Creating (and editing) rectangles with Javascript - javascript

I want to create multiple rectangles in my page, but I need to be able to edit their properties later on (color and position).
My html have:
<div id="display-area">
<canvas id="myCanvas">
Your browser does not support the HTML5 canvas tag.
</canvas>
</div>
and my external javascript:
function drawRectangles() {
var i;
var x = 0;
var y = 0;
/* Set the size of canvas */
document.getElementById('myCanvas').setAttribute('width', '600');
document.getElementById('myCanvas').setAttribute('height', '500');
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
context.clearRect(0, 0, canvas.width, canvas.height);
context.strokeStyle = "rgb(0,0,0)";
/* Creates 50 rectangles in random positions and colors */
for (i = 0; i < 50; i++) {
x = Math.floor((Math.random() * 550) + 1);
y = Math.floor((Math.random() * 450) + 1);
context.fillStyle = getRandomColor();
context.strokeRect(x, y, 50, 50);
context.fillRect(x, y, 50, 50);
}
}
I need to access these rectangles, but I'm only able to access the canvas. Is there any way or should I try a different implementation to have access to them?

In order to do this, you will need to keep track of all your rectangles, instead of just drawing random rectangles and then forgetting about them. Once the rectangles are drawn on the canvas, the canvas contains now knowledge of them anymore, only the pixels that resulted.
var rectangleList = [];
/* Creates 50 rectangles in random positions and colors */
for (i = 0; i < 50; i++) {
x = Math.floor((Math.random() * 550) + 1);
y = Math.floor((Math.random() * 450) + 1);
var color = getRandomColor();
// Save the rectangle in a list for later.
rectangleList.push({
x: x,
y: y,
color: color,
});
context.fillStyle = color;
context.strokeRect(x, y, 50, 50);
context.fillRect(x, y, 50, 50);
}
Once you have a list of all the rectangles, any time you change one, you will need to re-render the canvas to update it.
context.clearRect(0, 0, canvas.width, canvas.height);
context.strokeStyle = "rgb(0,0,0)";
for (i = 0; i < rectangleList.length; i++) {
// Iterate through each of the previously remembered rectangles, then re-draw them.
x = rectangleList[i].x;
y = rectangleList[i].y;
var color = rectangleList[i].color;
context.fillStyle = color;
context.strokeRect(x, y, 50, 50);
context.fillRect(x, y, 50, 50);
}

Related

How to add a fade effect to only certain elements on a html canvas

I have a canvas with multiple circles in different colours and I want add a fade out effect only to some circles. The effect is only applicable to the ones in red and green.
The code is as follows
function drawPiece(pieceX, pieceY, color) {
if (color === "rgba(0,0,0,1)" || color === "rgba(255,255,255,1)"){
ctx.beginPath();
ctx.fillStyle = color;
ctx.arc(pieceX, pieceY, 50, 0, 2 * Math.PI, false);
ctx.fill();
ctx.lineWidth = "4";
ctx.strokeStyle = "rgba(0,0,0,1)";
ctx.stroke();
ctx.closePath();
}
else {
ctx.beginPath();
ctx.fillStyle = color;
ctx.arc(pieceX, pieceY, 10, 0, 2 * Math.PI, false);
ctx.fill();
ctx.lineWidth = "4";
ctx.strokeStyle = "rgba(0,0,0,1)";
ctx.stroke();
ctx.closePath();
setTimeout(function(){
var fadeTarget = document.getElementById("canvasGame");
var fadeEffect = setInterval(function () {
if (!fadeTarget.style.opacity) {
fadeTarget.style.opacity = 1;
}
if (fadeTarget.style.opacity > 0) {
fadeTarget.style.opacity -= 0.02;
} else {
clearInterval(fadeEffect);
}
}, 20);
},0.5);
}
}
The fade effect works but it fades out the whole canvas and not the individual circles.
How can I achieve this, that only some elements are faded out.
Thanks in advance
A great canvas 2d resource is MDN's CanvasRenderingContext2D
Animations using canvas.
You will need a render loop if you want to animate canvas content.
The render loop is called 60 times a second, if possible, drawing too much and the rate will drop below 60fps.
The main loop clears the canvas, then draws the animated content, then requests the next frame.
requestAnimationFrame(mainLoop); // request the first frame to start the animation
function mainLoop() {
ctx.globalAlpha = 1; // default to 1 in case there is other content drawn
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height); // clear the canvas
drawContent(); // render the content.
requestAnimationFrame(mainLoop); // request the next frame (in 1/60th second)
}
A function to draw the circle. You can remove the alpha from the color and use globalAlpha to set the transparency.
Math.TAU = Math.PI * 2; // set up 2 PI
function drawCircle(x, y, radius, color, alpha = 1) {
ctx.globalAlpha = alpha;
ctx.fillStyle = color;
ctx.strokeStyle = "#000";
ctx.lineWidth = 4;
ctx.beginPath();
ctx.arc(x, y, radius, 0, Math.TAU);
ctx.fill();
ctx.stroke();
}
Create an object to hold a circle's description and an array to put them in
const circles = [];
function circle(x,y,r = 10, col = "#FFF", alpha = 1) {
return {x, y, r, col, alpha, alphaTarget: alpha};
}
Then in the drawContent function draw the circles one at a time
function drawContent() {
for (const circle of circles) {
if(circle.alpha !== circle.alphaTarget) {
const aStep = circle.alphaTarget - circle.alpha;
const dir = Math.sign(aStep);
circle.alpha += Math.min(Math.abs(aStep), dir * 0.02)) * dir;
}
drawCircle(circle.x, circle.y, circle.r, circle.col, circle.alpha);
}
}
Demo
The demo draws 100 circles each with their own color and alpha. The alpha is randomly selected to fade out and then back in.
You will need a render loop if you want to animate canvas content.
I move the circle so that if a device is to slow to render the content then it will be easier to see the low frame rate.
Math.TAU = Math.PI * 2; // set up 2 PI
Math.rand = (val) => Math.random() * val;
Math.randI = (val) => Math.random() * val | 0;
requestAnimationFrame(mainLoop);
const ctx = canvas.getContext("2d");
const W = canvas.width = innerWidth; // size canvas to page
const H = canvas.height = innerHeight; // size canvas to page
const circleCount = 100;
const circleFadeRate = 0.01; // per 60th second
const circles = [];
const circle = (x,y,r = 10, col = "#FFF", alpha = 1) => ({x, y, r, col, alpha, alphaTarget: alpha});
createCircles();
function createCircles() {
var i = circleCount;
while (i--) {
circles.push(circle(Math.rand(W), Math.rand(H), Math.rand(10) + 10, "#" + Math.randI(0xFFF).toString(16).padStart(3,"0"), 1));
}
circles.sort((a,b) => a.r - b.r); // big drawn last
}
function mainLoop() {
ctx.globalAlpha = 1;
ctx.clearRect(0, 0, W, H);
drawContent();
requestAnimationFrame(mainLoop);
}
function drawCircle(x, y, radius, color, alpha = 1) {
ctx.globalAlpha = alpha;
ctx.fillStyle = color;
ctx.strokeStyle = "#000";
ctx.lineWidth = 2;
ctx.beginPath();
ctx.arc(x, y, radius, 0, Math.TAU);
ctx.fill();
ctx.stroke();
}
function drawContent() {
for (const circle of circles) {
if(circle.alpha !== circle.alphaTarget) {
const aStep = circle.alphaTarget - circle.alpha;
const dir = Math.sign(aStep);
circle.alpha += Math.min(Math.abs(aStep), 0.02) * dir;
} else if(Math.random() < 0.01) {
circle.alphaTarget = circle.alpha < 0.7 ? 1 : Math.random() * 0.4;
}
circle.y += (circle.r - 10) / 5;
circle.y = circle.y > H + circle.r + 2 ? -(circle.r + 2) : circle.y;
drawCircle(circle.x, circle.y, circle.r, circle.col, circle.alpha);
}
}
body {
padding: 0px;
}
canvas {
position: absolute;
top: 0px;
left: 0px;
}
<canvas id="canvas"></canvas>
For more information on the 2D canvas API see the link at top of this answer.
Canvas is a painting surface. Meaning you can't change it after you paint it. You can only clear it, or paint over it. Just like a real painting, you can't change the color of a stroke you've already painted.
So you must clear the canvas and then redraw it all, except this time draw some circles with a different opacity. Just change the last number on those rgba values to be between 0 and 1 to change the opacity.
Store opacity in a variable somewhere:
var circleOpacity = 1;
Change the opacity and then redraw in your interval function:
circleOpactiy -= 0.2;
drawMyCanvas();
Now draw the some pieces with a fillStyle something like:
ctx.fillStyle = shouldBeFaded ? `rgba(0,0,0,${circleOpacity})` : 'rgba(0,0,0,1)'
Alternatively, you could position two canvases absolutely so they are on top of each other and you could fade the top one as you are already doing. That way you won't have to re-render the canvas constantly. If the only thing you want to do is fade some circles, this might be easier. But if you want to anything more complex on that canvas (like render a game of some sort) you'll want to redraw the canvas every frame of animation anyway.

Image filling in polygon using Raphael js or any another js

I am facing the issue on filling the background image within the polygon selected at roof top.
I have successfully created the polygon, now I want that as soon as the image is selected from the number of slides present, that image should get filled within the selected polygon.
I am using Raphael js for doing the same, if possible with any other js then please advise.
Below is the code for testing purpose:
// Creates canvas 320 × 200 at 10, 50
var paper = Raphael(10, 50, 320, 200);
//draw triangle
var t = paper.path("M0 0L250 0L100 100L 0");
// Sets the fill attribute of the circle to red (#f00)
t.attr("fill", "url('http://interlock.renoworks.com/en/data/exterior/Slate/~Interlock-01-SlateRoofing/~swatch1-400.jpg')");
// Sets the stroke attribute of the circle to white
t.attr("stroke", "#f00");
Here is the demo url: http://jsfiddle.net/hxez863d/5/
You can clip a path in HTML5 without a library. Draw on the canvas after to put things in the clip region.
var can = document.getElementById('can');
var ctx = can.getContext('2d');
var noise = makeNoise(300,200);
var squares = makeSquares(300, 200, 10, "#CCCCCC", "#999999");
// Draw background image.
ctx.drawImage(noise, 0, 0);
ctx.save();
//var paper = Raphael(10, 50, 320, 200);
ctx.translate(10, 50);
ctx.save();
//draw triangle
//var t = paper.path("M0 0L250 0L100 100L 0");
clipPath(ctx, [
[0,0],
[250, 0],
[100, 100],
[0, 0]
]);
// Draw with clip.
ctx.drawImage(squares, 0, 0);
ctx.fillRect(90, 70, 30, 30);
ctx.restore(); // <-- removes clip
// Draw without clip.
ctx.fillStyle = "red";
ctx.fillRect(100, 80, 30, 30);
ctx.restore(); // <-- removes translate
function clipPath(ctx, coords) {
ctx.beginPath();
ctx.moveTo(coords[0][0], coords[0][1]);
for (var i = 1; i < coords.length; i++) {
ctx.lineTo(coords[i][0], coords[i][1]);
}
ctx.clip();
}
function makeNoise(w, h) {
var can = document.createElement('canvas');
can.width = w;
can.height = h;
var ctx = can.getContext('2d');
var imageData = ctx.getImageData(0, 0, w, h);
var d = imageData.data;
var len = d.length;
for (var i = 0; i < len; i+=4) {
d[i] = d[i+1] = d[i+2] = Math.floor(Math.random() * 256);
d[i+3] = 255;
}
ctx.putImageData(imageData, 0, 0);
return can;
}
function makeSquares(w, h, size, color1, color2) {
var can = document.createElement('canvas');
var ctx = can.getContext('2d');
can.width = w;
can.height = h;
for (var y = 0; y < h; y+= size) {
for (var x = 0; x < w; x += size*2) {
ctx.fillStyle = color1;
ctx.fillRect(x, y, size, size);
ctx.fillStyle = color2;
ctx.fillRect(x + size, y, size, size);
}
var temp = color1;
color1 = color2;
color2 = temp;
}
return can;
}
<canvas id="can" width="300" height="200"></canvas>

mousemove event not working like expected in Javascript

I have some code below for the start of a snake game that I'm making using HTML5 canvas. For some reason, the red circle that I'm temporarily using to represent my snake is drawing constantly following the path the mouse moves in. and it uses the food as a starting point. Check it out in your browser, because it's really hard to describe. All I want is for the circle to follow the mouse and leave a small trail that ends and doesn't stay on the canvas. How would I go about doing this. Thanks in advance!
<!doctype html>
<html>
<head>
<meta charset="UTF-8" />
<title>Snake 2.0</title>
</head>
<style>
</style>
<body>
<div>
<canvas id="canvas" width=500 height=500></canvas>
</div>
<script type="text/javascript">
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
makeFood();
function makeFood() {
foods = [];
for (var i = 0; i < 1; i++){
foods.push(new Food());
}
}
function Food() {
this.x = Math.random() * canvas.width;
this.y = Math.random() * canvas.height;
this.radius = 10;
}
function drawFood() {
for (var i = 0; i < 1; i++){
foods.push(new Food());
}
for (var i = 0; i < foods.length; i++){
var f = foods[i];
context.beginPath();
var grd = context.createRadialGradient(f.x, f.y, (f.radius - (f.radius - 1)), f.x + 1, f.y + 1, (f.radius));
grd.addColorStop(0, 'red');
grd.addColorStop(1, 'blue');
context.arc(f.x, f.y, f.radius, 0, 2 * Math.PI, true);
context.fillStyle = grd;
context.fill();
}
}
function makePower() {
powers = [];
for (var i = 0; i < 1; i++){
powers.push(new Power());
}
}
function Power() {
this.x = Math.random() * canvas.width;
this.y = Math.random() * canvas.height;
this.radius = 8;
}
function drawPower() {
for (var i = 0; i < powers.length; i++){
var p = powers[i];
context.beginPath();
var grd = context.createRadialGradient(p.x, p.y, (p.radius - (p.radius - 1)), p.x + 1, p.y + 1, (p.radius));
grd.addColorStop(0, 'green');
grd.addColorStop(1, 'yellow');
context.arc(p.x, p.y, p.radius, 0, 2 * Math.PI, true);
context.fillStyle = grd;
context.fill();
}
}
canvas.addEventListener("mousemove", function(event) {
move(event);
});
function move(e) {
context.fillStyle = "black";
context.fillRect(0, 0, canvas.width, canvas.height);
var a = e.clientX;
var b = e.clientY;
context.arc(a, b, 20, 0, 2 * Math.PI, true);
context.fillStyle = "red";
context.fill();
}
context.fillStyle = "black";
context.fillRect(0, 0, canvas.width, canvas.height);
var functions = [drawFood];
var timer = setInterval(function(){
drawFood();
}, 5000);
function stop() {
clearInterval(timer);
}
canvas.addEventListener("click", stop);
//timer = setInterval(start, 1000);
//timer = setInterval(start, 5000);
</script>
</body>
</html>
You could start by adding "context.beginPath();" in your "move" function, before "context.arc(a, b, 20, 0, 2 * Math.PI, true);", line 102-103 in my editor.
function move(e) {
context.fillStyle = "black";
context.fillRect(0, 0, canvas.width, canvas.height);
var a = e.clientX;
var b = e.clientY;
context.beginPath();
context.arc(a, b, 20, 0, 2 * Math.PI, true);
context.fillStyle = "red";
context.fill();
}
Here is the fiddle : http://jsfiddle.net/sd5hh57b/1/
You should store the positions you move along in an array. Then a new timer should revisit those discs and redraw them in a more faded color each time it ticks, until a disc becomes black. Then it should be removed from that array.
Here is fiddle that does that.
The change in the code starts at canvas.addEventListener("mousemove",... and goes like this:
canvas.addEventListener("mousemove", function(event) {
// Replaced move function by drawDisc function,
// which needs coordinates and color intensity
drawDisc(event.clientX, event.clientY, 0xF);
});
// Array to keep track of previous positions, i.e. the trail
var trail = [];
function drawDisc(x, y, red) {
context.beginPath();
context.arc(x, y, 20, 0, 2 * Math.PI, true);
context.fillStyle = '#' + red.toString(16) + '00000';
context.fill();
// If disc is not completely faded out, push it in the trail list
if (red) {
trail.push({x: x, y: y, red: red});
}
}
// New function to regularly redraw the trail
function fadeTrail() {
var discs = trail.length;
// If there is only one disc in the trail, leave it as-is,
// it represents the current position.
if (discs > 1) {
for (var i = discs; i; i--) {
// take "oldest" disc out of the array:
disc = trail.shift();
// and draw it with a more faded color, unless it is
// the current disc, which keeps its color
drawDisc(disc.x, disc.y, disc.red - (i === 1 ? 0 : 1));
}
}
}
// New timer to fade the trail
var timerFade = setInterval(function(){
fadeTrail();
}, 10);
I think the comments will make clear what this does. Note that the colors of the discs go from 0xF00000 to 0xE00000, 0xD00000, ... , 0x000000. Except the current disc, that one keeps its 0xF00000 color all the time.
The other answers are right :
Use beginPath() at each new arc() to create a new Path and avoid context.fill() considers the whole as a single Path.
Use a trail Array to store your last positions to draw the trail.
But, the use of setTimeout and setInterval should be avoided (and even further the use of multiple ones).
Modern browsers do support requestAnimationFrame timing method, and for olders (basically IE9), you can find polyfills quite easily. It has a lot of advantages that I won't enumerate here, read the docs.
Here is a modified version of your code, which uses a requestAnimationFrame loop.
I also created two offscreen canvases to update your foods and powers, this way they won't disappear at each draw. Both will be painted in the draw function.
I changed the mousemove handler so it only updates the trail array, leaving the drawing part in the draw loop. At each call, it will set a moving flag that will let our draw function know that we are moving the mouse. Otherwise, it will start to remove old trail arcs from the Array.
var canvas = document.getElementById("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
var context = canvas.getContext("2d");
// create other contexts (layer like) for your food and powers
var foodContext = canvas.cloneNode(true).getContext('2d');
var pwrContext = canvas.cloneNode(true).getContext('2d');
// a global to tell weither we are moving or not
var moving;
// a global to store our animation requests and to allow us to pause it
var raf;
// an array to store our trail position
var trail = [];
// here we can determine how much of the last position we'll keep at max (can then be updated if we ate some food)
var trailLength = 10;
// your array for the foods
var foods = [];
// a global to store the last time we drawn the food, no more setInterval
var lastDrawnFood = 0;
// start the game
draw();
function makeFood() {
foods.push(new Food());
}
function Food() {
this.x = Math.random() * canvas.width;
this.y = Math.random() * canvas.height;
this.radius = 10;
}
function drawFood() {
// clear the food Canvas (this could be done only if we ate some, avoiding the loop through all our foods at each call of this method)
foodContext.clearRect(0, 0, canvas.width, canvas.height);
foods.push(new Food());
for (var i = 0; i < foods.length; i++) {
var f = foods[i];
// draw on the food context
foodContext.beginPath();
foodContext.arc(f.x, f.y, f.radius, 0, 2 * Math.PI, true);
var foodGrd = foodContext.createRadialGradient(f.x, f.y, (f.radius - (f.radius - 1)), f.x + 1, f.y + 1, (f.radius));
foodGrd.addColorStop(0, 'red');
foodGrd.addColorStop(1, 'blue');
foodContext.fillStyle = foodGrd;
foodContext.fill();
}
}
// I'll let you update this one
function makePower() {
powers = [];
for (var i = 0; i < 1; i++) {
powers.push(new Power());
}
}
function Power() {
this.x = Math.random() * canvas.width;
this.y = Math.random() * canvas.height;
this.radius = 8;
}
function drawPower() {
pwrContext.clearRect(0, 0, canvas.width, canvas.height);
for (var i = 0; i < powers.length; i++) {
var p = powers[i];
var pwrGrd = pwrContext.createRadialGradient(p.x, p.y, (p.radius - (p.radius - 1)), p.x + 1, p.y + 1, (p.radius));
pwrGrd.addColorStop(0, 'green');
pwrGrd.addColorStop(1, 'yellow');
pwrContext.beginPath();
pwrContext.arc(p.x, p.y, p.radius, 0, 2 * Math.PI, true);
pwrContext.fillStyle = pwrGrd;
pwrContext.fill();
}
}
// the event object is already passed, no need for an anonymous function here
canvas.addEventListener("mousemove", move);
function move(e) {
// we paused the game, don't update our position
if (!raf) return;
// update the snake
var a = e.clientX - canvas.offsetLeft;
var b = e.clientY - canvas.offsetTop;
trail.splice(0, 0, {
x: a,
y: b
});
// tell our draw function that we moved
moving = true;
}
function draw(time) {
// our food timer
if (time - lastDrawnFood > 5000) {
lastDrawnFood = time;
drawFood();
}
// clear the canvas
context.fillStyle = "black";
context.fillRect(0, 0, canvas.width, canvas.height);
// draw the food
context.drawImage(foodContext.canvas, 0, 0);
// draw the power
context.drawImage(pwrContext.canvas, 0, 0);
//draw the snake
for (var i = 0; i < trail.length; i++) {
// decrease the opacity
opacity = 1 - (i / trail.length);
context.fillStyle = "rgba(255, 0,0," + opacity + ")";
// don't forget to create a new Path for each circle
context.beginPath();
context.arc(trail[i].x, trail[i].y, 20, 0, 2 * Math.PI, true);
context.fill();
}
// if we're not moving or if our trail is too long
if ((!moving || trail.length > trailLength) && trail.length > 1)
// remove the oldest trail circle
trail.pop();
// we're not moving anymore
moving = false;
// update the animation request
raf = requestAnimationFrame(draw);
}
context.fillStyle = "black";
context.fillRect(0, 0, canvas.width, canvas.height);
function toggleStop() {
if (!raf) {
// restart the animation
raf = window.requestAnimationFrame(draw);
} else {
// cancel the next call
cancelAnimationFrame(raf);
raf = 0;
}
}
canvas.addEventListener("click", toggleStop);
html, body{margin:0;}
<canvas id="canvas" width=500 height=500></canvas>

Update HTML5 canvas rectangle on hover?

I've got some code which draws a rectangle on a canvas, but I want that rectangle to change color when I hover the mouse over it.
The problem is after I've drawn the rectangle I'm not sure how I select it again to make the adjustment.
What I want to do:
var c=document.getElementById("myCanvas");
var ctx=c.getContext("2d");
ctx.rect(20,20,150,100);
ctx.stroke();
$('c.[rectangle]').hover(function(this){
this.fillStyle = 'red';
this.fill();
});
You can't do this out-of-the-box with canvas. Canvas is just a bitmap, so the hover logic has to be implemented manually.
Here is how:
Store all the rectangles you want as simple object
For each mouse move on the canvas element:
Get mouse position
Iterate through the list of objects
use isPointInPath() to detect a "hover"
Redraw both states
Example
var canvas = document.querySelector("canvas"),
ctx = canvas.getContext("2d"),
rects = [
{x: 10, y: 10, w: 200, h: 50},
{x: 50, y: 70, w: 150, h: 30} // etc.
], i = 0, r;
// render initial rects.
while(r = rects[i++]) ctx.rect(r.x, r.y, r.w, r.h);
ctx.fillStyle = "blue"; ctx.fill();
canvas.onmousemove = function(e) {
// important: correct mouse position:
var rect = this.getBoundingClientRect(),
x = e.clientX - rect.left,
y = e.clientY - rect.top,
i = 0, r;
ctx.clearRect(0, 0, canvas.width, canvas.height); // for demo
while(r = rects[i++]) {
// add a single rect to path:
ctx.beginPath();
ctx.rect(r.x, r.y, r.w, r.h);
// check if we hover it, fill red, if not fill it blue
ctx.fillStyle = ctx.isPointInPath(x, y) ? "red" : "blue";
ctx.fill();
}
};
<canvas/>
This is a stable code in base of #K3N answer. The basic problem of his code is because when one box is over the another the two may get mouse hover at same time. My answer perfectly solves that adding a 'DESC' to 'ASC' loop.
var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d");
var map = [
{x: 20, y: 20, w: 60, h: 60},
{x: 30, y: 50, w: 76, h: 60}
];
var hover = false, id;
var _i, _b;
function renderMap() {
for(_i = 0; _b = map[_i]; _i ++) {
ctx.fillStyle = (hover && id === _i) ? "red" : "blue";
ctx.fillRect(_b.x, _b.y, _b.w, _b.h);
}
}
// Render everything
renderMap();
canvas.onmousemove = function(e) {
// Get the current mouse position
var r = canvas.getBoundingClientRect(),
x = e.clientX - r.left, y = e.clientY - r.top;
hover = false;
ctx.clearRect(0, 0, canvas.width, canvas.height);
for(var i = map.length - 1, b; b = map[i]; i--) {
if(x >= b.x && x <= b.x + b.w &&
y >= b.y && y <= b.y + b.h) {
// The mouse honestly hits the rect
hover = true;
id = i;
break;
}
}
// Draw the rectangles by Z (ASC)
renderMap();
}
<canvas id="canvas"></canvas>
You may have to track the mouse on the canvas using JavaScript and see when it is over your rectangle and change the color then. See code below from my blog post
<!DOCTYPE html>
<html>
<body>
<canvas id="myCanvas" width="700" height="500" style="border:1px solid #c3c3c3;">
Your browser does not support the HTML5 canvas tag.
</canvas>
<script>
var myRect={x:150, y:75, w:50, h:50, color:"red"};
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
ctx.fillStyle = myRect.color;
ctx.fillRect(myRect.x, myRect.y, myRect.w, myRect.h);
c.addEventListener("mousemove", function(e){
if ((e.clientX>=myRect.x)&(e.clientX<=myRect.x+myRect.w)&(e.clientY>=myRect.y)&(e.clientY<=myRect.y+myRect.h)){
myRect.color = "green";}
else{
myRect.color = "red";}
updateCanvas();
}, false);
function updateCanvas(){
ctx.fillStyle = myRect.color;
ctx.fillRect(myRect.x, myRect.y, myRect.w, myRect.h);
}
</script>
</body>
</html>
I believe this is a slightly more in-depth answer that would work better for you, especially if you are interested in game design with the canvas element.
The main reason this would work better for you is because it focuses more on an OOP (object orientated programming) approach. This allows for objects to be defined, tracked and altered at a later time via some event or circumstance. It also allows for easy scaling of your code and in my opinion is just more readable and organized.
Essentially what you have here is two shapes colliding. The cursor and the individual point / object it hovers over. With basic squares, rectangles or circles this isn't too bad. But, if you are comparing two more unique shapes, you'll need to read up more on Separating Axis Theorem (SAT) and other collision techniques. At that point optimizing and performance will become a concern, but for now I think this is the optimal approach.
const canvas = document.querySelector('canvas');
const ctx = canvas.getContext('2d');
const width = canvas.width = window.innerWidth;
const height = canvas.height = window.innerHeight;
const cx = width / 2;
const cy = height / 2;
const twoPie = Math.PI * 2;
const points = []; // This will be the array we store our hover points in later
class Point {
constructor(x, y, r) {
this.x = x;
this.y = y;
this.r = r || 0;
}
}
class HoverPoint extends Point {
constructor(x, y, r, color, hoverColor) {
super(x, y, r);
this.color = color;
this.hoverColor = hoverColor;
this.hovered = false;
this.path = new Path2D();
}
draw() {
this.hovered ? ctx.fillStyle = this.hoverColor : ctx.fillStyle = this.color;
this.path.arc(this.x, this.y, this.r, 0, twoPie);
ctx.fill(this.path);
}
}
class Cursor extends Point {
constructor(x, y, r) {
super(x, y, r);
}
collisionCheck(points) {
// This is the method that will be called during the animate function that
// will check the cursors position against each of our objects in the points array.
document.body.style.cursor = "default";
points.forEach(point => {
point.hovered = false;
if (ctx.isPointInPath(point.path, this.x, this.y)) {
document.body.style.cursor = "pointer";
point.hovered = true;
}
});
}
}
function createPoints() {
// Create your points and add them to the points array.
points.push(new HoverPoint(cx, cy, 100, 'red', 'coral'));
points.push(new HoverPoint(cx + 250, cy - 100, 50, 'teal', 'skyBlue'));
// ....
}
function update() {
ctx.clearRect(0, 0, width, height);
points.forEach(point => point.draw());
}
function animate(e) {
const cursor = new Cursor(e.offsetX, e.offsetY);
update();
cursor.collisionCheck(points);
}
createPoints();
update();
canvas.onmousemove = animate;
There is one more thing that I would like to suggest. I haven't done tests on this yet but I suspect that using some simple trigonometry to detect if our circular objects collide would preform better over the ctx.IsPointInPath() method.
However if you are using more complex paths and shapes, then the ctx.IsPointInPath() method would most likely be the way to go. if not some other more extensive form of collision detection as I mentioned earlier.
The resulting change would look like this...
class Cursor extends Point {
constructor(x, y, r) {
super(x, y, r);
}
collisionCheck(points) {
document.body.style.cursor = "default";
points.forEach(point => {
let dx = point.x - this.x;
let dy = point.y - this.y;
let distance = Math.hypot(dx, dy);
let dr = point.r + this.r;
point.hovered = false;
// If the distance between the two objects is less then their combined radius
// then they must be touching.
if (distance < dr) {
document.body.style.cursor = "pointer";
point.hovered = true;
}
});
}
}
here is a link containing examples an other links related to collision detection
I hope you can see how easily something like this can be modified and used in games and whatever else. Hope this helps.
Below code adds shadow to canvas circle on hovering it.
<html>
<body>
<canvas id="myCanvas" width="1000" height="500" style="border:1px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.</canvas>
</body>
<script>
var canvas = document.getElementById("myCanvas"),
ctx = canvas.getContext("2d"),
circle = [{
x: 60,
y: 50,
r: 40,
},
{
x: 100,
y: 150,
r: 50,
} // etc.
];
// render initial rects.
for (var i = 0; i < circle.length; i++) {
ctx.beginPath();
ctx.arc(circle[i].x, circle[i].y, circle[i].r, 0, 2 * Math.PI);
ctx.fillStyle = "blue";
ctx.fill();
}
canvas.onmousemove = function(e) {
var x = e.pageX,
y = e.pageY,
i = 0,
r;
ctx.clearRect(0, 0, canvas.width, canvas.height);
for (let i = 0; i < circle.length; i++) {
if ((x > circle[i].x - circle[i].r) && (y > circle[i].y - circle[i].r) && (x < circle[i].x + circle[i].r) && (y < circle[i].y + circle[i].r)) {
ctx.beginPath();
ctx.arc(circle[i].x, circle[i].y, circle[i].r, 0, 2 * Math.PI);
ctx.fillStyle = "blue";
ctx.fill();
ctx.shadowBlur = 10;
ctx.lineWidth = 3;
ctx.strokeStyle = 'rgb(255,255,255)';
ctx.shadowColor = 'grey';
ctx.stroke();
ctx.shadowColor = 'white';
ctx.shadowBlur = 0;
} else {
ctx.beginPath();
ctx.arc(circle[i].x, circle[i].y, circle[i].r, 0, 2 * Math.PI);
ctx.fillStyle = "blue";
ctx.fill();
ctx.shadowColor = 'white';
ctx.shadowBlur = 0;
}
}
};
</script>
</html>
I know this is old, but I am surprised no one has mentioned JCanvas. It adds to the simplicity of animating canvas on events. More documentation here https://projects.calebevans.me/jcanvas/docs/mouseEvents/
<html lang="en">
<head>
<!-- css and other -->
</head>
<body onload="draw();">
<canvas id = "canvas" width="500" height="500" style= border:1px solid #000000;"> </canvas>
<script>
function draw() {
$('canvas').drawRect({
layer: true,
fillStyle:'#333',
x:100, y: 200,
width: 600,
height: 400,
mouseover: function(layer) {
$(this).animateLayer(layer, {
fillStyle: 'green'
}, 1000, 'swing');
}
});
}
<script src="https://code.jquery.com/jquery-3.3.1.min.js" crossorigin="anonymous"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/jcanvas/21.0.1/jcanvas.js" crossorigin="anonymous"></script>
</body>
</html>
Consider this following code:
var c=document.getElementById("myCanvas");
var ctx=c.getContext("2d");
ctx.rect(20,20,150,100);
ctx.stroke();
c.addEventListener("mouseover", doMouseOver, false);//added event to canvas
function doMouseOver(e){
ctx.fillStyle = 'red';
ctx.fill();
}
DEMO
You could use canvas.addEventListener
var canvas = document.getElementById('canvas0');
canvas.addEventListener('mouseover', function() { /*your code*/ }, false);
It worked on google chrome
var c=document.getElementById("myCanvas");
var ctx=c.getContext("2d");
ctx.rect(20,20,150,100);
ctx.stroke();
$(c).hover(function(e){
ctx.fillStyle = 'red';
ctx.fill();
});
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
<canvas id="myCanvas"/>

Animation loop and scaling

Well I've got a few question to ask! Firstly What this code is doing is creating and drawing snowflakes with unique density which will all fall at a different rate. My first question is how do i make this loop continuous?
Secondly, I've translated my origin point(0,0) to the middle of the canvas (it was part of the criteria). I've now got this issue in which that when the snowfall is called it will either be drawn on the left side of the screen or the right, not both. How do i solve this?
Finally i know when doing animations that you have to clear the canvas after each re-drawing, however i haven't added this in and yet it still works fine?
//Check to see if the browser supports
//the addEventListener function
if(window.addEventListener)
{
window.addEventListener
(
'load', //this is the load event
onLoad, //this is the evemnt handler we going to write
false //useCapture boolen value
);
}
//the window load event handler
function onLoad(Xi, Yy) {
var canvas, context,treeObj, H, W, mp;
Xi = 0;
Yy = 0;
mp = 100;
canvas = document.getElementById('canvas');
context = canvas.getContext('2d');
W = window.innerWidth;
H = window.innerHeight;
canvas.width = W;
canvas.height = H;
context.translate(W/2, H/2);
var particles = [];
for(var i = 0; i < mp; i++) {
particles.push({
x: Math.random()*-W, //x
y: Math.random()*-H, //y
r: Math.random()*6+2, //radius
d: Math.random()* mp // density
})
}
treeObj = new Array();
var tree = new TTree(Xi, Yy);
treeObj.push(tree);
function drawCenterPot(){
context.beginPath();
context.lineWidth = "1";
context.strokeStyle = "Red";
context.moveTo(0,0);
context.lineTo(0,-H);
context.lineTo(0, H);
context.lineTo(-W, 0);
context.lineTo(W,0);
context.stroke();
context.closePath();
}
function drawMountain() {
context.beginPath();
context.fillStyle = "#FFFAF0";
context.lineWidth = "10";
context.strokeStyle = "Black";
context.moveTo(H,W);
context.bezierCurveTo(-H*10,W,H,W,H,W);
context.stroke();
context.fill();
}
function drawSky() {
var linearGrad = context.createLinearGradient(-100,-300, W/2,H);
linearGrad.addColorStop(0, "#000000");
linearGrad.addColorStop(1, "#004CB3");
context.beginPath();
context.fillStyle = linearGrad;
context.fillRect(-W/2, -H/2, W, H);
context.stroke();
context.fill();
drawMountain();
drawCenterPot();
}
function drawSnow(){
context.fillStyle = "White";
context.beginPath();
for(i = 0; i<mp; i++)
{
var p = particles[i];
context.moveTo(p.x,p.y);
context.arc(p.x, p.y, p.r, Math.PI*2, false);
}
context.fill();
}
function update() {
var angle = 0;
angle+=0.1;
for(var i=0; i<mp; i++) {
var p = particles[i];
p.x += Math.sin(angle) * 2;
p.y += Math.cos(angle+p.d) + 1 * p.r;
}
drawSky();
drawSnow();
draw();
}
function draw() {
for(var i =0; i < treeObj.length; i++)
{
context.save();
context.translate(Xi-H,Yy-W);
context.scale(1, 1);
treeObj[0].draw(context);
context.restore();
}
}
setInterval(update, 33);
}
About your animation:
What's happening is your flakes are falling out of view below the bottom of the canvas.
So when any flake's p.y+p.r > canvas.height you could:
destroy that flake and (optionally) add another falling from above the canvas
or
"recycle" that flake by changing its p.y to above the canvas.
About your design working without context.clearRect:
In your design, when you fill the whole canvas with "sky", you are effectively clearing the canvas.
About your flakes only falling on half the screen:
Instead of translating to mid-screen:
Don't translate at all and let p.x be any Math.random()*canvas.width

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