Canvas Arc not clearing - javascript

So I'm trying to make a rotating arc on a transparent background for a site. Most of it works, except for some reason each iteration of my arc drawing function also draws each previous arc.
Here is the code, and be careful clicking the link because this can lock-up your browser if you stay on the page for too long (only confirmed to do that in Firefox).
http://jsfiddle.net/djaEq/3/
This is the JavaScript:
function MovingArc(cx, cy, radius, size, angle){
this.centerX = cx;
this.centerY = cy;
this.radius = radius; //thickness
this.size = size; //width
this.angle = angle;
this.startAngle = 0;
this.endAngle = 0;
this.checkClockwise = function(){
var num = Math.round(Math.random());
return (num == 1);
}
this.clockwise = this.checkClockwise();
this.update = function(){
if(this.clockwise) this.angle += 2;
else this.angle -= 2;
this.startAngle = this.angle - (this.size/2);
this.endAngle = this.angle + (this.size/2);
}
}
var myArc;
function init() {
myArc = new MovingArc(50,50, 50,50, 60);
update();
setInterval(update, 1000 / 60);
}
function drawCanvas(){
var ctx = $('#canvasbanner')[0].getContext("2d"); //get context of canvas
ctx.clearRect(0,0,400,400);
ctx.fillStyle = "#000000";;
ctx.arc(myArc.centerX,myArc.centerY,myArc.radius,myArc.startAngle,myArc.endAngle,false);
ctx.stroke();
}
function update(){
myArc.update();
drawCanvas();
}
$(document).ready(function() {
console.log("doc ready");
init();
});

The arc command takes radians for starting and ending angles and it looks like you're sending degree angles.
Make sure to ctx.beginPath() or else you're redrawing every previously draw arc with each iteration.
function drawCanvas(){
var ctx = $('#canvasbanner')[0].getContext("2d"); //get context of canvas
ctx.clearRect(0,0,400,400);
ctx.beginPath();
ctx.fillStyle = "#000000";;
ctx.arc(myArc.centerX,myArc.centerY,myArc.radius,myArc.startAngle,myArc.endAngle,false);
ctx.stroke();
}

Related

Canvas beginPath() is not clearing rect before each frame

I want to animate a rect on a canvas. It technically works, but the canvas is not clearing before each frame and it leaves a mark on the ground (sort of like a snail). I have done research and everything seems to point to the use of ctx.beginPath() as the solution to my problem, but when I try to use it here, it doesn't work. What am I doing wrong?
Here is the raw javascript:
// create a canvas element
var canvas = document.createElement("canvas");
// attach element to DOM
document.getElementsByTagName("body")[0].appendChild(canvas);
// get the canvas context (this is the part we draw to)
var ctx = canvas.getContext("2d");
var bug = new Bug(0,0);
function setup() {
// setup the canvas size to match the window
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
// set the 0,0 point to the middle of the canvas
ctx.translate(canvas.width / 2, canvas.height / 2);
}
function draw() { //Do the drawing
ctx.beginPath();
bug.update();
bug.draw();
window.requestAnimationFrame(function(){draw()});
}
// start enterFrame loop
window.requestAnimationFrame(draw);
// force running setup
setup();
// re-setup canvas when the size of the window changes
window.addEventListener("resize", setup);
// sin(pi) == 0
// cos(pi) == -1
// sin(2pi) == 0
// cos(2pi) == 1
// degrees to radians: {{ deg * (pi/180) = rad }}
function randomRange(max, min) {
return Math.floor(Math.random() * (max - min) + min);
}
function Bug(x, y) {
this.x = x;
this.y = y;
this.jitter = 10;
this.speed = 1;
this.deg = 0;
this.rad = 0;
this.update = function() {
//update degrees
this.deg += randomRange(this.jitter, -this.jitter);
//convert degrees into radians
this.rad = this.deg * (Math.PI/180);
//update coordinates
this.x += this.speed * (Math.cos(this.rad));
this.y += this.speed * (Math.sin(this.rad));
};
this.draw = function() {
ctx.beginPath();
ctx.rect(this.x, this.y, 50, 50);
ctx.fill();
};
}
The beginPath function doesn't clear the screen it starts a path to draw, to clear the screen you should use clearRect instead and in your specific situation you should use:
ctx.clearRect(-canvas.width, -canvas.height, canvas.width*2, canvas.height*2);

Canvas line drawing animation

I am new learner of animation using HTML5 Canvas. I am struggling to create line drawing animation in a canvas with desired length of a line.
Here is the code
var canvas = document.getElementById("canvas"),
context = canvas.getContext("2d"),
width = canvas.width = window.innerWidth,
height = canvas.height = window.innerHeight;
var x = 200;
var y = 200;
draw();
update();
function draw() {
context.beginPath();
context.moveTo(100, 100);
context.lineTo(x, y);
context.stroke();
}
function update() {
context.clearRect(0, 0, width, height);
x = x + 1;
y = y + 1;
draw();
requestAnimationFrame(update);
}
html,
body {
margin: 0px;
}
canvas {
display: block;
}
<canvas id="canvas"></canvas>
The line is growing on Canvas in the above code. But how to achieve that the 200px wide line and animate the movement in x and y direction. And the same animation with multiple lines using for loop and move them in different direction.
Check the reference image ....
Need to move each line in a different direction
Thanks in advance
Find a new reference image which i want to achieve
You need to either use transforms or a bit of trigonometry.
Transforms
For each frame:
Reset transforms and translate to center
Clear canvas
Draw line from center to the right
Rotate x angle
Repeat from step 2 until all lines are drawn
var ctx = c.getContext("2d");
var centerX = c.width>>1;
var centerY = c.height>>1;
var maxLength = Math.min(centerX, centerY); // use the shortest direction for demo
var currentLength = 0; // current length, for animation
var lenStep = 1; // "speed" of animation
function render() {
ctx.setTransform(1,0,0,1, centerX, centerY);
ctx.clearRect(-centerX, -centerY, c.width, c.height);
ctx.beginPath();
for(var angle = 0, step = 0.1; angle < Math.PI * 2; angle += step) {
ctx.moveTo(0, 0);
ctx.lineTo(currentLength, 0);
ctx.rotate(step);
}
ctx.stroke(); // stroke all at once
}
(function loop() {
render();
currentLength += lenStep;
if (currentLength < maxLength) requestAnimationFrame(loop);
})();
<canvas id=c></canvas>
You can use transformation different ways, but since you're learning I kept it simple in the above code.
Trigonometry
You can also calculate the line angles manually using trigonometry. Also here you can use different approaches, ie. if you want to use delta values, vectors or brute force using the math implicit.
For each frame:
Reset transforms and translate to center
Clear canvas
Calculate angle and direction for each line
Draw line
var ctx = c.getContext("2d");
var centerX = c.width>>1;
var centerY = c.height>>1;
var maxLength = Math.min(centerX, centerY); // use the shortest direction for demo
var currentLength = 0; // current length, for animation
var lenStep = 1; // "speed" of animation
ctx.setTransform(1,0,0,1, centerX, centerY);
function render() {
ctx.clearRect(-centerX, -centerY, c.width, c.height);
ctx.beginPath();
for(var angle = 0, step = 0.1; angle < Math.PI * 2; angle += step) {
ctx.moveTo(0, 0);
ctx.lineTo(currentLength * Math.cos(angle), currentLength * Math.sin(angle));
}
ctx.stroke(); // stroke all at once
}
(function loop() {
render();
currentLength += lenStep;
if (currentLength < maxLength) requestAnimationFrame(loop);
})();
<canvas id=c></canvas>
Bonus animation to play around with (using the same basis as above):
var ctx = c.getContext("2d", {alpha: false});
var centerX = c.width>>1;
var centerY = c.height>>1;
ctx.setTransform(1,0,0,1, centerX, centerY);
ctx.lineWidth = 2;
ctx.strokeStyle = "rgba(0,0,0,0.8)";
ctx.shadowBlur = 16;
function render(time) {
ctx.globalAlpha=0.77;
ctx.fillRect(-500, -500, 1000, 1000);
ctx.globalAlpha=1;
ctx.beginPath();
ctx.rotate(0.025);
ctx.shadowColor = "hsl(" + time*0.1 + ",100%,75%)";
ctx.shadowBlur = 16;
for(var angle = 0, step = Math.PI / ((time % 200) + 50); angle < Math.PI * 2; angle += step) {
ctx.moveTo(0, 0);
var len = 150 + 150 * Math.cos(time*0.0001618*angle*Math.tan(time*0.00025)) * Math.sin(time*0.01);
ctx.lineTo(len * Math.cos(angle), len * Math.sin(angle));
}
ctx.stroke();
ctx.globalCompositeOperation = "lighter";
ctx.shadowBlur = 0;
ctx.drawImage(ctx.canvas, -centerX, -centerY);
ctx.drawImage(ctx.canvas, -centerX, -centerY);
ctx.globalCompositeOperation = "source-over";
}
function loop(time) {
render(time);
requestAnimationFrame(loop);
};
requestAnimationFrame(loop);
body {margin:0;background:#222}
<canvas id=c width=640 height=640></canvas>
Here is what I think you are describing...
window.onload = function() {
var canvas = document.getElementById("canvas"),
context = canvas.getContext("2d"),
width = canvas.width = 400,
height = canvas.height = 220,
xcenter = 200,
ycenter = 110,
radius = 0,
radiusmax = 100,
start_angle1 = 0,
start_angle2 = 0;
function toRadians(angle) {
return angle * (Math.PI / 180);
}
function draw(x1, y1, x2, y2) {
context.beginPath();
context.moveTo(x1, y1);
context.lineTo(x2, y2);
context.stroke();
}
function drawWheel(xc, yc, start_angle, count, rad) {
var inc = 360 / count;
for (var angle = start_angle; angle < start_angle + 180; angle += inc) {
var x = Math.cos(toRadians(angle)) * rad;
var y = Math.sin(toRadians(angle)) * rad;
draw(xc - x, yc - y, xc + x, yc + y);
}
}
function update() {
start_angle1 += 0.1;
start_angle2 -= 0.1;
if(radius<radiusmax) radius++;
context.clearRect(0, 0, width, height);
drawWheel(xcenter, ycenter, start_angle1, 40, radius);
drawWheel(xcenter, ycenter, start_angle2, 40, radius);
requestAnimationFrame(update);
}
update();
};
html,
body {
margin: 0px;
}
canvas {
display: block;
}
<canvas id="canvas"></canvas>
This is one that is a variable length emerging pattern. It has a length array element for each spoke in the wheel that grows at a different rate. You can play with the settings to vary the results:
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
var width = canvas.width = window.innerWidth;
var height = canvas.height = window.innerHeight;
var xcenter = width/4;
var ycenter = height/2;
var radius;
var time;
if(width>height) {
radius = height*0.4;
}
else {
radius = width*0.4;
}
var start_angle1 = 0;
var start_angle2 = 0;
function toRadians (angle) {
return angle * (Math.PI / 180);
}
function draw(x1,y1,x2,y2) {
context.beginPath();
context.moveTo(x1,y1);
context.lineTo(x2,y2);
context.stroke();
}
var radmax=width;
var rads = [];
var radsinc = [];
function drawWheel(xc,yc,start_angle,count,rad) {
var inc = 360/count;
var i=0;
for(var angle=start_angle; angle < start_angle+180; angle +=inc) {
var x = Math.cos(toRadians(angle)) * rads[rad+i];
var y = Math.sin(toRadians(angle)) * rads[rad+i];
draw(xc-x,yc-y,xc+x,yc+y);
rads[rad+i] += radsinc[i];
if(rads[rad+i] > radmax) rads[rad+i] = 1;
i++;
}
}
function update() {
var now = new Date().getTime();
var dt = now - (time || now);
time = now;
start_angle1 += (dt/1000) * 10;
start_angle2 -= (dt/1000) * 10;
context.clearRect(0,0,width,height);
drawWheel(xcenter,ycenter,start_angle1,50,0);
drawWheel(xcenter,ycenter,start_angle2,50,50);
requestAnimationFrame(update);
}
function init() {
for(var i=0;i<100;i++) {
rads[i] = 0;
radsinc[i] = Math.random() * 10;
}
}
window.onload = function() {
init();
update();
};
html, body {
margin: 0px;
}
canvas {
width:100%;
height:200px;
display: block;
}
<canvas id="canvas"></canvas>

Javascript canvas animated arc

I've been learning some javascript/canvas animation, I'm having trouble getting this animation to work correctly.
My goal is that the animation will start drawing at the top, then as it gets back to the top it will stop progressing and the start position will progress around the arc making it look as though it is erasing itself and once at the top (1.5 * PI) will starting drawing again.
Here is a fiddle: https://jsfiddle.net/kg1fmsjj/
Here is my code:
function f(element, colour, thickness, elapsedTime) {
// Create Element
element.innerHTML = '';
var canvas = document.createElement('canvas');
var context = canvas.getContext("2d");
element.appendChild(canvas);
// Circle Params
context.lineWidth = thickness;
context.strokeStyle = colour;
var width = canvas.width;
var height = canvas.height;
var mathPi = Math.PI;
var x = canvas.width / 2;
var y = canvas.height / 2;
var radius = 40;
var startAngle = 1.5 * mathPi;
var endAngle = 1.5 * mathPi;
context.lineWidth = thickness;
context.strokeStyle = colour;
var erasing = false;
function animate() {
if(erasing) {
startAngle = startAngle + 0.01 * mathPi;
} else {
endAngle = endAngle + 0.01 * mathPi;
}
if (endAngle > (1.5 * mathPi)) {
erasing = true;
}
if (startAngle > (1.5 * mathPi)) {
erasing = false;
}
context.beginPath();
context.arc(x, y, radius, startAngle, endAngle, false);
context.stroke();
context.closePath();
}
setInterval(animate, 10);
}
f(document.getElementById('out'), '#800080', 4, 60);
context.arc lets you optionally draw your arc counterclockwise.
This ability lets you create your desired effect:
To "draw" the arc, draw an increasing arc clockwise.
To "erase" the arc, draw a decreasing arc counterclockwise.
Here's example code and a Demo:
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
ctx.lineWidth=2;
ctx.strokeStyle='#800080';
var PI=Math.PI;
var cx=cw/2;
var cy=ch/2;
var radius=cw/2-30;
var angle=0;
var direction=1;
requestAnimationFrame(animate);
function animate(time){
ctx.clearRect(0,0,cw,ch);
angle+=PI/120;
if(angle<0 || angle>PI*2){
angle=0;
direction*=-1;
}
draw();
requestAnimationFrame(animate);
}
function draw(){
var counterclockwise=(direction>0)?false:true;
var s=-Math.PI/2;
var e=angle-Math.PI/2;
ctx.beginPath();
ctx.arc(cx,cy,radius,s,e,counterclockwise);
ctx.stroke();
}
body{ background-color: ivory; }
#canvas{border:1px solid red; margin:0 auto; }
<canvas id="canvas" width=300 height=300></canvas>
You need to clear the canvas on each repaint using the clearRect() method.
You need to change the conditions when erasing variable is toggled. If erasing and startAngle >= endAngle then toggle erasing variable. If not erasing and endAngle >= startAngle + 2 * PI then toggle erasing variable.
The animate() method then become...
function animate() {
if(erasing) {
startAngle = startAngle + 0.01 * mathPi;
if (startAngle >= endAngle) {
erasing = false;
}
} else {
endAngle = endAngle + 0.01 * mathPi;
if (endAngle >= startAngle + 2.0 * mathPi) {
erasing = true;
}
}
context.clearRect(0, 0, canvas.width, canvas.height);
context.beginPath();
context.arc(x, y, radius, startAngle, endAngle, false);
context.stroke();
}

Canvas bouncing balls showing an elliptical black ball

JSFiddle
Intended behavior
Sample values: Velocity: 10; Angle: 45; Color: red; Radius: 50.
On clicking "Shoot!" button, ball should move until it finally disappears behind one of the walls. Note that I want to simulate real world ball with gravity.
Each time we click Shoot, one more ball should be added to the balls array which will also be drawn.
What happens
A black ellipse is shown on clicking shoot once/multiple time. No console errors seen.
Code:
(function () {
var canvas = document.querySelector("canvas"),
ctx = canvas.getContext("2d"),
WIDTH = canvas.width,
HEIGHT = canvas.height;
// our ball object
function Ball(radius, color) {
this.radius = radius;
this.color = color;
this.x = 50; // start coordinates
this.y = 50;
this.velX = 0;
this.velY = 0;
this.accX = 0;
this.accY = 0;
this.gravity = 0;
this.start = function (angle, velocity) {
this.gravity = 9.8;
this.angle = angle / 180 * Math.PI; // convert to radians
this.velX = velocity * Math.cos(this.angle);
this.velY = velocity * Math.sin(this.angle);
this.accX = 0; // zero intially
this.accY = 0; // TODO: set option for user to set himself
};
this.update = function () {
this.velY -= this.gravity;
};
this.draw = function () {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, 2 * Math.PI);
ctx.fillSyle = this.color;
ctx.fill();
ctx.closePath();
}
}
// balls array
var balls = [];
document.querySelector("input[type='button']").onclick = function () {
var color = gId("color").value, // getElementById; defined in jsfiddle
velocity = gId("velocity").value,
angle = gId("angle").value,
radius = gId("radius").value;
var ball = new Ball(radius, color);
ball.start(angle, velocity);
balls.push(ball);
};
setInterval(function () {
for (var i = 0, len = balls.length; i < len; i++) {
ctx.clearRect(0, 0, WIDTH, HEIGHT);
balls[i].draw();
balls[i].update();
}
}, 1000 / 60); // 1000/x depicts x fps
I have no idea why it doesn't work. System: Windows 7 on Chrome/Firefox latest.
Any help is appreciated. Please comment for more information.
1) Set width and height attributes on your canvas element instead of applying a css style i.e:
<canvas width="400px" height="400px">You don't support canvas.</canvas>
2) divide the value of gravity by 60 because your update function is invoked every 1/60th of a second i.e:
this.start = function (angle, velocity) {
this.gravity = 9.8 / 60;
this.angle = angle / 180 * Math.PI; // convert to radians
this.velX = velocity * Math.cos(this.angle);
this.velY = velocity * Math.sin(this.angle);
this.accX = 0; // zero intially
this.accY = 0; // TODO: set option for user to set himself
};
3) change the update function to:
this.update = function () {
this.velY += this.gravity;
this.x += this.velX;
this.y += this.velY;
};
4) move the ctx.clearRect method outside the for loop otherwise you will only see one ball animating always i.e
setInterval(function () {
ctx.clearRect(0, 0, WIDTH, HEIGHT);
for (var i = 0, len = balls.length; i < len; i++) {
balls[i].draw();
balls[i].update();
}
}, 1000 / 60); // 1000/x depicts x fps
Here the updated js-fiddle: http://jsfiddle.net/km6ozj6L/1/

HTML5 Canvas Arc redraw on hover

I have three arcs, the first one loads on page-load, the second one loads on mouse-over and the third one on mouse-out. I want the mouse-over-out effect to happen each time rather than just one time (as it is now).
here's the fiddle: http://jsfiddle.net/krish7878/7bX7n/
Here's the JS code:
var currentEndAngle = 0;
var currentStartAngle = 0;
var currentEndAngle2 = 0;
var currentStartAngle2 = 0;
var currentEndAngle3 = -0.5;
var currentStartAngle3 = -0.5;
var something = setInterval(draw, 5);
$("#canvas1").hover(
function(){
var something2 = setInterval(draw2, 5);
},
function(){
var something3 = setInterval(draw3, 5);
}
);
function draw() { /***************/
var can = document.getElementById('canvas1'); // GET LE CANVAS
var canvas = document.getElementById("canvas1");
var context = canvas.getContext("2d");
var x = canvas.width / 2;
var y = canvas.height / 2;
var radius;
var width;
var currentColor = "#00b5ff";
var radius = 100;
var width = 8;
var startAngle = currentStartAngle * Math.PI;
var endAngle = (currentEndAngle) * Math.PI;
if(currentEndAngle < 0.1){
currentEndAngle = currentEndAngle - 0.01;
}
if (currentEndAngle < -0.5){
clearInterval(something);
}
context.beginPath();
context.arc(x, y, radius, startAngle, endAngle, true);
context.lineWidth = width;
// line color
context.strokeStyle = currentColor;
context.stroke();
/************************************************/
}
function draw2() { /***************/
var can = document.getElementById('canvas1'); // GET LE CANVAS
var canvas = document.getElementById("canvas1");
var context = canvas.getContext("2d");
var x = canvas.width / 2;
var y = canvas.height / 2;
var radius;
var width;
var currentColor = "#000";
var radius = 100;
var width = 7;
var startAngle = currentStartAngle2 * Math.PI;
var endAngle = (currentEndAngle2) * Math.PI;
if(currentEndAngle2 < 0.1){
currentEndAngle2 = currentEndAngle2 - 0.01;
}
if (currentEndAngle2 < -0.55){
clearInterval(something2);
}
context.beginPath();
context.arc(x, y, radius, startAngle, endAngle, true);
context.lineWidth = width;
// line color
context.strokeStyle = currentColor;
context.stroke();
/*
context.beginPath();
context.clearRect ( 0 , 0 , 400 , 400 );
context.stroke():
/************************************************/
}
function draw3() { /***************/
var can = document.getElementById('canvas1'); // GET LE CANVAS
var canvas = document.getElementById("canvas1");
var context = canvas.getContext("2d");
var x = canvas.width / 2;
var y = canvas.height / 2;
var radius;
var width;
var currentColor = "#00b5ff";
var radius = 100;
var width = 8;
var startAngle = currentStartAngle3 * Math.PI;
var endAngle = (currentEndAngle3) * Math.PI;
if(currentEndAngle3 < 0){
currentEndAngle3 = currentEndAngle3 + 0.01;
}
if (currentEndAngle3 > 0){
clearInterval(something3);
}
context.beginPath();
context.arc(x, y, radius, startAngle, endAngle, false);
context.lineWidth = width;
// line color
context.strokeStyle = currentColor;
context.stroke();
/************************************************/
}
Code Explanation: there are three functions draw(), draw2(), draw3() - draw is run when the page loads, it draws a blue arc, draw2() is executed when mouse-over happens and draws a black line, draw3 is run when mouse-out happens.
Show I draw them on individual canvases and clear them individually or is there a method to get this done?
Here's one way to do it:
A Demo: http://jsfiddle.net/m1erickson/wMy4G/
Define an arc object
var arc={
cx:canvas.width/2,
cy:canvas.height/2,
radius:100,
startRadians:0,
endRadians:-Math.PI/2,
linewidth:8,
animationPercent:0,
animationRate:10,
animationDirection:0,
};
Draw a portion of the arc based on an animation point
function drawArc(arc,color){
var rStart=arc.startRadians;
var rEnd=arc.endRadians;
if(!arc.animationDirection==0){
if(arc.animationDirection>0){
rEnd=arc.animationPercent/100*(rEnd-rStart);
}else{
rEnd=(100-arc.animationPercent)/100*(rEnd-rStart);
}
}
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.beginPath();
ctx.arc(arc.cx,arc.cy,arc.radius,rStart,rEnd,true);
ctx.strokeStyle=color;
ctx.stroke();
}
Animate portions of the arc
function animate(time){
if(continueAnimation){RAF=requestAnimationFrame(animate);}
drawArc(arc,"blue");
arc.animationPercent+=arc.animationRate;
if(arc.animationPercent>=100){
continueAnimation=false;
}
}
React to hover events by drawing or undrawing the arc
$("#canvas").hover(
function(){
cancelAnimationFrame(RAF);
arc.animationPercent=0;
arc.animationDirection=1;
continueAnimation=true;
requestAnimationFrame(animate);
},
function(){
cancelAnimationFrame(RAF);
arc.animationPercent=0;
arc.animationDirection=-1;
continueAnimation=true;
requestAnimationFrame(animate);
}
);

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