click(function(e){
alert("test");
});
}
$(document).ready(function() {
init();
});
But the click event is not working! Does anybody know why? Thank you so much in advance!
You can now use hit regions in Chrome and Firefox:
https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial/Hit_regions_and_accessibility#Hit_regions
(Edit: Hit regions are now obsolete)
or just use one of the many canvas APIs:
http://www.fabricjs.com/
http://www.createjs.com/easeljs
http://www.paperjs.org
etc...
without seeing your html this question is a little bit unclear, it seems you would like to draw something on a canvas and use jquery to add click events for the circle, this isn't possible.
you can use jquery to get the click event ON the canvas and from the cursor position you can calculate if the user clicked the circle or not, but jquery won't help you here you have to do the math yourself.
jquery does only work for dom elements.
BigCircle = function(ctx,x, y, color, circleSize) {
ctx.beginPath();
ctx.arc(x, y, circleSize, 0, Math.PI * 2, true);
ctx.fillStyle=color
ctx.fill();
ctx.closePath();
this.clicked=function(){
ctx.fillStyle='#ff0000'
ctx.fill();
}
};
function init() {
var canvas = document.getElementsByTagName("canvas")[0];
var ctx = canvas.getContext('2d');
var bigGreen = new BigCircle(ctx,50, 50, '#5eb62b', 50);
$('#canvas').click(function(e){
var x = e.clientX
, y = e.clientY
if(Math.pow(x-50,2)+Math.pow(y-50,2) < Math.pow(50,2))
bigGreen.clicked()
})
}
$(document).ready(function() {
init();
});
​
jsfiddle is here
http://jsfiddle.net/yXVrk/1/
Canvas API function isPointInPath() can be used to assist with hit detection. This function can at least tell if mouse coordinates are within a complex shape without doing sophisticated math yourself. May work for simple shapes as well but my use case was for on a bezier curve path. However, you need to either incorporate this function in your drawing logic to test while paths are open or keep an array of Path2d objects to test against. I redraw on onClick handler and pass in mouse coords from event args, but I think I could have kept an array of Path2d objects instead.
https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/isPointInPath
bigGreen is not in the HTML, so $("#bigGreen") selects nothing. You can't put a click function on things like JavaScript functions; since they don't exist in the DOM, how could you click one? You should replace #bigGreen with #canvas, since "canvas" is your HTML element.
I forked your fiddle to show this here.
Edit: If you want to see that the user clicked on a particular circle, you use the canvas click event, and then, you determine which circle was clicked by the coordinates passed into the click event.

Change color of line segment in HTML5 Canvas with jQuery Colorpicker plugin

I have a HTML5 canvas with a several line segments on it. I want to add a jQuery color picker so I can let users change the stroke color of those segments. How do I get the value from the colorpicker to apply to a specific line segment?
edit...okay i have gotten it this far lol, but I can't figure out how to get the line to pick up the new myPicker
<script type="text/javascript" src="jscolor.js"></script>
<script type="text/javascript">
var myPicker = new jscolor.color(document.getElementById('myField1'), {})
</script>
<script type="application/javascript" language="javascript">
window.onload = function(){
var canvas = document.getElementById("myCanvas");
var context = canvas.getContext("2d");
var myStroke = "#ff0000";
context.moveTo(100, 150);
context.lineTo(450, 150);
context.lineWidth = 10;
context.strokeStyle = myStroke;
context.stroke();
};
</script>
Haven't tested it, but this should work:
$('#yourColorpickerField').ColorPicker({
onChange: function(hsb, hex, rgb, el) {
var newColor = $(el).val(hex);
var context = canvas.getContext('yourCanvasName');
context.fillStyle = newColor;
// here, you can draw your line again, or if you're already doing it on an interval, it should be fine for the next time you call it
}
});
That assumes your lines are all the same color. I see that you want this to apply to only a "specific line segment," in which case you'll need to modify the above code. It'll depend heavily upon what your existing code looks like, but basically, instead of setting context.fillStyle to the new color, you'll want to store the new color value in another variable that you can read later when it comes time to draw that particular line segment (at which point you'll set context.filleStyle to the color immediately before drawing the line).

Categories

Resources