how to find the mouse position x/y using phaser - javascript

I'm having problems, trying to display the mouse position x/y when they click on an image, im using one of the click on and image example that phaser provides.
here is the code
var game = new Phaser.Game(800, 500, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });
var text;
var counter = 0;
function preload () {
// You can fill the preloader with as many assets as your game requires
// Here we are loading an image. The first parameter is the unique
// string by which we'll identify the image later in our code.
// The second parameter is the URL of the image (relative)
game.load.image('Happy-face', 'happy.png');
}
function create() {
// This creates a simple sprite that is using our loaded image and
// displays it on-screen and assign it to a variable
var image = game.add.sprite(game.world.centerX, game.world.centerY, 'Happy-face');
// Moves the image anchor to the middle, so it centers inside the game properly
image.anchor.set(0.5);
// Enables all kind of input actions on this image (click, etc)
image.inputEnabled = true;
this.position = new Phaser.Point();
text = game.add.text(250, 16, '', { fill: '#ffffff' });
image.events.onInputDown.add(listener, this);
}
function listener () {
counter++;
text.text = "Position x/y " + counter + "!";
}

if you want x and y position o f input
game.input.x;
game.input.y;
if you want for mouse specifically
game.input.mousePointer.x;
game.input.mousePointer.y;
the listener function will be like
function listener () {
counter++;
text.text = game.input.mousePointer.x +"/"+game.input.mousePointer.y + counter + "!";
}

Just to add that the listener function will be sent 2 parameters: sprite and pointer. So you can do:
function listener (sprite, pointer) {
var x = pointer.x;
var y = pointer.y;
...
}
This will be the most accurate method to use as it accounts for multi-touch devices, where-as accessing input.x/y directly doesn't, it only contains the most recent touch event coordinates (which in a mouse only environment is fine, but not anywhere else).

Related

Canvas Element In Closure Is Being Changed Unexpectedly

I am working on creating a webpage that will allow users to add color filters to images they upload. In order to do this I wish to keep an original copy of the image stored in a canvas. Then whenever a user changes one of the color values, using a range slider I want to copy the original image into a new canvas edit it and then plot the new image.
The reason I don't want to apply changes directly to the original image is that they can be difficult to reverse. For example if the user set the blue channel of an image to 0 then unless I have the original image the user would not be able to undo that effect.
My current solution was to create a closure holding a canvas element. This closure is initialized when the user uploads their photo. The code for my closure is below
var scaleCanvas = (function() {
var scaledCvs = document.createElement('canvas'); //Creates a canvas object
var scaledCtx = scaledCvs.getContext("2d"); //Gets canvas context
// All the functions in this section can access scaledCanvas
return {
init: function(cvs) {
scaledCvs = cvs;
console.log("Image Stored")
}, //close init
getImg: function() {
return (scaledCvs);
} //Close getImg
}; //close return
})();
Once the canvas is initialized it can be accessed using the scaleCanvas.getImg() function. An example of this would be during my function adjustFilters() which is called by a range slider element as below
<div class="slidecontainer">
<label>Blue Channel</label>
<input type="range" min="0" max="150" value="100" class="slider" id="blue" onchange="adjustFilters();"/>
</div>
Once the blue slider is changed I load the canvas that I want to use to display the image. Then I load my original image using scaleCanvas.getImg(). Then I apply the effects I am interested in. Then I draw the image. What is strange though is that it appears the scaledCvs variable in my closure is being changed. I say this because if I select a value for "blue" as 0 then it is impossible for me to recover the original blue channel. This should not happen unless the scaledCvs in my closure is being altered somehow.
function adjustFilters() {
var canvas = document.getElementById("dispImg"); //gets the canvas element
canvas.style.display = "block"; //Makes the canvas visible
var context = canvas.getContext("2d"); //Using 2D context
// look up the size the canvas is being displayed at
const width = canvas.clientWidth;
const height = canvas.clientHeight;
var imgCV = scaleCanvas.getImg(); //Gets the original canvas image
var imgCtx = imgCV.getContext('2d');
var blue = document.getElementById("blue").value / 100; //Gets value of the blue slider
// Adjusts blue channel
adjustColor(imgCtx, imgCV.height, imgCV.width, "blue", blue)
// Draws the Image
context.clearRect(0, 0, canvas.width, canvas.height);
context.drawImage(imgCV, 0, 0);
}
I am looking for suggestions on how to get my code to operate as expected. i.e I need the variable scaledCvs in my closure to not be adjusted except for when the init function is called.
Thank You
The reason for the observed behavior is that canvas elements are passed by reference therefore
init: function(cvs) {
scaledCvs = cvs;
console.log("Image Stored")
}, //close init
Does not create a copy of cvs it just creates a reference to it. In order to create a copy of the actual canvas you would need to follow the protocol below
init: function(cvs) {
//Create a Copy of the provided canvas (cvs)
scaledCvs.width=cvs.width;
scaledCvs.height=cvs.height;
scaledCtx.drawImage(cvs,0,0);
}, //close init
For the entire code to work properly you would also need to modify getImage() so that it is not passed a reference of scaledCvs. The final closure definition would be
var scaleCanvas = (function() {
var scaledCvs=document.createElement('canvas'); //Creates a canvas object
var scaledCtx=scaledCvs.getContext("2d"); //Gets canvas context
// All the functions in this section can access scaledCanvas
return {
init: function(cvs) {
//Create a Copy of the provided canvas (cvs)
scaledCvs.width=cvs.width;
scaledCvs.height=cvs.height;
scaledCtx.drawImage(cvs,0,0);
}, //close init
getImg: function() {
//Since canvas are passed by reference in order to protect the saved canvas I have to create a copy before passing it out
var cpCanvas = document.createElement('canvas');
var context = cpCanvas.getContext("2d");
cpCanvas.height = scaledCvs.height;
cpCanvas.width = scaledCvs.width;
context.drawImage(scaledCvs,0,0);
return(cpCanvas);
} //Close getImg
}; //close return
})();
All other code can remain the same.

Paper.js Background Rasterization Glitches

We are building an image editor of sorts using Paper.js. We have a queue on the side of the Paper.js canvas that allows switching between images. Each time we switch between images, we want to flatten all the annotations (rasterize) onto the image just being edited.
Each time we switch images, this method is called, which rasterizes the current image and annotations to a data URL. (If we revisit this image, a raster from this data URL will be displayed.)
var flattenToDataUrl = function() {
layerAsRaster = paper.project.layers[0].rasterize(); // Layer to Paper.js Raster object
layerAsRaster.visible = false; // Attempt to set not visible
var dataString = layerAsRaster.toDataURL();
return dataString;
};
Then we end up calling this method, which changes out the image we're editing:
var setCanvasImage = function(imageObject) {
if(imageObject != null)
{
imageHeight = imageObject.height;
var imageWidth = imageObject.width;
// Set up HTMLImage
var imageElement = new Image(imageObject.width, imageObject.height);
if(_.has(imageObject, 'imageData')) { // Came as 64 bit data
imageElement.src = 'data:image/png;base64,' + imageObject.imageData;
} else if(_.has(imageObject, 'imageUrl')) { // Came as URL
imageElement.src = imageObject.imageUrl;
}
// Add image to Paper.js canvas
imageElement.onload = function(event) {
// Initialize Paper.js on the canvas
paper.setup(canvas);
raster = new paper.Raster(imageElement, new paper.Point(canvas.width / 2, canvas.height / 2));
setUpNotes();
selectedItems = new paper.Group(); // Since Paper.js has been setup we can now initialize this Group
registerCanvasEvents(); // Panning, zooming, moving selected items, deselecting all selected items
fitToPage();
};
}
};
So, this changes out the image, but when I move my mouse into the canvas after selecting a different image in the queue, it glitches to the image we were just on (with its annotations) until I do something like pan, zoom, etc. Then I see the image I selected and am truly working with.
Removing the flattenToDataUrl() functionality makes the queue work seamlessly. So it seems to me something is fishy there. We are generating a Paper.js Raster object in that method. Rasters seem to automatically add themselves. I attempt to curb this with a call to
layerAsRaster.visible = false;
but to no avail.
What is causing this glitchy behavior and how do I prevent it?
Update
For clarity (hopefully) and completeness, I've decided to post the whole PaperFunctions class we use in conjunction with React, which hosts our <canvas> element. There's a lot of code, and a lot of cleanup to do, especially in registerCanvasEvents(). Bear with this learning beginner. Also it's several hundred lines, so it may be helpful to paste it into your favorite editor. Entry points include setCanvas which is called in componentDidMount of the React class with the <canvas> element, and canvasSetImage which is called from the queue. I agree from bmacnaughton's answer that it's weird to call paper.setup(canvas) every time we load a new image. I'm currently investigating the right solution to this, the right place to put it. setCanvas seems logical but when I drag the image to move it in that setup, it leaves a trail of images in its wake. Anyway, here's PaperFunctions.js:
var JQueryMousewheel = require('jquery-mousewheel')($);
var SimplePanAndZoom = require('./SimplePanAndZoom.js');
var panAndZoom = new SimplePanAndZoom();
var selectedItems;
// We use selection here in two distinct ways.
// An item may be Paper.js selected but not in the selection group.
// This is because we want to show it is selectable.
// A blue bounding box indicates it is selectable.
// A green bounding box indicates it has actually been selected and added to selectedItems.
// Only things in selectedItems are actually operated on.
// So the event handlers in this method basically set up whether or not the item is in selectedItems (and therefore will be operated on for moving, resizing, deleting, etc.).
// That is, the event handlers here are concerned with displaying to the user the status of selection for the item - whether or not it will be operated on when events actually happen on the selectedItems Group.
var registerItemEvents = function(item) {
// Boolean flag for mouseup to know if was drag or click
var dragged;
// For tracking if dragging or clicking is happening
item.on('mousedown', function(e) {
dragged = false;
});
// On click toggle selection
item.on('mouseup', function(event) {
event.stopPropagation(); // Only for item applied to
event.preventDefault();
if(!dragged) {
var justAdded = addIfNotInSelectedItems(item);
if(!justAdded) { // Item was in selection group, remove it
item.remove();
paper.project.activeLayer.addChild(item);
this.selectedColor = paper.project.activeLayer.selectedColor;
//item.selected = false;
}
}
});
// Show as selectable even after has been deselected
item.on('mousemove', function(event) {
this.selected = true;
})
// If not selected, on mouse enter show that it is selectable
item.on('mouseenter', function(event) {
if(!this.selected) {
this.selected = true;
}
});
// If not selected, on mouse leave remove indicator that is selectable
item.on('mouseleave', function(event) {
var isInSelectedItems = selectedItems.getItem(item);
if(this.selected && isInSelectedItems == null) {
this.selected = false;
}
});
// On drag, move item
item.on('mousedrag', function(event) {
dragged = true;
// If user starts dragging automatically select the item
addIfNotInSelectedItems(item);
});
}
var addIfNotInSelectedItems = function(item) {
var isInSelectedItems = selectedItems.getItem(item);
if(isInSelectedItems == null) { // Item not currently in selection group, add it
selectedItems.addChild(item);
item.selectedColor = 'green';
item.selected = true;
return true; // Was added, return true
} else {
return false; // Already in, return false
}
}
var registerCanvasEvents = function() {
if(paper.view != null && canvas != null) {
// Zoom on mousewheel
$(canvas).mousewheel(function(event) {
event.preventDefault();
var mousePosition = new paper.Point(event.offsetX, event.offsetY);
var viewPosition = paper.view.viewToProject(mousePosition);
var returnedValues = panAndZoom.changeZoom(paper.view.zoom, (event.deltaY * -1), paper.view.center, viewPosition, 1.1);
var newZoom = returnedValues[0];
var offset = returnedValues[1];
paper.view.zoom = newZoom;
paper.view.center = paper.view.center.add(offset);
});
// For tracking if dragging or clicking is happening
var dragged;
paper.project.layers[0].on('mousedown', function(e) { // TODO should be layer 0 in long run?
dragged = false;
});
// Pan on mouse drag
/*paper.project.layers[0].on('mousedrag', function(event) { // TODO should be layer 0 in long run?
if(!event.event.ctrlKey && !event.event.altKey && !event.event.shiftKey) { // No keys (that we use) can be pushed
dragged = true; // We're panning, we don't wish to deselect all items as we would do with a click
paper.view.center = panAndZoom.changeCenter(paper.view.center, event.delta.x, event.delta.y, 0.7);
//event.preventDefault();
}
});*/
// Move selected items on mouse drag
selectedItems.on('mousedrag', function(event) {
event.stopPropagation(); // Don't propogate up or it will register as a pan event
event.preventDefault();
dragged = true; // We're panning, we don't wish to deselect all items as we would do with a click
this.translate(new paper.Point(event.delta.x, event.delta.y));
});
// If was a click and not a drag, deselect selected items
paper.project.layers[0].on('mouseup', function(event) {
if(!dragged) {
var removedItems = selectedItems.removeChildren(); // Remove from selection group, which also removes from display
paper.project.activeLayer.addChildren(removedItems); // Return to display
// Reset selection colors for showing selectable
for(var i =0; i < removedItems.length; i++) {
removedItems[i].selectedColor = paper.project.activeLayer.selectedColor;
removedItems[i].selected = false;
}
}
});
// Initial path object, will be reset for new paths after Alt is released
var path = newPath();
var paths = [];
paths.push(path);
// On mousedown add point to start from
paper.project.layers[0].on('mousedown', function(event) {
if(event.event.altKey && !event.event.ctrlKey) { // Alt key to add a path, but disallow attempting to add text at the same time
if(paths[paths.length-1].lastSegment == null) {
//path.add(event.point, event.point);
paths[paths.length-1].add(event.point, event.point);
} else {
//path.add(path.lastSegment.point, path.lastSegment.point);
paths[paths.length-1].add(paths[paths.length-1].lastSegment.point, paths[paths.length-1].lastSegment.point);
}
}
});
// On mousedrag add points to path
paper.project.layers[0].on('mousedrag', function(event) {
if(event.event.altKey && !event.event.ctrlKey) { // Alt key to add a path, but disallow attempting to add text at the same time
if(event.event.shiftKey) { // Use shift key for freeform
//path.add(event.point);
paths[paths.length-1].add(event.point);
} else { // Default of straight line added to path
//path.lastSegment.point = event.point;
paths[paths.length-1].lastSegment.point = event.point;
}
}
}.bind(this));
var tool = new paper.Tool();
var startDragPoint;
// Capture start of drag selection
paper.tool.onMouseDown = function(event) {
if((event.event.ctrlKey && event.event.shiftKey) || (event.event.ctrlKey && event.event.altKey)) {
startDragPoint = new paper.Point(event.point);
}
};
paper.tool.onMouseDrag = function(event) {
// Panning
if(!event.event.ctrlKey && !event.event.altKey && !event.event.shiftKey) { // No keys (that we use) can be pushed
dragged = true; // We're panning, we don't wish to deselect all items as we would do with a click
paper.view.center = panAndZoom.changeCenter(paper.view.center, event.delta.x, event.delta.y, 0.7);
//event.preventDefault();
}
// Show box indicating the area that has been selected
// For moving area and whiting out area
if((event.event.ctrlKey && event.event.shiftKey) || (event.event.ctrlKey && event.event.altKey)) {
dragged = true;
var showSelection = new paper.Path.Rectangle({
from: startDragPoint,
to: event.point,
strokeColor: 'red',
strokeWidth: 1
});
// Stop showing the selected area on drag (new one is created) and up because we're done
showSelection.removeOn({
drag: true,
up: true
});
}
};
// Capture start of drag selection
paper.tool.onMouseUp = function(event) {
if((event.event.ctrlKey && event.event.shiftKey) || (event.event.ctrlKey && event.event.altKey)) {
var endDragPoint = new paper.Point(event.point);
if(event.event.ctrlKey && event.event.shiftKey) { // Whiteout area
whiteoutArea(startDragPoint, endDragPoint);
} else if(event.event.ctrlKey && event.event.altKey) { // Move selected area
selectArea(startDragPoint, endDragPoint);
}
}
};
// Key events
paper.tool.onKeyUp = function(event) {
// Delete selected items on delete key
if(event.key == 'delete') {
selectedItems.removeChildren();
} else if (event.key == 'option') {
registerItemEvents(paths[paths.length-1]);
// Start a new path
paths.push(newPath());
}
}
}
}
// These variables are scoped so that all methods in PaperFunctions can access them
var canvas; // Set by setCanvas
var imageHeight; // Set by setCanvasImage
var raster;
var toolsSetup = false;
var setCanvas = function(canvasElement) {
canvas = canvasElement;
paper.setup(canvas);
};
var setCanvasImage = function(imageObject) {
if(imageObject != null)
{
imageHeight = imageObject.height;
var imageWidth = imageObject.width;
// Set up HTMLImage
var imageElement = new Image(imageObject.width, imageObject.height);
if(_.has(imageObject, 'imageData')) { // Came as 64 bit data
imageElement.src = 'data:image/png;base64,' + imageObject.imageData;
} else if(_.has(imageObject, 'imageUrl')) { // Came as URL
imageElement.src = imageObject.imageUrl;
}
// Add image to Paper.js canvas
imageElement.onload = function(event) {
//canvas.height = $(document).height()-3; // Set canvas height. Why do this here and not in the React component? Because we set the width here too, so we're keeping those together. Perhaps in the future this will be changed when we are responsive to window resizing.
//scalingFactor = canvas.height / imageObject.height; // Determine the ratio
//canvas.width = imageElement.width * scalingFactor; // Scale width based on height; canvas height has been set to the height of the document
// Initialize Paper.js on the canvas
paper.setup(canvas);
raster = new paper.Raster(imageElement, new paper.Point(canvas.width / 2, canvas.height / 2));
//setUpLineAndFreeFormDrawing(); // TODO once we cycle through images will we need to reset this for each new image or can we do this just once?
setUpNotes(); // TODO once we cycle through images will we need to reset this for each new image or can we do this just once?
selectedItems = new paper.Group(); // Since Paper.js has been setup we can now initialize this Group
registerCanvasEvents(); // Panning, zooming, moving selected items, deselecting all selected items
fitToPage();
};
}
};
var fitToPage = function() {
if(paper.view != null && canvas != null) {
// Fit image to page so whole thing is displayed
var scalingFactor = canvas.height / imageHeight; // Constant representation of the ratio of the canvas size to the image size
var zoomFactor = scalingFactor / paper.view.zoom; // Dynamic representation of the zoom needed to return to viewing the whole image in the canvas
// Reset the center point to the center of the canvas
var canvasCenter = new paper.Point(canvas.width/2, canvas.height/2);
paper.view.center = canvasCenter;
// Zoom to fit the whole image in the canvas
var returnedValues = panAndZoom.changeZoom(paper.view.zoom, -1, canvasCenter, canvasCenter, zoomFactor); // Always pass -1 as the delta, not entirely sure why
var newZoom = returnedValues[0];
var offset = returnedValues[1];
paper.view.zoom = newZoom;
paper.view.center = paper.view.center.add(offset);
}
};
var addImage = function(imageDataUrl) {
if(paper.view != null) {
var img = document.createElement("img");
img.src = imageDataUrl;
var presentMomentForId = new Date().getTime() + "-image"; // For purposes of having unique IDs
img.id = presentMomentForId;
img.hidden = true;
document.body.appendChild(img);
var raster = new paper.Raster(presentMomentForId);
registerItemEvents(raster);
}
};
var setUpLineAndFreeFormDrawing = function() {
if(paper.project != null) {
// Initial path object, will be reset for new paths after Alt is released
var path = newPath();
var paths = [];
paths.push(path);
// On mousedown add point to start from
paper.project.layers[0].on('mousedown', function(event) {
if(event.event.altKey && !event.event.ctrlKey) { // Alt key to add a path, but disallow attempting to add text at the same time
if(paths[paths.length-1].lastSegment == null) {
//path.add(event.point, event.point);
paths[paths.length-1].add(event.point, event.point);
} else {
//path.add(path.lastSegment.point, path.lastSegment.point);
paths[paths.length-1].add(paths[paths.length-1].lastSegment.point, paths[paths.length-1].lastSegment.point);
}
}
});
// On mousedrag add points to path
paper.project.layers[0].on('mousedrag', function(event) {
if(event.event.altKey && !event.event.ctrlKey) { // Alt key to add a path, but disallow attempting to add text at the same time
if(event.event.shiftKey) { // Use shift key for freeform
//path.add(event.point);
paths[paths.length-1].add(event.point);
} else { // Default of straight line added to path
//path.lastSegment.point = event.point;
paths[paths.length-1].lastSegment.point = event.point;
}
}
}.bind(this));
// Each time Alt comes up, start a new path
paper.tool.onKeyUp = function(event) {
if(event.key == "option") {
registerItemEvents(paths[paths.length-1]);
// Start a new path
paths.push(newPath());
}
};
}
};
// Establishes default line style
var newPath = function() {
var path = new paper.Path();
path.strokeColor = 'black';
path.strokeWidth = 10;
return path;
};
var note = "";
var setNote = function(newNote) {
note = newNote;
};
var setUpNotes = function() {
if(paper.project != null) {
paper.project.layers[0].on('mousedown', function(event) { // TODO should be layer 0 in long run?
if(event.event.ctrlKey && !event.event.altKey && !event.event.shiftKey) { // Only Ctrl key to add text
// Add text box
var textBox = new paper.PointText(event.point);
textBox.justification = 'left';
textBox.fillColor = 'black';
textBox.fontSize = 60;
textBox.content = note;
registerItemEvents(textBox);
}
});
}
};
var selectArea = function(startDragPoint, endDragPoint) {
var rasterTopLeftCorner = new paper.Point(raster.bounds.topLeft);
var adjustedStartDragPoint = new paper.Point(startDragPoint.x - rasterTopLeftCorner.x, startDragPoint.y - rasterTopLeftCorner.y);
var adjustedEndDragPoint = new paper.Point(endDragPoint.x - rasterTopLeftCorner.x, endDragPoint.y - rasterTopLeftCorner.y);
var boundingRectangleRasterCoordinates = new paper.Rectangle(adjustedStartDragPoint, adjustedEndDragPoint);
var boundingRectangleCanvasCoordinates = new paper.Rectangle(startDragPoint, endDragPoint);
var selectedArea = raster.getSubRaster(boundingRectangleRasterCoordinates);
var whitedOutSelection = new paper.Shape.Rectangle(boundingRectangleCanvasCoordinates);
whitedOutSelection.fillColor = 'white';
whitedOutSelection.insertAbove(raster); // Whiteout just above the image we're working with
registerItemEvents(selectedArea);
}
var whiteoutArea = function(startDragPoint, endDragPoint) {
var whitedOutSelection = new paper.Shape.Rectangle(startDragPoint, endDragPoint);
whitedOutSelection.fillColor = 'white';
whitedOutSelection.insertAbove(raster); // Whiteout just above the image we're working with
}
var flattenToDataUrl = function() {
layerAsRaster = paper.project.layers[0].rasterize(); // TODO should be layer 0 in long run? // Layer to Paper.js Raster object
layerAsRaster.visible = false;
var dataString = layerAsRaster.toDataURL();
return dataString;
};
module.exports = {
setCanvas: setCanvas,
setCanvasImage: setCanvasImage,
fitToPage: fitToPage,
addImage: addImage,
setNote: setNote,
flattenToDataUrl: flattenToDataUrl
};
Additionally, here's the SimplePanAndZoom.js file for clarity. It uses minimal Paper functions, it mainly just does calculations:
// Based on http://matthiasberth.com/articles/stable-zoom-and-pan-in-paperjs/
var SimplePanAndZoom = (function() {
function SimplePanAndZoom() { }
SimplePanAndZoom.prototype.changeZoom = function(oldZoom, delta, centerPoint, offsetPoint, zoomFactor) {
var newZoom = oldZoom;
if (delta < 0) {
newZoom = oldZoom * zoomFactor;
}
if (delta > 0) {
newZoom = oldZoom / zoomFactor;
}
// Zoom towards offsetPoint, not centerPoint (unless they're the same)
var a = null;
if(!centerPoint.equals(offsetPoint)) {
var scalingFactor = oldZoom / newZoom;
var difference = offsetPoint.subtract(centerPoint);
a = offsetPoint.subtract(difference.multiply(scalingFactor)).subtract(centerPoint);
}
return [newZoom, a];
};
SimplePanAndZoom.prototype.changeCenter = function(oldCenter, deltaX, deltaY, factor) {
var offset;
offset = new paper.Point(-deltaX, -deltaY);
offset = offset.multiply(factor);
return oldCenter.add(offset);
};
return SimplePanAndZoom;
})();
module.exports = SimplePanAndZoom;
Thanks.
I'm taking some guesses here but I'll address some problems in the code that will hopefully address the behavior you're seeing.
First, I presume paper.project.layers[0] is paper.project.activeLayer. Once that has been rasterized 1) the raster is added to the layer and setting visible = false does cause it to disappear when an update is done.
Second, when you invoke paper.setup(canvas) in imageElement.onload you create a new paper project. This project starts out as the active project and makes the previous project "disappear". So when you create a raster with raster = new paper.Raster(...) it goes into the new project, not the old project.
So now there is a hidden (.visible = false) raster in the old project (let's call it project1) and a new version of it in project2.
I'm not sure if this is the intended behavior or not, but when you invoke paper.setup(canvas) for what seems to be the second time then paper seems to notice that they both refer to the same canvas and keeps project1 and project2 in sync. So creating the second project clears the first project's children array. And adding new paper.Raster(...) ends up adding the raster to project1 and project2.
Now I can't tell what the next piece of the puzzle is. You'd need to add some information like 1) where the mouse event handlers are setup and what they are attached to, 2) what setUpNotes() does, 3) what registerCanvasEvents() does, and 4) what fitToPage does.
There are a few globals created, imageHeight and raster that probably aren't intentional. And it's not clear why you need to use new Image() at all - paper.Raster() accepts URLs, including data URLs.
I was surprised paper cleared the first project. It's curious.
Version 2:
Let me take a stab at structuring this using layers. I'd suggest you get rid of multiple projects because having mouse event handlers attached to multiple projects that share the same canvas adds too much complexity.
So, in your code initialization: paper.setup(canvas). Do this once and only once.
Setup the initial image in the single layer initially created by paper.
// this will be inserted into the current layer, project.activeLayer
var raster = new paper.Raster(imageURL, paper.view.bounds.center);
When the image in your queue changes do something like:
// make the existing image/layer invisible
paper.project.activeLayer.visible = false;
// add a new layer which is inserted in the project and activated
var layer = new paper.Layer();
// the new layer is activated, create a raster for the image
var raster = new paper.Raster(imageURL, paper.view.bounds.center);
// now do your normal logic for editing, zooming, etc.
It's really a bit more complicated than that because you have a queue of images and you only want to create a layer the first time you visit an image. You could initialize all the rasters at the outset, something like:
var imageURLs = ["url to image1", "url to image2", "etc"];
imageURLs.forEach(function(url) {
new paper.Layer();
paper.project.activeLayer.visible = false;
new paper.Raster(url, paper.view.bounds.center);
});
// make the first layer visible and activate it
paper.project.layers[0].visible = true;
paper.project.layers[0].activate();
The preceeding code gives you a parallel array to the images in your queue so switching images is straightforward - there is no checking to see if that image has been created or not:
function setImage(index) {
paper.project.activeLayer.visible = false;
paper.project.layers[index].activate();
paper.project.layers[index].visible = true;
}
Finally, I would make sure my mouse handling wasn't causing me problems. From the new code you posted it looks like each project had a global tool that handled 'mousedown', 'mousedrag', and 'mouseup' events, another set of handlers for activeLayer for 'mousedown', 'mousedrag', and 'mouseup' events, and also selectedItems has a handler for 'mousedrag'. I can't keep track of what all the different handlers are supposed to do across projects. I'm guessing that these are the root issue with the flickering you saw.
I would likely just use paper.view.on for 'mousedown', 'mousedrag', and 'mouseup' events. When I get an event I would check to see if anything on the layer was hit by using the following:
paper.project.activeLayer.hitTest(event.point);
Being able to set events on the view is new for paper but very useful. There may be a few other tweaks necessary to handle highlighting unselected items. A relatively straightforward way to handle that is to have a group of selected items and a group of unselected items:
unSelectedGroup.on('mouseenter', function() {
unSelectedGroup.selected = true;
});
unSelectedGroup.on('mouseleave', function() {
unSelectedGroup.selected = false;
});
These should be safe across layers when only one layer is visible at a time. I would set up these group handlers when setting up the images, whether all up front or on an as-needed basis. Alternatively, you could also add paper.view.on('mousemove', ...) and handle the 'mouseenter' and 'mouseleave' events yourself using hitTest as shown above, but either approach should work.
I think using a layer-based approach to your images will keep things in sync. There are enough problems with the project-based approach and many different mouse event handlers that you'll be on more stable ground regardless.

Paper.js Subraster Selecting Wrong Area

I'm working in a Paper.js project where we're essentially doing image editing. There is one large Raster. I'm attempting to use the getSubRaster method to copy a section of the image (raster) that the user can then move around.
After the raster to edit is loaded, selectArea is called to register these listeners:
var selectArea = function() {
if(paper.project != null) {
var startDragPoint;
paper.project.layers[0].on('mousedown', function(event) { // TODO should be layer 0 in long run? // Capture start of drag selection
if(event.event.ctrlKey && event.event.altKey) {
startDragPoint = new paper.Point(event.point.x + imageWidth/2, (event.point.y + imageHeight/2));
//topLeftPointOfSelectionRectangleCanvasCoordinates = new paper.Point(event.point.x, event.point.y);
}
});
paper.project.layers[0].on('mouseup', function(event) { // TODO should be layer 0 in long run? // Capture end of drag selection
if(event.event.ctrlKey && event.event.altKey) {
var endDragPoint = new paper.Point(event.point.x + imageWidth/2, event.point.y + imageHeight/2);
// Don't know which corner user started dragging from, aggregate the data we have into the leftmost and topmost points for constructing a rectangle
var leftmostX;
if(startDragPoint.x < endDragPoint.x) {
leftmostX = startDragPoint.x;
} else {
leftmostX = endDragPoint.x;
}
var width = Math.abs(startDragPoint.x - endDragPoint.x);
var topmostY;
if(startDragPoint.y < endDragPoint.y) {
topmostY = startDragPoint.y;
} else {
topmostY = endDragPoint.y;
}
var height = Math.abs(startDragPoint.y - endDragPoint.y);
var boundingRectangle = new paper.Rectangle(leftmostX, topmostY, width, height);
console.log(boundingRectangle);
console.log(paper.view.center);
var selectedArea = raster.getSubRaster(boundingRectangle);
var selectedAreaAsDataUrl = selectedArea.toDataURL();
var subImage = new Image(width, height);
subImage.src = selectedAreaAsDataUrl;
subImage.onload = function(event) {
var subRaster = new paper.Raster(subImage);
// Make movable
subRaster.onMouseEnter = movableEvents.showSelected;
subRaster.onMouseDrag = movableEvents.dragItem;
subRaster.onMouseLeave = movableEvents.hideSelected;
};
}
});
}
};
The methods are triggered at the right time and the selection box seems to be the right size. It does indeed render a new raster for me that I can move around, but the contents of the raster are not what I selected. They are close to what I selected but not what I selected. Selecting different areas does not seem to yield different results. The content of the generated subraster always seems to be down and to the right of the actual selection.
Note that as I build the points for the bounding selection rectangle I do some translations. This is because of differences in coordinate systems. The coordinate system where I've drawn the rectangle selection has (0,0) in the center of the image and x increases rightward and y increases downward. But for getSubRaster, we are required to provide the pixel coordinates, per the documentation, which start at (0,0) at the top left of the image and increase going rightward and downward. Consequently, as I build the points, I translate the points to the raster/pixel coordinates by adding imageWidth/2 and imageHeight/2`.
So why does this code select the wrong area? Thanks in advance.
EDIT:
Unfortunately I can't share the image I'm working with because it is sensitive company data. But here is some metadata:
Image Width: 4250 pixels
Image Height: 5500 pixels
Canvas Width: 591 pixels
Canvas Height: 766 pixels
My canvas size varies by the size of the browser window, but those are the parameters I've been testing in. I don't think the canvas dimensions are particularly relevant because I'm doing everything in terms of image pixels. When I capture the event.point.x and event.point.y to the best of my knowledge these are image scaled coordinates, but from a different origin - the center rather than the top left. Unfortunately I can't find any documentation on this. Observe how the coordinates work in this sketch.
I've also been working on a sketch to illustrate the problem of this question. To use it, hold Ctrl + Alt and drag a box on the image. This should trigger some logging data and attempt to get a subraster, but I get an operation insecure error, which I think is because of security settings in the image request header. Using the base 64 string instead of the URL doesn't give the security error, but doesn't do anything. Using that string in the sketch produces a super long URL I can't paste here. But to get that you can download the image (or any image) and convert it here, and put that as the img.src.
The problem is that the mouse events all return points relative to 0, 0 of the canvas. And getSubRaster expects the coordinates to be relative to the 0, 0 of the raster item it is extracting from.
The adjustment needs to be eventpoint - raster.bounds.topLeft. It doesn't really have anything to do with the image width or height. You want to adjust the event points so they are relative to 0, 0 of the raster, and 0, 0 is raster.bounds.topLeft.
When you adjust the event points by 1/2 the image size that causes event points to be offset incorrectly. For the Mona Lisa example, the raster size (image size) is w: 320, h: 491; divided by two they are w: 160, h: 245.5. But bounds.topLeft of the image (when I ran my sketch) was x: 252.5, y: 155.5.
Here's a sketch that shows it working. I've added a little red square highlighting the selected area just to make it easier to compare when it's done. I also didn't include the toDataURL logic as that creates the security issues you mentioned.
Here you go: Sketch
Here's code I put into an HTML file; I noticed that the sketch I put together links to a previous version of the code that doesn't completely work.
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Rasters</title>
<script src="./vendor/jquery-2.1.3.js"></script>
<script src="./vendor/paper-0.9.25.js"></script>
</head>
<body>
<main>
<h3>Raster Bug</h3>
<div>
<canvas id="canvas"></canvas>
</div>
<div id="position">
</div>
</main>
<script>
// initialization code
$(function() {
// setup paper
$("#canvas").attr({width: 600, height: 600});
var canvas = document.getElementById("canvas");
paper.setup(canvas);
// show a border to make range of canvas clear
var border = new paper.Path.Rectangle({
rectangle: {point: [0, 0], size: paper.view.size},
strokeColor: 'black',
strokeWidth: 2
});
var tool = new paper.Tool();
// setup mouse position tracking
tool.on('mousemove', function(e) {
$("#position").text("mouse: " + e.point);
});
// load the image from a dataURL to avoid CORS issues
var raster = new paper.Raster(dataURL);
raster.position = paper.view.center;
var lt = raster.bounds.topLeft;
var startDrag, endDrag;
console.log('rb', raster.bounds);
console.log('lt', lt);
// setup mouse handling
tool.on('mousedown', function(e) {
startDrag = new paper.Point(e.point);
console.log('sd', startDrag);
});
tool.on('mousedrag', function(e) {
var show = new paper.Path.Rectangle({
from: startDrag,
to: e.point,
strokeColor: 'red',
strokeWidth: 1
});
show.removeOn({
drag: true,
up: true
});
});
tool.on('mouseup', function(e) {
endDrag = new paper.Point(e.point);
console.log('ed', endDrag);
var bounds = new paper.Rectangle({
from: startDrag.subtract(lt),
to: endDrag.subtract(lt)
});
console.log('bounds', bounds);
var sub = raster.getSubRaster(bounds);
sub.bringToFront();
var subData = sub.toDataURL();
sub.remove();
var subRaster = new paper.Raster(subData);
subRaster.position = paper.view.center;
});
});
var dataURL = ; // insert data or real URL here
</script>
</body>
</html>

Javascript - how to smoothen out ship movement

Im making a basic game
http://www.jasonhuman.co.za/lazerlazer
The idea is to learn more about javascript and the canvas
The problem im having is that i bound onkeypress on the body element
it only allows for a single keypress to be picked up at a time
and its not all that smooth - the ship lags for a second before starting its movement
how can i make it that the ship immediatly starts moving in the correct direction
as soon as the keypress happens?
here is my code that controls the keypress event:
function keyPress(e){
//w=119, s = 115, a = 97, d = 100
if(e.charCode==119){
player[0].ypos -=15;
playerImg.src = 'images/playerUp.png';
engines.play();
}
if(e.charCode==115){
player[0].ypos +=15;
playerImg.src = 'images/playerDown.png';
engines.play();
}
if(e.charCode==97){
player[0].xpos-=15;
playerImg.src = 'images/playerFW.png';
engines.play();
}
if(e.charCode==100){
player[0].xpos+=15;
playerImg.src = 'images/playerFW.png';
engines.play();
}
//fire a bullet
if(e.charCode==32)
{
//fire a bullet
bullets.push(new init(player[0].xpos+88,player[0].ypos+25));
//gunshots
var gunshot = new Audio('lazer.mp3');
gunshot.play();
}
}
As #Rob Baille says, listen for keydown rather than keypress events.
Your delay is caused because you're reloading the images with every keypress.
Instead preload all the images just once.
Then set your playerImg to the appropriate image as needed in the key handler.
Also, you repeated images/playerFW.png...was that intentional?
Here's an example of your code refactored using an image preloader:
// image loader
var imageURLs=[]; // put the paths to your images here
var imagesOK=0;
var imgs=[];
imageURLs.push("images/playerUp.png");
imageURLs.push("images/playerDown.png");
imageURLs.push("images/playerFW.png");
imageURLs.push("images/playerFW.png");
loadAllImages(start);
function loadAllImages(callback){
for (var i=0; i<imageURLs.length; i++) {
var img = new Image();
imgs.push(img);
img.onload = function(){
imagesOK++;
if (imagesOK>=imageURLs.length ) {
callback();
}
};
img.onerror=function(){alert("image load failed");}
img.crossOrigin="anonymous";
img.src = imageURLs[i];
}
}
function start(){
// All images have been fully pre-loaded
// Allow the game to begin
// Maybe hide the "Play" button until this function is triggered
}
function keyPress(e){
//w=119, s = 115, a = 97, d = 100
if(e.charCode==119){
player[0].ypos -=15;
playerImg = imgs[0];
engines.play();
}
if(e.charCode==115){
player[0].ypos +=15;
playerImg = imgs[1];
engines.play();
}
if(e.charCode==97){
player[0].xpos-=15;
playerImg = imgs[2];
engines.play();
}
if(e.charCode==100){
player[0].xpos+=15;
playerImg = imgs[3];
engines.play();
}
//fire a bullet
if(e.charCode==32)
{
//fire a bullet
bullets.push(new init(player[0].xpos+88,player[0].ypos+25));
//gunshots
var gunshot = new Audio('lazer.mp3');
gunshot.play();
}
}
Well there are two ways I know on how to approach this. You can update your frames more often or you can use a different key down method. To update your frames faster
var sim_interval = 1 / 40; // number of times per second that we step the animation.
This declares as a variable the number of times per second that we step the animation, as stated above. This next bit of code is how to reder the initial state.
render(); // render the initial state.
interval_callback_id = window.setInterval(step, sim_interval); // set the callback and save the identifier.
}
Every reder code will be a bit different your function render(){ might be different it is how to uptdate the system. The other way to do a key down method can be found here How to use spacebar and if statements in JS?

Updating the text displayed in a paragraph when the cursor hovers over an image on HTML5 canvas

I have a few images on an HTML5 canvas, and I want to call a function that will update the text displayed in an HTML <p></p> tag whenever the cursor hovers over one of these images.
The images are being drawn to the canvas using the following function:
function drawBox(imageObj, img_x, img_y, img_width, img_height) {
console.log("function drawBox is drawing the description boxes");
var canvasImage = new Kinetic.Image({
image: imageObj,
width: img_width,
height: img_height,
// puts the image in the middle of the canvas
x: img_x,
y: img_y
});
// add cursor styling
imagesLayer.add(canvasImage);
}
I've tried adding an on mouseover function to each of the images by adding some code to call the function I have that updates the contents of the paragraph to this function, so my drawBox function now looks like this:
function drawBox(imageObj, img_x, img_y, img_width, img_height) {
console.log("function drawBox is drawing the description boxes");
var canvasImage = new Kinetic.Image({
image: imageObj,
width: img_width,
height: img_height,
// puts the image in the middle of the canvas
x: img_x,
y: img_y
});
// add cursor styling
canvasImage.on("mouseover", function(){
//displayAssetDescriptionTip();
console.log("displayAssetDescriptionTip() is being called on mouseover event");
});
imagesLayer.add(canvasImage);
}
When I view my page with this function as it is above, and hover the cursor over one of the images that the function has been added to, the log that I've added to my mouseover function is being displayed in the console- so I know that the mouseover is working correctly.
However, the problem I'm having is with the function that I want to call from within the mouseover event. You'll see above, that I've commented out a call to the function displayAssetDescriptionTip() in my mouseover event. This is the function that I want to be called in the event of the cursor hovering over these images, however, it seems that it always changes the text in the paragraph to the text belonging to the first description box... i.e. if the cursor hovers over any of the images that I've added the mouseover event to, then the text is changed to the text belonging to the first image, rather than the image that the cursor hovered over.
The function is:
function displayAssetDescriptionTip(){
if(canvasImage.id = "assetBox")
document.getElementById('tipsParagraph').innerHTML = tips[34];
else if(canvasImage.id = "liabilitiesBox")
document.getElementById('tipsParagraph').innerHTML = tips[35];
else if(canvasImage.id = "incomeBox")
document.getElementById('tipsParagraph').innerHTML = tips[36];
else if(canvasImage.id = "expenditureBox")
document.getElementById('tipsParagraph').innerHTML = tips[37];
else return;
console.log("displayAssetDescriptionTip being called");
}
Anyone have any idea why it always changes the text to the text for the first image, and not to the text corresponding to any of the other images? I've set it to change the text to a different element of an array depending on which image the cursor is hovering over, so it should display a different element from that array for each image...
in your function displayAssetDescriptionTip you are using the = assignment operator instead of the == comparison operator hence your first if condition is always matched.
The fonction corrected :
function displayAssetDescriptionTip(canvasImage){
if(canvasImage.id == "assetBox")
document.getElementById('tipsParagraph').innerHTML = tips[34];
else if(canvasImage.id == "liabilitiesBox")
document.getElementById('tipsParagraph').innerHTML = tips[35];
else if(canvasImage.id == "incomeBox")
document.getElementById('tipsParagraph').innerHTML = tips[36];
else if(canvasImage.id == "expenditureBox")
document.getElementById('tipsParagraph').innerHTML = tips[37];
else return;
console.log("displayAssetDescriptionTip being called");
}
Don't forget to pass canvasImage as argument to your event handler
canvasImage.on("mouseover", function(){
displayAssetDescriptionTip(canvasImage);
});

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