Paint circle method JavaScript - javascript

I am trying to find a way to draw a circle using JavaScript and redraw it while erasing the old circle.
i got this code:
<html>
<head>
<style>
body {
margin: 0px;
padding: 0px;
}
</style>
</head>
<body>
<canvas id="myCanvas" width="578" height="200"></canvas>
<script>
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
var centerX = canvas.width / 2;
var centerY = canvas.height / 2;
var radius = 15;
drawCircle(centerX,centerY,radius);
drawCircle(150,150,25);
function drawCircle(centerX,centerY,radius)
{
var canvas = document.getElementById('myCanvas');
context.beginPath();
context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
context.fillStyle = 'black';
context.fill();
context.lineWidth = 5;
context.strokeStyle = '#003300';
context.stroke();
};
</script>
The problem is that this two methods draw two circles instead of drawing one instead of the other.
I am beginner in JS would appreciate help on making better way of drawing and erasing the circle
Thanks

var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
var centerX = canvas.width / 2;
var centerY = canvas.height / 2;
var radius = 15;
function drawCircle(centerX,centerY,radius)
{
// Erase context
context.clearRect(0,0,canvas.width,canvas.height);
context.beginPath();
context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
context.fillStyle = 'black';
context.fill();
context.lineWidth = 5;
context.strokeStyle = '#003300';
context.stroke();
};
drawCircle(centerX,centerY,radius);
drawCircle(150,150,25);
<html>
<head>
<style>
body {
margin: 0px;
padding: 0px;
}
</style>
</head>
<body>
<canvas id="myCanvas" width="578" height="200"></canvas>

If you want to remove a circle from the canvas you will have to draw a circle (same position; same size) but this time with the color of the canvas background.
drawCircle(150,150,25,'black');
// ...
drawCircle(150,150,25,'white'); // removes previous circle if the canvas was white colored
If you want to erase everything from the canvas before drawing something new you can just execute this
context.clearRect(0, 0, canvas.width, canvas.height);

Related

Moving and rotating with HTML5

What needs to be done:
The pink object should move from the left to the right (by itself). And then when it's 5px from the edge it should rotate 90 degrees.
Does anyone know how to do this?
I haven't been learning javascript for a long time, and it's the first time I'm creating something using HTML5. So it's all new. I really hope you can help me understand the code better and how I can make it move and rotate.
<!DOCTYPE html>
<html>
<head>
<script>
var canvas, ctx;
window.onload = function draw() {
canvas = document.getElementById("myCanvas");
ctx = canvas.getContext("2d");
var height = 90;
var width = 40;
var radius = width / 2;
ctx.clearRect(0,0, canvas.width, canvas.height);
ctx.fillStyle = "#FFE2E8";
ctx.strokeStyle = "black";
ctx.beginPath();
ctx.moveTo(20,20);
ctx.lineTo(70,20);
ctx.arc(70,40,20, -Math.PI/2, Math.PI/2);
ctx.lineTo(20,60);
ctx.lineTo(20,20);
ctx.closePath;
ctx.fill();
ctx.stroke();
requestAnimationFrame(draw);
}
function init() {
canvas = document.getElementById("myCanvas");
ctx = canvas.getContext("2d");
draw();
}
</script>
</head>
<body>
<canvas id="myCanvas" width="400" height="300" style="background:#00CC66">
</canvas>
</body>
</html>
var canvas, ctx;
canvas = document.getElementById("myCanvas");
ctx = canvas.getContext("2d");
var radius = 20;
var width = 70;
var margin = 5;
var offsetx = -20
var translate = {
x: 0,
y: 0,
xmax: canvas.width - margin - width + offsetx,
ymax: canvas.height - margin - width
};
var rotate = 0;
var to_radians = Math.PI / 180;
function draw() {
ctx.save();
ctx.translate(translate.x, translate.y);
if (translate.x >= translate.xmax) {
translate.x = translate.xmax;
if (rotate >= 90) {
rotate = 90;
} else {
rotate++;
}
ctx.rotate(rotate * to_radians);
} else {
translate.x++;
}
var height = 90;
var width = 40;
var radius = width / 2;
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = "#FFE2E8";
ctx.strokeStyle = "black";
ctx.beginPath();
ctx.moveTo(20, 20);
ctx.lineTo(70, 20);
ctx.arc(70, 40, 20, -Math.PI / 2, Math.PI / 2);
ctx.lineTo(20, 60);
ctx.lineTo(20, 20);
ctx.closePath;
ctx.fill();
ctx.stroke();
ctx.restore();
requestAnimationFrame(draw);
}
function init() {
canvas = document.getElementById("myCanvas");
ctx = canvas.getContext("2d");
draw();
}
init();
<canvas id="myCanvas" width="400" height="300" style="background:#00CC66">
</canvas>

Draw vertical line between circles in canvas

I want draw a vertical line between circles in my project.
and these are my codes:
html:
<div id="ways" style="width:1000px;margin:0 auto;height:100%;">
<div id="row1">
<div id="col11" class="r1"><canvas id="col111" width="578" height="200"></canvas></div>
<div id="col12" class="r1"><canvas id="col112" width="578" height="200"></canvas></div>
<div id="col13" class="r1"><canvas id="col113" width="578" height="200"></canvas></div>
</div>
<div id="row2">
<div id="col21" class="r1"><canvas id="col221" width="578" height="200"></canvas></div>
<div id="col22" class="r1"><canvas id="col222" width="578" height="200"></canvas></div>
<div id="col23" class="r1"><canvas id="col223" width="578" height="200"></canvas></div>
</div>
<div id="row3">
<div id="col31" class="r1"><canvas id="col331" width="578" height="200"></canvas></div>
<div id="col32" class="r1"><canvas id="col332" width="578" height="200"></canvas></div>
<div id="col33" class="r1"><canvas id="col333" width="578" height="200"></canvas></div>
</div>
</div>
and theses are js code:
var canvas = document.getElementById('col111');
var context = canvas.getContext('2d');
var centerX = canvas.width / 2;
var centerY = canvas.height / 2;
var radius = 70;
context.beginPath();
context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
context.fillStyle = 'green';
context.fill();
context.lineWidth = 5;
context.strokeStyle = '#003300';
context.stroke();
var canvas = document.getElementById('col112');
var context = canvas.getContext('2d');
var centerX = canvas.width / 2;
var centerY = canvas.height / 2;
var radius = 70;
context.beginPath();
context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
context.fillStyle = 'green';
context.fill();
context.lineWidth = 5;
context.strokeStyle = '#003300';
context.stroke();
var canvas = document.getElementById('col113');
var context = canvas.getContext('2d');
var centerX = canvas.width / 2;
var centerY = canvas.height / 2;
var radius = 70;
context.beginPath();
context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
context.fillStyle = 'green';
context.fill();
context.lineWidth = 5;
context.strokeStyle = '#003300';
context.stroke();
var canvas = document.getElementById('col221');
var context = canvas.getContext('2d');
var centerX = canvas.width / 2;
var centerY = canvas.height / 2;
var radius = 70;
context.beginPath();
context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
context.fillStyle = 'green';
context.fill();
context.lineWidth = 5;
context.strokeStyle = '#003300';
context.stroke();
var canvas = document.getElementById('col222');
var context = canvas.getContext('2d');
var centerX = canvas.width / 2;
var centerY = canvas.height / 2;
var radius = 70;
context.beginPath();
context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
context.fillStyle = 'green';
context.fill();
context.lineWidth = 5;
context.strokeStyle = '#003300';
context.stroke();
var canvas = document.getElementById('col223');
var context = canvas.getContext('2d');
var centerX = canvas.width / 2;
var centerY = canvas.height / 2;
var radius = 70;
context.beginPath();
context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
context.fillStyle = 'green';
context.fill();
context.lineWidth = 5;
context.strokeStyle = '#003300';
context.stroke();
How I can draw a vertical line between circles? when I tried to do this become this image:
and this is my js code:
var canvas = document.getElementById('col221');
var context = canvas.getContext('2d');
context.beginPath();
context.moveTo(290, -100);
context.lineTo(290, 80);
context.stroke();
please help for this problem!
thank u!
I'm not sure why you're opting to use multiple canvases but I have implemented a more generic solution in my fiddle here.
It uses two loops defined as:
for (var i = 0; i < rows; i++) {
for (var j = 0; j < cols; j++) {
...
}
}
This makes it more flexible as you can specify the rows and columns in the script. The rest is just knowing what your offsets are!
The code to implement the circle is largely untouched, but the fun is when to draw a line:
if (j != cols - 1) {
// Draw horizontal line
var hLineX = x + radius;
var hLineY = y;
context.moveTo(hLineX, hLineY);
context.lineTo(hLineX + distance + lineWidth, hLineY);
}
if (i > 0) {
// Draw vertical line
var vLineY = y - radius - distance - lineWidth;
context.moveTo(x, vLineY);
context.lineTo(x, vLineY + distance + lineWidth);
}
All this is saying is that you should draw a horizontal line on every column except for the last one. This works pretty well, even when you have one row by one column. You also want to draw a vertical line when there is more than one row, and offset it so it looks like it joins onto the previous row.
EDIT: Noticed you have different x and y distances, so I modified the fiddle to account for this.

Draw Shape in JQuery

I am working in Jquery.
I have 4 Cordinates , Width, Height, x Position and Y position.
How can i create a Square shape Using This
$('#box').drawRect(20,20,2,30,{color:'red'})
I tried this and Not Working. Looking for a Good Hand
Here is My Demo. http://fiddle.jshell.net/vbm2vhu4/
try using canvas tag in JavaScript..
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
ctx.rect(20, 20, 150, 100);
ctx.stroke();
<canvas id="myCanvas" width="300" height="150" style="border:1px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.</canvas>
JSFIDDLE
JAVASCRIPT
Draw a circle
$(document).ready(function(){
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
var centerX = canvas.width / 2;
var centerY = canvas.height / 2;
var radius = 70;
context.beginPath();
context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
context.fillStyle = 'green';
context.fill();
context.lineWidth = 5;
context.strokeStyle = '#003300';
context.stroke();
});
Drawing a rectangle requires canvas. You really do not need to use jquery for it. It can be well done with Javascript. I am attaching my example here.
<!DOCTYPE html>
<html>
<body>
<canvas id="myCanvas" width="300" height="150">
Browser does not support the HTML5 canvas tag.</canvas>
<script>
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
// Blue rectangle
ctx.beginPath();
ctx.lineWidth = "10";
ctx.strokeStyle = "blue";
ctx.rect(50, 50, 50, 50);
ctx.stroke();
</script>
</body>
</html>
Paste this into a notepad and save as .html and load it in your browser
or jsfiddle http://jsfiddle.net/ssbiswal1987/vsbak0mq/

Draw a circle in the middle of canvas

Having -
HTML -
<canvas id="myCanvas" >
</canvas>
<script>
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
var centerX = canvas.width / 2;
var centerY = canvas.height / 2;
var radius = 30;
context.beginPath();
context.arc(centerX,centerY, radius, 0, 2 * Math.PI);
context.fillStyle = 'blue';
context.fill();
</script>
CSS-
#myCanvas {
border:2px solid;
display:inline-block;
width:500px;
height:400px;
}
http://jsfiddle.net/urielz/3E656/
but I get not accurate circle . How can I make it accurate circle ?
Demo Fiddle
If you just want set the canvas size in CSS, change your code to:
<canvas id="myCanvas"></canvas>
<script>
var canvas = document.getElementById('myCanvas');
var style = window.getComputedStyle(canvas);
if (canvas.getContext) {
canvas.width = parseInt(style.getPropertyValue('width'));
canvas.height = parseInt(style.getPropertyValue('height'));
}
var context = canvas.getContext('2d');
var centerX = canvas.width / 2;
var centerY = canvas.height / 2;
var radius = 30;
context.beginPath();
context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
context.fillStyle = 'blue';
context.fill();
context.lineWidth = 5;
context.strokeStyle = '#003300';
context.stroke();
this.arc(x, y, radius, 0, Math.PI * 2, false);
this.fill();
</script>
You need to set explicitly the size of your canvas, otherwise it will get the default size: 300x150.
you should do something like this
<canvas id="myCanvas" width="500" height="400"></canvas>
or via javascript (before getting the context)
canvas.width = 500;
canvas.height = 400;
var context = canvas.getContext('2d');
You need to set the width of your canvas, like so:
<canvas id="myCanvas" width="500" height="400"></canvas>
Place below code after begin path:
var centerX = canvas.width;
var centerY = canvas.height;
context.arc(centerX*0.5,centerY*0.5,10,0 ,radius, 0, 2 * Math.PI);
Css:
#myCanvas {
border:2px solid;
display:inline-block;
width:600px;
height:300px;
}

Adding alert to canvas faces

I'm currently trying to make so that when you click on one of the happy face you get an alert box which says "thanks for the feed back", but I'm currently not sure to to incoperate that in tho my code! Thanks! Here is the fiddle http://jsfiddle.net/bsjs9/
<html lang="en">
<head>
<meta charset="utf-8" />
<title>SmileMore</title>
</head>
<body>
<h1>
Bring your Charts to life with HTML5 Canvas</h1>
</hgroup>
<p>
Rendering Dynamic charts in JS
</p>
<div class="smile">
<canvas id="myDrawing" width="200" height="200" style="border:1px solid #EEE"></canvas>
<canvas id="canvas" width="200" height="200" style="border:1px solid #EEE"></canvas>
</div>
<script>
var FacePainter = function(canvasName)
{
var canvas = document.getElementById(canvasName);
var ctx = canvas.getContext("2d");
var x = canvas.width / 2;
var y = canvas.height / 2;
var radius = 75;
var startAngle = 0;
var endAngle = 2 * Math.PI;
function drawFace() {
ctx.beginPath();
ctx.arc(x, y, radius, startAngle, endAngle);
ctx.stroke();
ctx.fillStyle = "yellow";
ctx.fill();
}
function drawSmile(startAngle, endAngle)
{
var x = canvas.width / 2;
var y = 150;
var radius = 40;
ctx.beginPath();
ctx.arc(x, y, radius, startAngle * Math.PI, endAngle * Math.PI);
ctx.lineWidth = 7;
// line color
ctx.strokeStyle = 'black';
ctx.stroke();
}
function drawEyes() {
var centerX = 40;
var centerY = 0;
var radius = 10;
// save state
ctx.save();
// translate context so height is 1/3'rd from top of enclosing circle
ctx.translate(canvas.width / 2, canvas.height / 3);
// scale context horizontally by 50%
ctx.scale(.5, 1);
// draw circle which will be stretched into an oval
ctx.beginPath();
ctx.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
// restore to original state
ctx.restore();
// apply styling
ctx.fillStyle = 'black';
ctx.fill();
ctx.lineWidth = 2;
ctx.strokeStyle = 'black';
ctx.stroke();
//left eye
var centerX = -40;
var centerY = 0;
var radius = 10;
// save state
ctx.save();
// translate context so height is 1/3'rd from top of enclosing circle
ctx.translate(canvas.width / 2, canvas.height / 3);
// scale context horizontally by 50%
ctx.scale(.5, 1);
// draw circle which will be stretched into an oval
ctx.beginPath();
ctx.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
// restore to original state
ctx.restore();
// apply styling
ctx.fillStyle = 'black';
ctx.fill();
ctx.lineWidth = 2;
ctx.strokeStyle = 'black';
ctx.stroke();
}
this.drawHappyFace = function() {
drawFace();
drawEyes();
drawSmile(1.1, 1.9);
}
this.drawSadFace = function() {
drawFace();
drawEyes();
drawSmile(1.9, 1.1);
;
}
}
new FacePainter('canvas').drawHappyFace();
new FacePainter('myDrawing').drawSadFace();
</script>
</body>
</html>
</body>
</html>
As an extra assignment I would like to know if anyone knows how to fix the "happy" smile, its kinda way off! Thanks all!
Since you draw the happy face on its own canvas, you can simple put an onclick handler on the canvas.
<canvas id="myDrawing" width="200" height="200" style="border:1px solid #EEE" onclick="alert('thanks');"></canvas>
Regarding the smiles, I added a new ofsy parameter to drawSmile, which offsets the arc origin vertically.
Here is the updated fiddle.
If you only want to show the alert, when the user clicks inside the face, you need to get the click coordinates and hittest it against the circle. You can see this in this fiddle.

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