Click Event on a Shape doesn't work in kineticjs - javascript

I want to print message when a click event on a shape is made.It doesn't fire at all and draggable also doesn't work.How can I make this work?Can anyone help?
JS Code
$(function(){
var stage = new Kinetic.Stage({
container: 'toolbar',
width: $("#gamebox").width(),
height: window.innerHeight * 0.9,
listening: true
});
var layer = new Kinetic.Layer();
stage.add(layer);
var line = new Kinetic.Shape({
drawFunc: function (canvas) {
console.log("shape");
var context = canvas.getContext();
context.beginPath();
context.moveTo(20,5);
context.quadraticCurveTo(10, 35, 20, 60);
context.moveTo(20,5);
context.quadraticCurveTo(30, 35, 20, 60);
canvas.stroke(this);
context.fillStyle = 'black';
context.fill();
},
strokeWidth: 2,
draggable: true
});
line.on('click', function() {
alert("click detected");
});
layer.add(line);
stage.add(layer);
});
HTML Code
<div id="toolbar">
</div>
<div id="gamebox">
</div>

In the more recent versions of KineticJS (5.0+ I think), a wrapped context is fed into drawFunc.
Note that this wrapped context is a subset of the canvas context and does not have all the canvas context methods. For example, compositing is not available.
Here's a working example of your code using KineticJS 5.1.0:
var stage = new Kinetic.Stage({
container: 'container',
width: 350,
height: 350
});
var layer = new Kinetic.Layer();
stage.add(layer);
var line=new Kinetic.Shape({
x:0,
y:0,
stroke:"blue",
fill: 'red',
drawFunc: function(context) {
context.beginPath();
context.moveTo(20,5);
context.quadraticCurveTo(10, 35, 20, 60);
context.moveTo(20,5);
context.quadraticCurveTo(30, 35, 20, 60);
context.fillStrokeShape(this);
}
});
layer.add(line);
line.on('click', function() {
alert("click detected");
});
layer.draw();
body{padding:20px;}
#container{
border:solid 1px #ccc;
margin-top: 10px;
width:350px;
height:350px;
}
<script src="http://d3lp1msu2r81bx.cloudfront.net/kjs/js/lib/kinetic-v5.1.0.min.js"></script>
<h4>Click the shape.</h4>
<div id="container"></div>

Related

kineticjs: rotate image by certain angle and stop

I'm completely new in HTML and kineticjs and I want to create an animation, which rotates an image around a certain point and by a certain angle. Then it has to stop.
Later I want to implement a way to control the angle by clicking a button. But to the first problem: This is the code so far:
<!DOCTYPE HTML>
<html>
<head>
<style>
body {
margin: 0px;
padding: 0px;
}
</style>
</head>
<body>
<div id="container"></div>
<script src="http://d3lp1msu2r81bx.cloudfront.net/kjs/js/lib/kinetic-v5.0.0.min.js"> </script>
<script defer="defer">
var stage = new Kinetic.Stage({
container: 'container',
width: 578,
height: 200
});
var layer = new Kinetic.Layer();
var imageObj = new Image();
imageObj.onload = function() {
var yoda = new Kinetic.Image({
x: 200,
y: 50,
image: imageObj,
width: 106,
height: 118,
//offset: [x:250, y: 100]
});
/*var imageObj2 = new Image();
imageObj.onload = function() {
var background = new Kinetic.Image({
x: 200,
y: 50,
image: imageObj,
width: 106,
height: 118,
}); */
// add the shape to the layer
layer.add(yoda);
//layer.add(background)
// add the layer to the stage
stage.add(layer);
var angularSpeed = 360 / 4;
var anim = new Kinetic.Animation(function(frame) {
var angleDiff = frame.timeDiff * angularSpeed / 1000;
yoda.rotate(angleDiff);
}, layer);
anim.start();
};
imageObj.src = 'http://www.html5canvastutorials.com/demos/assets/yoda.jpg';
//other image source
</script>
</body>
</html>
Source: http://www.html5canvastutorials.com/kineticjs/html5-canvas-kineticjs-image-tutorial/
So how can I make the animation stop after - say - 50°?
Thanks for your help!
You can use Tween:
var tweaktween = new Kinetic.Tween({
node : yoda,
rotation : 50,
duration: 1
});
tween.start();
demo: http://jsfiddle.net/lavrton/2DDtW/

Events are lost after moving layer from within a "dragmove" callback

I have a scrollbar that moves a layer, so the layer is moved while in the scrollbar's "dragmove" callback. This causes all bound events to be disconnected on the moved layer!
Please see this fiddle: http://jsfiddle.net/NY4QK/10/
var stage = new Kinetic.Stage({
container: 'container',
width: 200,
height: 200,
});
var fixedLayer = new Kinetic.Layer();
stage.add(fixedLayer);
var old_x = 100;
var old_y = 100;
var scroller = new Kinetic.Circle({
x: old_x,
y: old_y,
radius: 10,
fill: '#00F',
stroke: 'black',
strokeWidth: 4,
draggable: true
});
scroller.on('dragmove', function(event){
var pos = scroller.getAbsolutePosition();
layer.move(pos.x - old_x, pos.y - old_y);
old_x = pos.x;
old_y = pos.y;
layer.draw();
});
fixedLayer.add(scroller);
var layer = new Kinetic.Layer();
stage.add(layer);
var rect = new Kinetic.Rect({
x: 10,
y: 10,
width: 50,
height: 50,
fill: '#0F0',
stroke: 'black',
strokeWidth: 4
});
rect.on('click', function(){
rect.remove();
layer.draw();
});
layer.add(rect);
layer.draw();
fixedLayer.draw();
Is this a bug or am I doing something wrong?
When you use a drag event, KineticJS create a temporary layer on top as a result of which your events where not getting registered after the dragmove.
Just add another handler for dragend like this:
scroller.on('dragend', function(event){
layer.moveToTop();
layer.draw();
});
And here is the updated fiddle.
For more details/explanation on the problem you faced, check this: https://github.com/ericdrowell/KineticJS/issues/219

how to use draggable and double click together in kineticjs?

how to use draggable and double click together in kineticjs?
when using draggable then double click will not work.
Here is my code to draw the image..
function draw(images) {
abcImg= new Kinetic.Rect({
x: 50,
y: 150,
width: 50,
height: 50,
fillPatternImage: images.abc,
name: "abc",
draggable: true
});
}
and here the code when double click..
layer.on('dblclick', function(evt) {
var shape = evt.shape;
name = shape.getName();
$( "#dialog-form" ).dialog( "open" );
});
I'm use kineticjs and jquery.. Thank you..
Here is how to listen for mouse/touch events on the empty areas of the stage.
To listen for mouse/touch events on the stage (any non-object area), you need to add a new layer containing a rectangle that fills the stage. Then you can handle mouse/touch events on the empty stage areas: eventLayer.on(“dblclick”,function(e) {//do doubleclick stuff}
That layer code looks like this:
// Create a layer that will listen for mouse/touch events
var eventLayer = new Kinetic.Layer();
eventLayer.add(new Kinetic.Rect({
x:0,
y:0,
width:400,
height:300
}));
stage.add(eventLayer);
// TEST--listen for "dblclick"
eventLayer.on('dblclick', function(evt) {
alert("2click");
});
Here is the full code and a Fiddle: http://jsfiddle.net/m1erickson/gNMRq/
<!DOCTYPE HTML>
<html>
<head>
<style>
body {
margin: 0px;
padding: 0px;
}
</style>
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<script src="http://www.html5canvastutorials.com/libraries/kinetic-v4.3.2-beta.js"></script>
</head>
<body>
<div id="container"></div>
<script>
var stage = new Kinetic.Stage({
container: 'container',
width: 400,
height: 300
});
var layer = new Kinetic.Layer();
var rectX = stage.getWidth() / 2 - 50;
var rectY = stage.getHeight() / 2 - 25;
var box = new Kinetic.Rect({
x: rectX,
y: rectY,
width: 100,
height: 50,
fill: '#00D2FF',
stroke: 'black',
strokeWidth: 4,
draggable: true
});
// add cursor styling
box.on('mouseover', function() {
document.body.style.cursor = 'pointer';
});
box.on('mouseout', function() {
document.body.style.cursor = 'default';
});
// Create a layer that will listen for mouse/touch events
var eventLayer = new Kinetic.Layer();
eventLayer.add(new Kinetic.Rect({
x:0,
y:0,
width:400,
height:300
}));
stage.add(eventLayer);
// TEST--listen for "dblclick"
eventLayer.on('dblclick', function(evt) {
alert("2click");
});
layer.add(box);
stage.add(layer);
</script>
</body>
</html>
it is working fine. Take a look at this, it's using draggable and dblclick, and both works fine.
http://jsbin.com/oruhif/1/edit

KineticJS issue with repeatable mouse event

I have little issue here (i obviously miss something). I simplified it from my bigger application:
When i click blue rectangle, i add another layer to the stage that includes red rectangle (clickable), when i click this red rectangle, it removes second layer with red rect.
Problem: When i click blue rect second time, nothing happens :( i.e. app works only once, and i need to add/remove second layer(with red rect) repeatedly. What's wrong? :)
You can see it here, Fiddle http://jsfiddle.net/mAX8r/
Code:
<!DOCTYPE HTML>
<html>
<head>
<style>
body {
margin: 0px;
padding: 0px;
}
canvas {
border: 1px solid #9C9898;
}
</style>
<script src="http://www.html5canvastutorials.com/libraries/kinetic-v4.0.3.js">
</script>
<script>
window.onload = function() {
var stage = new Kinetic.Stage({
container: 'container',
width: 578,
height: 200
});
var layerBlue = new Kinetic.Layer();
var layerRed = new Kinetic.Layer();
var rectBlue = new Kinetic.Rect({
x: 100,
y: 75,
width: 100,
height: 50,
fill: 'blue',
stroke: 'black',
strokeWidth: 4
});
var rectRed = new Kinetic.Rect({
x: 300,
y: 75,
width: 100,
height: 50,
fill: 'red',
stroke: 'black',
strokeWidth: 4
});
// mouse events
rectBlue.on('click', function() {
stage.add(layerRed);
stage.draw();
});
rectRed.on('click', function() {
layerRed.remove();
stage.draw();
});
// add the shape to the layer
layerBlue.add(rectBlue);
layerRed.add(rectRed);
// add the layer to the stage
stage.add(layerBlue);
};
</script>
</head>
<body>
<div id="container"></div>
</body>
</html>
​
To hide and show a shape, we can the hide() and show() methods. Try this JSFIDDLE http://jsfiddle.net/mAX8r/5/. and You can see the sample code below
<!DOCTYPE HTML>
<html>
<head>
<style>
body {
margin: 0px;
padding: 0px;
}
canvas {
border: 1px solid #9C9898;
}
</style>
<script src="http://www.html5canvastutorials.com/libraries/kinetic-v4.0.3.js"></script>
<script>
var layerBlue;
var layerRed;
var rectBlue;
var rectRed;
window.onload = function() {
var stage = new Kinetic.Stage({
container: 'container',
width: 578,
height: 200
});
layerBlue = new Kinetic.Layer();
layerRed = new Kinetic.Layer();
rectBlue = new Kinetic.Rect({
x: 100,
y: 75,
width: 100,
height: 50,
fill: 'blue',
stroke: 'black',
strokeWidth: 4
});
rectRed = new Kinetic.Rect({
x: 300,
y: 75,
width: 100,
height: 50,
fill: 'red',
stroke: 'black',
strokeWidth: 4
});
// mouse events
rectBlue.on('click', function() {
rectRed.show();
stage.draw();
});
rectRed.on('click', function() {
rectRed.hide();
stage.draw();
});
// add the shape to the layer
layerBlue.add(rectBlue);
layerRed.add(rectRed);
// add the layer to the stage
stage.add(layerBlue);
stage.add(layerRed);
rectRed.hide();
stage.draw();
};
</script>
</head>
<body>
<div id="container"></div>
</body>
</html>
Refer this url http://www.html5canvastutorials.com/kineticjs/html5-canvas-hide-and-show-shape-with-kineticjs/ for HTML5 Canvas Hide and Show a Shape

HTML5 Canvas: how to have an image and a shape on the canvas and shape is Drag n Droppable?

I'm having trouble creating an HTML5 canvas in which a an image is present, a shape is present, and the shape is draggable on the same stage. My gut tells me that I need to create multiple layers or multiple stages/canvases. Then have one be regular and the other be Kinetic. I've found some code for draggable shapes, code for displaying images and shapes, and I think my problem only lies in the implementation of the syntax. Here's the code:
<!DOCTYPE HTML>
<html>
<head>
<style>
body {
margin: 0px;
padding: 0px;
}
canvas {
border: 1px solid #9C9898;
}
</style>
<script src="http://www.html5canvastutorials.com/libraries/kinetic-v3.10.0.js"></script>
<script>
window.onload = function() {
var stage = new Kinetic.Stage({
container: "container",
width: 578,
height: 200
var layer = new Kinetic.Layer();
var rectX = stage.getWidth() / 2 - 50;
var rectY = stage.getHeight() / 2 - 25;
var box = new Kinetic.Rect({
x: rectX,
y: rectY,
width: 100,
height: 50,
fill: "#00D2FF",
stroke: "black",
strokeWidth: 4,
draggable: true
});
var layer1 = new Kinetic.Layer();
var imageObj = new Image();
imageObj.onload = function() {
var image = new Kinetic.Image({
x: stage.getWidth() / 2 - 53,
y: stage.getHeight() / 2 - 59,
image: imageObj,
width: 106,
height: 118
});
layer1.add(image);
stage.add(layer1);
// add cursor styling
box.on("mouseover", function() {
document.body.style.cursor = "pointer";
});
box.on("mouseout", function() {
document.body.style.cursor = "default";
});
layer.add(box);
stage.add(layer);
imageObj.src = "http://www.html5canvastutorials.com/demos/assets/yoda.jpg";
};
</script>
</head>
<body onmousedown="return false;">
<div id="container"></div>
</body>
</html>
Try this website: w3shools.com/html5/html5_draganddrop.asp

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