I made a simple game in HTML that basically draws a sprite inside a canvas box and allows me to move it around via the arrow keys. But for some reason when I put boundaries on the sprite so that it won't leave the canvas, it didn't work out so well.
Here is an image of the sprite in the canvas (the canvas is the box in which the yellow sprite is inside of)
The sprite does have boundaries, at which it can't go further, but I wanted them to be AT the canvas lines. Right now it's constrained to some invisible box WITHIN the canvas. But nothing I see in the code is justifying my error. What am I doing wrong?
Here's the code:
// JavaScript Document
var canvasWidth = 800;
var canvasHeight = 600;
$('#gameCanvas').attr('width', canvasWidth);
$('#gameCanvas').attr('height', canvasHeight);
var keysDown = {};
$('body').bind('keydown', function(e){
keysDown[e.which] = true;
});
$('body').bind('keyup', function(e){
keysDown[e.which] = false;
});
var canvas = $('#gameCanvas')[0].getContext('2d');
var FPS = 30;
var image = new Image();
image.src = "ship.png";
var playerX = (canvasWidth/2) - (image.width/2);
var playerY = (canvasHeight/2) - (image.height/2);
setInterval(function() {
update();
draw();
}, 1000/FPS);
function update(){
if(keysDown[37]){
playerX -= 10;
}
if(keysDown[38]){
playerY -= 10;
}
if(keysDown[39]){
playerX += 10;
}
if(keysDown[40]){
playerY += 10;
}
playerX = clamp(playerX, 0, canvasWidth - image.width);
playerY = clamp(playerY, 0, canvasHeight - image.height);
}
function draw() {
canvas.clearRect(0,0, canvasWidth, canvasHeight);
canvas.strokeRect(0, 0, canvasWidth, canvasHeight);
canvas.drawImage(image, playerX, playerY);
}
function clamp(x, min, max){
return x < min ? min : (x > max ? max : x);
}
A bit confused by the perceived error so here is a crack at it.
Live Demo
What I did was added a load event listener for the image to make sure its fully loaded before starting the update,
image.addEventListener('load', function () {
update();
});
Notice I just call update, and your update function calls draw, then the end of draw() calls requestAnimationFrame(update)
Always use requestAnimationFrame to do animations rather than intervals. You should notice it acting much smoother now.
I also added a bounding box around the image so you can see the boundaries. However if your issue is you want the image itself to go up against the borders of the canvas you just need to crop your image resource.
You can also do that with drawImage
Live Demo Cropped
Just use all 9 parameters of drawImage like so
drawImage(image, sourceX, sourceY, sourceWidth, sourceHeight,
destX, destY, destWidth, destHeight)
so to crop it you could do
var cropX = 80,
cropY = 20;
canvas.drawImage(image,
cropX, cropY, image.width-cropX, image.height-cropY,
playerX, playerY,image.width-cropX,image.height-cropY);
And it will draw the cropped image instead now.
One more suggestion is not to use jQuery for this, you don't need it you can select your canvas element without it using getElementById or querySelectorAll you can also bind your events using addEventListener
Code in its entirety.
// JavaScript Document
var canvasWidth = 800;
var canvasHeight = 600;
$('#gameCanvas').attr('width', canvasWidth);
$('#gameCanvas').attr('height', canvasHeight);
var keysDown = {};
$('body').bind('keydown', function (e) {
keysDown[e.which] = true;
});
$('body').bind('keyup', function (e) {
keysDown[e.which] = false;
});
var canvas = $('#gameCanvas')[0].getContext('2d');
var FPS = 30;
var image = new Image();
image.crossOrigin = "Anonymous";
image.src = "http://i.imgur.com/LfcwdP7.gif";
image.addEventListener('load', function () {
update();
});
var playerX = (canvasWidth / 2) - (image.width / 2);
var playerY = (canvasHeight / 2) - (image.height / 2);
function update() {
if (keysDown[37]) {
playerX -= 10;
}
if (keysDown[38]) {
playerY -= 10;
}
if (keysDown[39]) {
playerX += 10;
}
if (keysDown[40]) {
playerY += 10;
}
playerX = clamp(playerX, 0, canvasWidth - image.width);
playerY = clamp(playerY, 0, canvasHeight - image.height);
draw();
}
function draw() {
canvas.clearRect(0, 0, canvasWidth, canvasHeight);
canvas.strokeRect(0, 0, canvasWidth, canvasHeight);
canvas.strokeRect(playerX, playerY, image.width, image.height);
canvas.drawImage(image, playerX, playerY);
requestAnimationFrame(update);
}
function clamp(x, min, max) {
return x < min ? min : (x > max ? max : x);
}
Your code is working perfectly. The image IS touching the boundaries and doesn't go beyond. Maybe I didn't understand your problem, so please comment to clarify what you need.
The demo on jsfiddle below:
http://jsfiddle.net/8x5yv233/
Note: I think you need to wait for picture to load, before doing anything. Something like that:
var image = new Image();
image.onload = function () {
setInterval(function () {
update();
draw();
}, 1000/FPS);
}
image.src = 'yourpic.png';
Related
Currently, I have a canvas which is the width and height of your browser. Using this code:
var requestAnimationFrame = window.requestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.msRequestAnimationFrame;
var canvas = document.getElementById("canvas");
var width = window.innerWidth;
var height = window.innerHeight;
var circle = canvas.getContext("2d");
canvas.width = width;
canvas.height = height;
for(var i = 0; i < numofcirc; i++)
{
name = "circleno" + i;
var name = new Array(3);
name = [height, rndwidth, rndradius, vel]
circles[i] = name;
}
var vel = 2;
var circles = [];
var numofcirc = 1;
var name;
function DrawCircle()
{
rndwidth = Math.floor((Math.random() * width) + 1);
height = height - 13;
rndradius = Math.floor((Math.random() * 15) + 5);
circle.beginPath();
circle.arc(rndwidth, height, rndradius, 0, 2*Math.PI);
circle.fillStyle = "white";
circle.fill();
circle.translate(0,6);
}
function Move()
{
circle.translate(0,6);
requestAnimationFrame(Move);
}
Move();
DrawCircle();
I am able to create a circle placed randomly at the bottom of your screen. The bit of the code that isn't working is this:
function Move()
{
circle.translate(0,6);
requestAnimationFrame(Move);
}
Fireworks();
When DrawCircle(); is called, the circle is drawn on the canvas. Then Move(); is called. Becuase it uses requestAnimationFrame the function Move(); repeats over and over again. I want this code to move that circle drawn ealier up by 6, so it looks like the circle moving up.
If I add the circle.translate(0,6); to the DrawCircle(); function and change the DrawCircle(); function to this:
function DrawCircle()
{
rndwidth = Math.floor((Math.random() * width) + 1);
height = height - 13;
rndradius = Math.floor((Math.random() * 15) + 5);
circle.beginPath();
circle.arc(rndwidth, height, rndradius, 0, 2*Math.PI);
circle.fillStyle = "white";
circle.fill();
circle.translate(0,6);
requestAnimationFrame(Move);
}
DrawCircle();
then it keeps on drawing rows of circles across the screen which are all separated by 6.
Is there any way I can just make one single circle move up on your screen when it is drawn?
Thank you for you help #HelderSepu !
You should look at examples and build from that...
Here is one simple case:
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
canvas.width = canvas.height = 170;
var circles = []
circles.push({color:"red", x:120, y:120, r:15, speed:{x: 0, y: -0.5}})
circles.push({color:"blue", x:80, y:120, r:20, speed:{x: -0.5, y: -2.5}})
circles.push({color:"green", x:40, y:120, r:5, speed:{x: -1.5, y: -1.0}})
function DrawCircle() {
context.clearRect(0, 0, canvas.width, canvas.height);
circles.forEach(function(c) {
c.x += c.speed.x;
c.y += c.speed.y;
context.beginPath();
context.arc(c.x, c.y, c.r, 0, 2 * Math.PI);
context.fillStyle = c.color;
context.fill();
if (c.x + c.r < 0) c.x = canvas.width + c.r
if (c.y + c.r < 0) c.y = canvas.height + c.r
});
window.requestAnimationFrame(DrawCircle);
}
DrawCircle();
<canvas id="canvas"></canvas>
But if you are going to do a lot more animations you should consider using a game engine, there are a lot of great open source ones:
https://github.com/collections/javascript-game-engines
Since you're getting a sequence of circles, it looks like you're not clearing the canvas when a frame is drawn. Simply draw a white rectangle that fills the canvas whenever a new frame is requested, then draw your circle.
The method you provide as an argument to requestAnimationFrame is responsible for drawing a complete image on the canvas which replaces whatever was there during the previous frame.
I am new to Canvas and want to loop background Image in the below smoke effect. On searching, I have found an example that how we can loop background Image in canvas Link to looping animation so I tried integrating the looping code with the smoke effect but no success. Any help will be appreciated.
// Create an array to store our particles
var particles = [];
// The amount of particles to render
var particleCount = 60;
// The maximum velocity in each direction
var maxVelocity = 2;
// The target frames per second (how often do we want to update / redraw the scene)
var targetFPS = 33;
// Set the dimensions of the canvas as variables so they can be used.
var canvasWidth = window.innerWidth;
var canvasHeight = window.innerHeight;
// borders for particles on top and bottom
var borderTop = 0.01 * canvasHeight;
var borderBottom = 0.99 * canvasHeight;
// Create an image object (only need one instance)
var imageObj = new Image();
var looping = false;
var totalSeconds = 0;
// Once the image has been downloaded then set the image on all of the particles
imageObj.onload = function() {
particles.forEach(function(particle) {
particle.setImage(imageObj);
});
};
// Once the callback is arranged then set the source of the image
imageObj.src = "https://image.ibb.co/fdpeJF/Smoke.png";
// A function to create a particle object.
function Particle(context) {
// Set the initial x and y positions
this.x = 0;
this.y = 0;
// Set the initial velocity
this.xVelocity = 0;
this.yVelocity = 0;
// Set the radius
this.radius = 5;
// Store the context which will be used to draw the particle
this.context = context;
// The function to draw the particle on the canvas.
this.draw = function() {
// If an image is set draw it
if (this.image) {
this.context.drawImage(this.image, this.x - 128, this.y - 128);
// If the image is being rendered do not draw the circle so break out of the draw function
return;
}
// Draw the circle as before, with the addition of using the position and the radius from this object.
this.context.beginPath();
this.context.arc(this.x, this.y, this.radius, 0, 2 * Math.PI, false);
this.context.fillStyle = "rgba(0, 255, 255, 1)";
this.context.fill();
this.context.closePath();
};
// Update the particle.
this.update = function() {
// Update the position of the particle with the addition of the velocity.
this.x += this.xVelocity;
this.y += this.yVelocity;
// Check if has crossed the right edge
if (this.x >= canvasWidth) {
this.xVelocity = -this.xVelocity;
this.x = canvasWidth;
}
// Check if has crossed the left edge
else if (this.x <= 0) {
this.xVelocity = -this.xVelocity;
this.x = 0;
}
// Check if has crossed the bottom edge
if (this.y >= borderBottom) {
this.yVelocity = -this.yVelocity;
this.y = borderBottom;
}
// Check if has crossed the top edge
else if (this.y <= borderTop) {
this.yVelocity = -this.yVelocity;
this.y = borderTop;
}
};
// A function to set the position of the particle.
this.setPosition = function(x, y) {
this.x = x;
this.y = y;
};
// Function to set the velocity.
this.setVelocity = function(x, y) {
this.xVelocity = x;
this.yVelocity = y;
};
this.setImage = function(image) {
this.image = image;
};
}
// A function to generate a random number between 2 values
function generateRandom(min, max) {
return Math.random() * (max - min) + min;
}
// The canvas context if it is defined.
var context;
// Initialise the scene and set the context if possible
function init() {
var canvas = document.getElementById('myCanvas');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
if (canvas.getContext) {
// Set the context variable so it can be re-used
context = canvas.getContext('2d');
// Create the particles and set their initial positions and velocities
for (var i = 0; i < particleCount; ++i) {
var particle = new Particle(context);
// Set the position to be inside the canvas bounds
particle.setPosition(generateRandom(0, canvasWidth), generateRandom(borderTop, borderBottom));
// Set the initial velocity to be either random and either negative or positive
particle.setVelocity(generateRandom(-maxVelocity, maxVelocity), generateRandom(-maxVelocity, maxVelocity));
particles.push(particle);
context.clearRect(0, 0, canvas.width, canvas.height);
}
} else {
alert("Please use a modern browser");
}
}
// The function to draw the scene
function draw() {
// background image
context.globalAlpha = 1;
context.globalCompositeOperation = 'source-over';
context.drawImage(backImg, 0, 0, canvasWidth, canvasHeight);
context.fillStyle = "rgba(255,255,255, .5)";
context.fillRect(0, 0, canvasWidth, canvasHeight);
context.globalAlpha = 0.75;
context.globalCompositeOperation = 'soft-lights';
// Fog layer
// Go through all of the particles and draw them.
particles.forEach(function(particle) {
particle.draw();
});
}
// Update the scene
function update() {
particles.forEach(function(particle) {
particle.update();
});
}
// Initialize the scene
init();
backImg = new Image();
backImg.src = 'https://image.ibb.co/cTOOdF/e2VZQY.jpg';
// If the context is set then we can draw the scene (if not then the browser does not support canvas)
if (context) {
setInterval(function() {
// Update the scene befoe drawing
update();
// Draw the scene
draw();
}, 1000 / targetFPS);
}
<canvas id="myCanvas" ></canvas>
I just added a few lines. Hopefully you can spot them. I commented everything I added.
// Create an array to store our particles
var particles = [];
// The amount of particles to render
var particleCount = 60;
// The maximum velocity in each direction
var maxVelocity = 2;
// The target frames per second (how often do we want to update / redraw the scene)
var targetFPS = 33;
// Set the dimensions of the canvas as variables so they can be used.
var canvasWidth = window.innerWidth;
var canvasHeight = window.innerHeight;
// borders for particles on top and bottom
var borderTop = 0.01 * canvasHeight;
var borderBottom = 0.99 * canvasHeight;
// Create an image object (only need one instance)
var imageObj = new Image();
// x position of scrolling image
var imageX = 0;
var looping = false;
var totalSeconds = 0;
// Once the image has been downloaded then set the image on all of the particles
imageObj.onload = function() {
particles.forEach(function(particle) {
particle.setImage(imageObj);
});
};
// Once the callback is arranged then set the source of the image
imageObj.src = "https://image.ibb.co/fdpeJF/Smoke.png";
// A function to create a particle object.
function Particle(context) {
// Set the initial x and y positions
this.x = 0;
this.y = 0;
// Set the initial velocity
this.xVelocity = 0;
this.yVelocity = 0;
// Set the radius
this.radius = 5;
// Store the context which will be used to draw the particle
this.context = context;
// The function to draw the particle on the canvas.
this.draw = function() {
// If an image is set draw it
if (this.image) {
this.context.drawImage(this.image, this.x - 128, this.y - 128);
// If the image is being rendered do not draw the circle so break out of the draw function
return;
}
// Draw the circle as before, with the addition of using the position and the radius from this object.
this.context.beginPath();
this.context.arc(this.x, this.y, this.radius, 0, 2 * Math.PI, false);
this.context.fillStyle = "rgba(0, 255, 255, 1)";
this.context.fill();
this.context.closePath();
};
// Update the particle.
this.update = function() {
// Update the position of the particle with the addition of the velocity.
this.x += this.xVelocity;
this.y += this.yVelocity;
// Check if has crossed the right edge
if (this.x >= canvasWidth) {
this.xVelocity = -this.xVelocity;
this.x = canvasWidth;
}
// Check if has crossed the left edge
else if (this.x <= 0) {
this.xVelocity = -this.xVelocity;
this.x = 0;
}
// Check if has crossed the bottom edge
if (this.y >= borderBottom) {
this.yVelocity = -this.yVelocity;
this.y = borderBottom;
}
// Check if has crossed the top edge
else if (this.y <= borderTop) {
this.yVelocity = -this.yVelocity;
this.y = borderTop;
}
};
// A function to set the position of the particle.
this.setPosition = function(x, y) {
this.x = x;
this.y = y;
};
// Function to set the velocity.
this.setVelocity = function(x, y) {
this.xVelocity = x;
this.yVelocity = y;
};
this.setImage = function(image) {
this.image = image;
};
}
// A function to generate a random number between 2 values
function generateRandom(min, max) {
return Math.random() * (max - min) + min;
}
// The canvas context if it is defined.
var context;
// Initialise the scene and set the context if possible
function init() {
var canvas = document.getElementById('myCanvas');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
if (canvas.getContext) {
// Set the context variable so it can be re-used
context = canvas.getContext('2d');
// Create the particles and set their initial positions and velocities
for (var i = 0; i < particleCount; ++i) {
var particle = new Particle(context);
// Set the position to be inside the canvas bounds
particle.setPosition(generateRandom(0, canvasWidth), generateRandom(borderTop, borderBottom));
// Set the initial velocity to be either random and either negative or positive
particle.setVelocity(generateRandom(-maxVelocity, maxVelocity), generateRandom(-maxVelocity, maxVelocity));
particles.push(particle);
context.clearRect(0, 0, canvas.width, canvas.height);
}
} else {
alert("Please use a modern browser");
}
}
// The function to draw the scene
function draw() {
// background image
context.globalAlpha = 1;
context.globalCompositeOperation = 'source-over';
// draw twice to cover wrap around
context.drawImage(backImg, imageX, 0, canvasWidth, canvasHeight);
context.drawImage(backImg, imageX + canvasWidth, 0, canvasWidth, canvasHeight);
context.fillStyle = "rgba(255,255,255, .5)";
context.fillRect(0, 0, canvasWidth, canvasHeight);
context.globalAlpha = 0.75;
context.globalCompositeOperation = 'soft-light';
// Fog layer
// Go through all of the particles and draw them.
particles.forEach(function(particle) {
particle.draw();
});
}
// Update the scene
function update() {
// incrementally change image position of background to scroll left
imageX -= maxVelocity;
if (imageX < -canvasWidth) {
imageX += canvasWidth;
}
particles.forEach(function(particle) {
particle.update();
});
}
// Initialize the scene
init();
backImg = new Image();
backImg.src = 'https://image.ibb.co/cTOOdF/e2VZQY.jpg';
// If the context is set then we can draw the scene (if not then the browser does not support canvas)
if (context) {
setInterval(function() {
// Update the scene befoe drawing
update();
// Draw the scene
draw();
}, 1000 / targetFPS);
}
<canvas id="myCanvas"></canvas>
Just to add to the answer given some additional improvements to the code structure.
Use requestAnimationFrame to call render calls.
Don't expose properties of objects if not needed.
Don't use forEach iteration in time critical code. Use for loops.
Use constants where ever possible.
Comments that state the obvious are just noise in the source code making it harder to read. Limit comment to abstracts that may not be obvious to another programmer reading the code.
eg
// If an image is set draw it
if (this.image) {
Really is that comment of any use to anyone. Comments should help not degrade the readability of code.
Also the original code tried to set the global composite operations to soft-lights this is not a know operation. I corrected it to soft-light which can on some machines, be a very slow render operation. It may pay to selected another operation for machines that are slow. This can be done by simply monitoring the render time of particles and switching operation type is too slow.
A quick rewrite of the OP's code.
const particles = [];
const particleCount = 60;
const maxVelocity = 2;
var canvasWidth = innerWidth;
var canvasHeight = innerHeight;
var borderTop = 0.01 * canvasHeight;
var borderBottom = 0.99 * canvasHeight;
var ctx;
const backgroundColor = "rgba(255,255,255, .5)";
const backgroundSpeed = -0.1;
var looping = false;
var totalSeconds = 0;
var lastTime = 0;
var frameTime = (1000 / 30) - (1000 / 120); // one quater frame short to
// allow for timing error
var imageCount = 0;
const backImg = new Image();
const imageObj = new Image();
backImg.src = 'https://image.ibb.co/cTOOdF/e2VZQY.jpg';
imageObj.src = "https://image.ibb.co/fdpeJF/Smoke.png";
backImg.onload = imageObj.onload = imageLoad;
function imageLoad(){
imageCount += 1;
if(imageCount === 2){
init();
}
}
function init() {
var canvas = myCanvas;
canvas.width = innerWidth;
canvas.height = innerHeight;
ctx = canvas.getContext('2d');
for (var i = 0; i < particleCount; i += 1) {
particles.push(new Particle(ctx));
}
lastTime = performance.now();
requestAnimationFrame(mainLoop);
}
function mainLoop(time){
if(time-lastTime > frameTime){
lastTime = time;
update();
draw(time);
}
requestAnimationFrame(mainLoop);
}
const rand = (min, max) => Math.random() * (max - min) + min; // names are best short (short only without ambiguity)
function Particle(ctx) {
var x, y, xVel, yVel, radius, image;
const color = "rgba(0, 255, 255, 1)";
x = rand(0, canvasWidth),
y = rand(borderTop, borderBottom);
xVel = rand(-maxVelocity, maxVelocity);
yVel = rand(-maxVelocity, maxVelocity);
radius = 5;
image = imageObj;
this.draw = function () { ctx.drawImage(image, x - 128, y - 128) }
this.update = function () {
x += xVel;
y += yVel;
if (x >= canvasWidth) {
xVel = -xVel;
x = canvasWidth;
}
else if (x <= 0) {
xVel = -xVel;
x = 0;
}
if (y >= borderBottom) {
yVel = -yVel;
y = borderBottom;
}
else if (y <= borderTop) {
yVel = -yVel;
y = borderTop;
}
}
}
function draw(time) {
var i,x;
ctx.globalAlpha = 1;
ctx.globalCompositeOperation = 'source-over';
x = time * backgroundSpeed;
x = ((x % canvasWidth) + canvasWidth) % canvasWidth;
ctx.drawImage(backImg, x, 0, canvasWidth, canvasHeight);
ctx.drawImage(backImg, x - canvasWidth, 0, canvasWidth, canvasHeight);
ctx.fillStyle = backgroundColor;
ctx.fillRect(0, 0, canvasWidth, canvasHeight);
ctx.globalAlpha = 0.75;
ctx.globalCompositeOperation = 'soft-light';
for(i = 0; i < particles.length; i += 1){
particles[i].draw();
}
}
function update() {
for(i = 0; i < particles.length; i += 1){
particles[i].update();
}
}
canvas {
position : absolute;
top : 0px;
left : 0px;
}
<canvas id=myCanvas></canvas>
I am trying to add four rotating images to an animated background.
I can only get one image working correctly with my code below.
How can I add in the other three images?
var canvas = document.getElementById('c');
var ctx = canvas.getContext('2d');
var img = document.createElement('img');
img.onload = function(){
render();
}
img.src = 'nano3.png';
function drawImage(img,x,y,r,sx,sy){
sx=sx||0;
sy=sy||0;
r=(r*Math.PI/180)||0;
var cr = Math.cos(r);
var sr = Math.sin(r);
ctx.setTransform(cr,sr,-sr,cr,x-(cr*sx-sr*sy),y-(sr*sx+cr*sy));
ctx.drawImage(img,1,2);
}
var r = 1;
function render(){
requestAnimationFrame(render);
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.clearRect(0,0,800,800);
drawImage(img,50,50,r++,img.width/2,img.height/2);
}
This should help you out, I just created an object known as rotatingimage which stores a location, an image and its current rotation. We call the 'draw' method in a 'setInterval' function call which deals with rotating the canvas and then drawing the sprite correctly.
Just a note rotating many images can cause the canvas to lag also the CurrentRotation variable never gets reset to 0 when it reaches >359 so the CurrentRotation variable will keep going higher and higher, you may want to fix that in the RotatingImage.prototype.Draw function
jsFiddle:https://jsfiddle.net/xd8brfrk/
Javascript
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
function RotatingImage(x, y, spriteUrl, rotationSpeed) {
this.XPos = x;
this.YPos = y;
this.Sprite = new Image();
this.Sprite.src = spriteUrl;
this.RotationSpeed = rotationSpeed;
this.CurrentRotation = 0;
}
RotatingImage.prototype.Draw = function(ctx) {
ctx.save();
this.CurrentRotation += 0.1;
ctx.translate(this.XPos + this.Sprite.width/2, this.YPos + this.Sprite.height/2);
ctx.rotate(this.CurrentRotation);
ctx.translate(-this.XPos - this.Sprite.width/2, -this.YPos - this.Sprite.height/2);
ctx.drawImage(this.Sprite, this.XPos, this.YPos);
ctx.restore();
}
var RotatingImages = [];
RotatingImages.push(new RotatingImage(50, 75, "http://static.tumblr.com/105a5af01fc60eb94ead3c9b342ae8dc/rv2cznl/Yd9oe4j3x/tumblr_static_e9ww0ckmmuoso0g4wo4okosgk.png", 1));
RotatingImages.push(new RotatingImage(270, 25, "http://static.tumblr.com/105a5af01fc60eb94ead3c9b342ae8dc/rv2cznl/Yd9oe4j3x/tumblr_static_e9ww0ckmmuoso0g4wo4okosgk.png", 1));
RotatingImages.push(new RotatingImage(190, 180, "http://static.tumblr.com/105a5af01fc60eb94ead3c9b342ae8dc/rv2cznl/Yd9oe4j3x/tumblr_static_e9ww0ckmmuoso0g4wo4okosgk.png", 1));
RotatingImages.push(new RotatingImage(100, 270, "http://static.tumblr.com/105a5af01fc60eb94ead3c9b342ae8dc/rv2cznl/Yd9oe4j3x/tumblr_static_e9ww0ckmmuoso0g4wo4okosgk.png", 1));
setInterval(function() {
ctx.fillStyle = "#000"
ctx.fillRect(0, 0, canvas.width, canvas.height);
for (var i = 0; i < RotatingImage.length; i++) {
var rotatingImage = RotatingImages[i];
rotatingImage.Draw(ctx);
}
}, (1000 / 60));
you can use save and restore to apply different transform to your drawing
https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/save
https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/restore
Okay, we need your help! We (with our informatics class) are building a digital scratchmap! Like this:
(source: megagadgets.nl)
With your mouse you should be able to scratch out the places you've been to. Now we're stuck. We have a canvas and we draw the image of a world map. Then when the user clicks and drags a stroke gets add on top of the world map.
Now we want to convert the (green drawn) strokes to transparency so we can reveal the image behind it. (Just like scratching out the places you've been to and revealing the map behind it (in colour)).
This is our html:
<body>
<h1>Scratchmap</h1>
<hr>
<canvas id="ball" width="600px" height ="600px">
</canvas>
<canvas id="ball2" width="600px" height ="600px">
</canvas>
</body>
And this is our javascript:
// Set variables
var a_canvas = document.getElementById("ball");
var context = a_canvas.getContext("2d");
var a_canvas2 = document.getElementById("ball2");
var context2 = a_canvas2.getContext("2d");
var img = new Image();
img.onload = function () {
context.drawImage(img, img_x, img_y);
}
img.src = "worldmap.png"
var mouse_pos_x = [];
var mouse_pos_y = [];
var thickness = 0;
var arraycount = 0;
var mouse_down = false;
var mouse_skip = [];
function update() {}
document.body.onmousedown = function () {
mouse_down = true;
var mouseX, mouseY;
if (event.offsetX) {
mouseX = event.offsetX;
mouseY = event.offsetY;
} else if (event.layerX) {
mouseX = event.layerX;
mouseY = event.layerY;
}
mouse_pos_x.push(mouseX);
mouse_pos_y.push(mouseY);
arraycount += 1;
}
document.body.onmouseup = function () {
if (mouse_down) {
mouse_down = false;
mouse_skip.push(arraycount);
}
}
document.body.onmousemove = function () {
if (mouse_down) {
var mouseX, mouseY;
if (event.offsetX) {
mouseX = event.offsetX;
mouseY = event.offsetY;
} else if (event.layerX) {
mouseX = event.layerX;
mouseY = event.layerY;
}
context.drawImage(img, 0, 0);
mouse_pos_x.push(mouseX);
mouse_pos_y.push(mouseY);
context.lineWidth = 2.5;
context.strokeStyle = "#00FF00";
context.moveTo(mouse_pos_x[arraycount - 1], mouse_pos_y[arraycount - 1]);
context.lineTo(mouse_pos_x[arraycount], mouse_pos_y[arraycount]);
context.stroke();
arraycount += 1;
var imgdata = context.getImageData(0, 0, a_canvas.width, a_canvas.height);
var l = imgdata.data.length / 4;
for (var i = 0; i < l; i++) {
var r = imgdata.data[i * 4 + 0];
var g = imgdata.data[i * 4 + 1];
var b = imgdata.data[i * 4 + 2];
if (g < 255) {
imgdata.data[i * 4 + 3] = 0;
}
}
context2.putImageData(imgdata, 0, 0);
}
}
setInterval(update, 10);
Now when we remove the draw_image() the green color becomes yellow on the other canvas. But with the draw_image() nothing gets drawn on the second canvas.
What's going wrong? Or do you have a way to do this with other Javascript or not in javascript at all?
Any help would be appreciated!
Luud Janssen & Friends
You can do this with a slightly different approach:
Set the hidden image as CSS background
Draw the cover image on top using context
Change composite mode to destination-out
Anything now drawn will erase instead of draw revealing the (CSS set) image behind
Live demo
The key code (see demo linked above for details):
function start() {
/// draw top image - background image is already set with CSS
ctx.drawImage(this, 0, 0, canvas.width, canvas.height);
/// KEY: this will earse where next drawing is drawn
ctx.globalCompositeOperation = 'destination-out';
canvas.onmousedown = handleMouseDown;
canvas.onmousemove = handleMouseMove;
window.onmouseup = handleMouseUp;
}
Then it's just a matter of tracking the mouse position and draw any shape to erase that area, for example a circle:
function erase(x, y) {
ctx.beginPath();
ctx.arc(x, y, radius, 0, pi2);
ctx.fill();
}
Random images for illustrative purposes
I know that there are many similiar questions already asked on stackoverflow, but still, I can not figure out how to do it. I want to rotate only ball texture. draw is called with timer:
var canvas;
var ctx;
var width;
var height;
var ready;
var textures;
var loadIndex;
var loadCount;
var keyCodes;
var mouseLoc;
var playerX;
var playerY;
var playerVelocity;
function init() {
canvas = document.getElementById('game');
ctx = canvas.getContext("2d");
width = canvas.width;
height = canvas.height;
textures = [];
loadingCount = 0;
keyCodes = [];
mouseLoc = {};
playerX = 0;
playerY = 0;
playerVelocity = 6;
textures['Background'] = loadTexture('./textures/Background.png');
textures['Ball'] = loadTexture('./textures/Ball.png');
setInterval(function(){
if(loadingCount == 0) {
update();
draw();
}
}, 50);
}
function update(){
if(keyCodes[37])
playerX -= playerVelocity;
if(keyCodes[38])
playerY -= playerVelocity;
if(keyCodes[39])
playerX += playerVelocity;
if(keyCodes[40])
playerY += playerVelocity;
}
function draw() {
//ctx.clearRect(0, 0, width, height);
//ctx.beginPath();
drawBackground();
drawPlayer();
//ctx.closePath();
//ctx.fill();
}
function drawBackground(){
ctx.drawImage(textures['Background'], 0, 0, width, height);
}
function drawPlayer(){
ctx.save();
ctx.rotate(0.17);
ctx.drawImage(textures['Ball'], playerX, playerY, 100, 100);
ctx.restore();
}
function loadTexture(src){
var image = new Image();
image.src = src;
loadingCount++;
image.onload = function(){
loadingCount--;
};
return image;
}
document.onkeydown = function(evt){
keyCodes[evt.keyCode] = true;
evt.returnValue = false;
}
document.onkeyup = function(evt){
keyCodes[evt.keyCode] = false;
}
document.onmousemove = function(evt){
mouseLoc.x = evt.layerX;
mouseLoc.y = evt.layerY;
}
document.onmousedown = function(evt){
mouseLoc.down = true;
}
document.onmouseup = function(evt){
mouseLoc.down = false;
}
init();
Assuming that you want to give the illusion of the ball continuing to rotate, you should increase the rotation angle for each frame drawn.
As written, your code will give the ball a fixed rotation of 0.17 radians on each frame.
var frame = 0;
function drawPlayer() {
ctx.save();
ctx.rotate(0.17 * frame);
...
ctx.restore();
}
function draw() {
++frame;
drawPlayer();
...
}
You just need to save and restore the state of the canvas('s state-machine)
function drawPlayer(){
ctx.save();
ctx.rotate(0.17);
ctx.drawImage(textures['Ball'], playerX, playerY, 100, 100);
ctx.restore();
}
You want to use delta time for calculating the distance of your rotation. That is, the time that has passed since the last frame. That will make your rotation smoother should your browser hiccup and lose a frame here or there.
So store the time of each frame so you can make the comparison between frames and set your rotation speed as radians per second.