Drawing canvas animation for pie on time h:m:s - javascript

How to draw a pie canvas by set time in inputs H:M:S?
I have fiddle, but it works on the percentage. Please help make animation process on set time values.
Thanks.
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)
});
}
}

First of all what you need to do is to check the total time of your values. Do this when pressing the start-button.
var hours = document.getElementById("hh").value;
var minutes = document.getElementById("mm").value;
var seconds = document.getElementById("ss").value;
var totalTime = 60*60*hours + 60*minutes + seconds;
The next step is to separate the growing of your pie to outside the drawing. Right now, you're using rAF, which means you'll update your pie whenever the browser is ready.
var degreesPerSecond = 360/totalTime;
var updateFrequency = 200; //milliseconds
var curDeg = 0; //Keeping track on the currect degree
function update() {
curDeg += degreesPerSecond/1000*updateFrequency;
curPerc = curDeg/360;
}
When pressing the start-button, you also start an interval.
var myInterval = setInterval(update,updateFrequenzy);
Check out this update of your fiddle

Related

Javascript canvas animation not appearing

I'm trying to create a canvas animation with 2 objects: a circumference and a filled circle. My objective is to make it seem that the circumference represents the circles orbit. However when trying to animate there's no animation and only when I click to stop the page does the image appear with the circle in a random position in the orbit (this means that the moving part works).
Thank you for your time and here's the code:
function restartAnimate(){
runAnimation(0);
setTimeout(restartAnimate(),1000);
}
function runAnimation(i){
let animation = document.getElementById("Animation");
let anim = animation.getContext("2d");
anim.clearRect(0,0,300,150);
anim.save();
anim.strokeStyle = "#99ebff";
anim.lineWidth = 10;
anim.beginPath();
anim.arc(150, 75, 40, 0, 2 * Math.PI);
anim.stroke();
anim.restore();
anim.save()
anim.fillStyle = "#000000";
anim.translate(150,75);
anim.rotate(2 * Math.PI * i / 1000);
anim.translate(-150,-75);
anim.beginPath();
anim.arc(150 + 36.5, 75 ,13, 0, 2 * Math.PI);
anim.fill();
anim.restore();
i += 16;
if(i < 1000) setTimeout(runAnimation(i),16);
}
You should use requestAnimationFrame to animate so that the render results are displayed in sync with the display hardware refresh.
setTimeout is very inaccurate and your function will fall behind over time. If you use requestAnimationFrame you can use the first argument (time in ms) to keep precisely on time.
ctx.save, and ctx.restore can be very expensive calls and should be avoided if you can. As you are only restoring the transform you can set it manually as needed with ctx.setTransform()
There is no need to restart the animation, just let it cycle.
Example rewrites your code with above points in mind and some other changes. See code comments for more info.
// Define constants and query DOM outside animation functions
const canvas = document.getElementById("animCanvas");
const ctx = canvas.getContext("2d");
Math.PI2 = Math.PI * 2;
var startTime;
restartAnimate();
function restartAnimate() {
if (startTime === undefined) {
requestAnimationFrame(runAnimation);
} else {
startTime = 0; // next frame animation we have restarted
}
// setTimeout(restartAnimate(),1000); // No need to restart as angle is cyclic.
}
function runAnimation(time) {
if (!startTime) { startTime = time }
const currentTime = time - startTime;
ctx.setTransform(1,0,0,1,0,0); // resets transform, better than using save and restore
ctx.clearRect(0,0,ctx.canvas.width,ctx.canvas.height); // avoid magic numbers
//ctx.save(); // not needed
ctx.setTransform(1,0,0,1,150, 75); // last two values set the origin
// and is the point we rotate around
ctx.strokeStyle = "#99ebff";
ctx.lineWidth = 10;
ctx.beginPath();
ctx.arc(0, 0, 40, 0, Math.PI2); // rendering at the origin
ctx.stroke();
//ctx.restore(); // not needed
//ctx.save(); // not needed
ctx.fillStyle = "#000000";
//ctx.translate(150,75); // working from origin so don't need to translate
ctx.rotate(Math.PI2 * currentTime / 1000);
//ctx.translate(-150,-75); // working from origin so don't need to translate
ctx.beginPath();
ctx.arc(36.5, 0 ,13, 0, Math.PI2);
ctx.fill();
//ctx.restore(); not needed
requestAnimationFrame(runAnimation);
}
<canvas id="animCanvas"></canvas>

(canvas) Push a new item every couple seconds

Hello and thank you for your help in advance.
I am trying to push/create a new "ring" every couple seconds. I have a ring with a couple variables for the X and Y. The problem I am encountering is, how do I get a new ring and also increment the variables? I need a new variable name for every ring?
Here is how far I have gotten so far:
http://codepen.io/hossman/pen/AfwkF
You can see in the demo how 1 ring goes out, but I want more than 1 ring to go out of my eyes. So for instance 1 ring goes and then it waits a second and then shoots out another ring, so now there are 2 rings on the canvas, then 3, then 4, etc.... I have thought of multiple ways like using arrays and setTimeouts, but I cant put my finger on it. The only other idea I have is to create multiple variables with different names and have each ring be incremented, but thats not very D.R.Y.
Anyhelp?
Please ask questions if I didn't explain it good enough. Thanks again!
Add this to your global vars at the top (and set to whatever you want the distance to be between circles):
var distanceApart = 40;
Then update your main loop like this:
requestAnimationFrame(function print() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
var leftRing = new Ring(x, y);
var rightRing = new Ring(x2, y2);
var temp = startRadius;
var temp2 = 0;
while(temp > 0){
leftRing.draw(ctx, startRadius - temp2 , 'red');
rightRing.draw(ctx, startRadius - temp2 , 'red');
temp2 = temp2 + distanceApart;
temp = temp - distanceApart;
}
startRadius += increase;
requestAnimationFrame(print);
});
Forked here: http://codepen.io/anon/pen/plBmj
(Looks very memorizing!)
I would rewrite parts of your code to enable this. For example I would rewrite your Ring class as follows:
var Ring = defclass({
constructor: function (x, y, r) {
this.x = x;
this.y = y;
this.r = r;
},
draw: function (context) {
context.beginPath();
context.arc(this.x, this.y, this.r, 0, Math.PI * 2);
context.stroke();
return this;
},
addRadius: function (r) {
return new Ring(this.x, this.y, this.r + r);
}
});
Your Ring class constructor now takes x, y and a radius r. The addRadius function returns a new Ring instead of mutating the original one. This is good because immutability makes your code easier to work with. Oh, and defclass is declared as:
function defclass(prototype) {
var constructor = prototype.constructor;
constructor.prototype = prototype;
return constructor;
}
Then we create the two rings for your eyes:
var radius = 10;
var delta = 0.1;
var left = new Ring(cx - (cx / 3.6), cy - 5, radius);
var right = new Ring(cx + (cx / 3.6), cy - 10, radius);
After that we call the animation loop:
var interval = 50 / 3;
var start = Date.now();
loop(start, [left, right]);
Since we want to playback at 60 FPS the interval is 1000 / 60 which can be simplified to 50 / 3. The animation loop is defined as follows:
function loop(last, rings) {
var next = last + interval;
context.clearRect(0, 0, width, height);
var newRings = rings.map(function (ring) {
return ring.draw(context).addRadius(delta);
});
var now = Date.now();
setTimeout(loop, next - now, next,
Math.floor((now - start) / 1000) === rings.length / 2 ?
[left, right].concat(newRings) : newRings);
}
Here's what's happening:
First we clear the screen.
Then we draw all the rings and increase their size.
If one second has elapsed we add two new rings to the array.
Finally we calculate when to call loop again so that it fires after the correct interval.
See the demo: http://jsfiddle.net/LAr76/

Black resized canvas not completely fading drawings to black over time

I have a black canvas with things being drawn inside it. I want the things drawn inside to fade to black, over time, in the order at which they are drawn (FIFO). This works if I use a canvas which hasn't been resized. When the canvas is resized, the elements fade to an off-white.
Question: Why don't the white specks fade completely to black when the canvas has been resized? How can I get them to fade to black in the same way that they do when I haven't resized the canvas?
Here's some code which demonstrates. http://jsfiddle.net/6VvbQ/35/
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
context.fillRect(0, 0, 300, 150);
// Comment this out and it works as intended, why?
canvas.width = canvas.height = 300;
window.draw = function () {
context.fillStyle = 'rgba(255,255,255,1)';
context.fillRect(
Math.floor(Math.random() * 300),
Math.floor(Math.random() * 150),
2, 2);
context.fillStyle = 'rgba(0,0,0,.02)';
context.fillRect(0, 0, 300, 150);
setTimeout('draw()', 1000 / 20);
}
setTimeout('draw()', 1000 / 20);
The problem is two-parted:
There is a (rather known) rounding error when you draw with low alpha value. The browser will never be able to get the resulting mix of the color and alpha channel equal to 0 as the resulting float value that is mixed will be converted to integer at the time of drawing which means the value will never become lower than 1. Next time it mixes it (value 1, as alpha internally is a value between 0 and 255) will use this value again and it get rounded to again to 1, and forever it goes.
Why it works when you have a resized canvas - in this case it is because you are drawing only half the big canvas to the smaller which result in the pixels being interpolated. As the value is very low this means in this case the pixel will turn "black" (fully transparent) as the average between the surrounding pixels will result in the value being rounded to 0 - sort of the opposite than with #1.
To get around this you will manually have to clear the spec when it is expected to be black. This will involve tracking each particle/spec yourselves or change the alpha using direct pixel manipulation.
Update:
The key is to use tracking. You can do this by creating each spec as a self-updating point which keeps track of alpha and clearing.
Online demo here
A simple spec object can look like this:
function Spec(ctx, speed) {
var me = this;
reset(); /// initialize object
this.update = function() {
ctx.clearRect(me.x, me.y, 1, 1); /// clear previous drawing
this.alpha -= speed; /// update alpha
if (this.alpha <= 0) reset(); /// if black then reset again
/// draw the spec
ctx.fillStyle = 'rgba(255,255,255,' + me.alpha + ')';
ctx.fillRect(me.x, me.y, 1, 1);
}
function reset() {
me.x = (ctx.canvas.width * Math.random())|0; /// random x rounded to int
me.y = (ctx.canvas.height * Math.random())|0; /// random y rounded to int
if (me.alpha) { /// reset alpha
me.alpha = 1.0; /// set to 1 if existed
} else {
me.alpha = Math.random(); /// use random if not
}
}
}
Rounding the x and y to integer values saves us a little when we need to clear the spec as we won't run into sub-pixels. Otherwise you would need to clear the area around the spec as well.
The next step then is to generate a number of points:
/// create 100 specs with random speed
var i = 100, specs = [];
while(i--) {
specs.push(new Spec(ctx, Math.random() * 0.015 + 0.005));
}
Instead of messing with FPS you simply use the speed which can be set individually per spec.
Now it's simply a matter of updating each object in a loop:
function loop() {
/// iterate each object
var i = specs.length - 1;
while(i--) {
specs[i].update(); /// update each object
}
requestAnimationFrame(loop); /// loop synced to monitor
}
As you can see performance is not an issue and there is no residue left. Hope this helps.
I don't know if i have undertand you well but looking at you fiddle i think that, for what you are looking for, you need to provide the size of the canvas in any iteration of the loop. If not then you are just taking the initial values:
EDIT
You can do it if you apply a threshold filter to the canvas. You can run the filter every second only just so the prefromanece is not hit so hard.
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
context.fillRect(0,0,300,150);
//context.globalAlpha=1;
//context.globalCompositeOperation = "source-over";
var canvas2 = document.getElementById('canvas2');
var context2 = canvas2.getContext('2d');
canvas2.width=canvas2.height=canvas.width;
window.draw = function(){
var W = canvas2.width;
var H = canvas2.height;
context2.fillStyle='rgba(255,255,255,1)';
context2.fillRect(
Math.floor(Math.random()*W),
Math.floor(Math.random()*H),
2,2);
context2.fillStyle='rgba(0,0,0,.02)';
context2.fillRect(0,0,W,H);
context.fillStyle='rgba(0,0,0,1)';
context.fillRect(0,0,300,150);
context.drawImage(canvas2,0,0,300,150);
setTimeout('draw()', 1000/20);
}
setTimeout('draw()', 1000/20);
window.thresholdFilter = function () {
var W = canvas2.width;
var H = canvas2.height;
var i, j, threshold = 30, rgb = []
, imgData=context2.getImageData(0,0,W,H), Npixels = imgData.data.length;
for (i = 0; i < Npixels; i += 4) {
rgb[0] = imgData.data[i];
rgb[1] = imgData.data[i+1];
rgb[2] = imgData.data[i+2];
if ( rgb[0] < threshold &&
rgb[1] < threshold &&
rgb[2] < threshold
) {
imgData.data[i] = 0;
imgData.data[i+1] = 0;
imgData.data[i+2] = 0;
}
}
context2.putImageData(imgData,0,0);
};
setInterval("thresholdFilter()", 1000);
Here is the fiddle: http://jsfiddle.net/siliconball/2VaLb/4/
To avoid the rounding problem you could extract the fade effect to a separate function with its own timer, using longer refresh interval and larger alpha value.
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
context.fillRect(0, 0, 300, 150);
// Comment this out and it works as intended, why?
canvas.width = canvas.height = 300;
window.draw = function () {
context.fillStyle = 'rgba(255,255,255,1)';
context.fillRect(
Math.floor(Math.random() * 300),
Math.floor(Math.random() * 300),
2, 2);
setTimeout('draw()', 1000 / 20);
}
window.fadeToBlack = function () {
context.fillStyle = 'rgba(0,0,0,.1)';
context.fillRect(0, 0, 300, 300);
setTimeout('fadeToBlack()', 1000 / 4);
}
draw();
fadeToBlack();
Fiddle demonstrating this: http://jsfiddle.net/6VvbQ/37/

javascript dissapearing object on canvas

I am writing a script to draw an image of the sun, and have an image of the earth orbit around it.
I have defined a planet class as so:
function planet(name, size, rotateRate, startx, starty, colour, scale, oRad, oAng, oSpd){//container class for planets
this.name = name;
this.rotateRate = rotateRate;
this.x = startx;
this.y = starty;
this.colour = colour;
this.scale = scale;
this.size = size;
this.orbitRadius= oRad;
this.orbitAngle = oAng;
this.orbitSpeed = oSpd;
this.drawByArc =
function drawArcCircle(){//draws circles using the arc method
context.save();
context.strokeStyle = '#000000';
context.fillStyle = this.colour;
context.lineWidth=3;
context.beginPath();
context.arc(this.x,this.y,this.size*this.scale,0,Math.PI * 2,false)
context.stroke();
context.fill();
context.closePath();
context.restore();
}
}
Now I have created two instances of the class in the program and drawn them fine using the following functions:
function gameLoop(){//The Game Loop
var thisTime = Date.now();//current time
var deltaTime = thisTime - lastTime;//find difference, not yet used
update();
draw();
lastTime = thisTime;
setTimeout(gameLoop, 1000/60);
}
function draw(){// Draws all the objects
drawBackground();
Sun.drawByArc();
Earth.drawByArc();
}
function update(){// Updates for animation
//var newRotation = this.getCurrantRotation() + (this.getRotationRate()*deltaTime);
var gSegments;
gScale = 4;
simSpeed = 10;
Sun.scale = gScale;
Earth.scale = gScale;
Earth.orbitSpeed = 360/simSpeed;
//Earth.x = Sun.x + Earth.orbitRadius * Math.cos(Earth.orbitAngle * Math.pi / 180);
//Earth.y = Sun.y - Earth.orbitRadius * Math.sin(Earth.orbitAngle * Math.pi / 180);
}
When i have the last two lines of the update method commented out, both circles draw fine, however when i add the final two lines in to attempt to update the earths position in orbit, when i attempt to run the code in chrome the Earth sphere vanishes!
Chrome debugger shows no errors so i'm at a loss as to why it occurs.
EDITED::
Well, I found that thanks to a small typing error (math.pi instead of Math.PI) my planet x and y values were becoming NaN.
however now my earth is stuck at at 90 degree point in its orbit and simply doesnt move, at least it draws, any ideas?
Solved it.
Most of the issues came from using math.pi instead of Math.PI
on top of that, i had not set a value to change the angle of orbit, meaning the orbit always remained at 90, making there be no orbit.
Chrome debug very much helped me in figuring all this out, so thanks a lot user1816548

jquery animate with step function not running as it should

I'm trying to make a canvas animation using jquery animate and step callback function.
The problem I'm facing is that the animation is running too fast. If I set the duration to 6 seconds, it runs in less than 1 second, and then I have to wait another 5 seconds for the complete callback.
Here is a video recording. I've traced the "now" param in the step function and the time passed since start:
http://screencast.com/t/pPj87yBVOKY
You can see that the browser is trancing values while the animation is running, then it stops for a few seconds and then it goes to the end.
Here is some code :
obj.percent = 0;
$(obj).animate({percent: 100},{duration: transitionConfig.tweenDuration * 1000, easing: getEasing(transitionConfig.tweenType, transitionConfig.easeType), complete: onTransitionEnd, step: processFrame});
function processFrame(x, y) {
timePassed = new Date().getTime() - time;
showOutput.width = showOutput.width;
showOutput.height = showOutput.height;
var cx = config.width / 2;
var cy = config.height / 2;
var rad = Math.sqrt(cx * cx + cy * cy);
var start = 0;
var amount = x;
console.log(x, timePassed);
showDraw.beginPath();
showDraw.moveTo(cx, cy);
showDraw.lineTo(config.width, cy);
showDraw.arc(cx, cy, rad, start, amount, false);
showDraw.lineTo(cx, cy);
showDraw.closePath();
showDraw.fillStyle = pattern;
showDraw.fill();
}

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