I would like to draw a line starting on a given point and crossing two other points. To do this, I get the x and y coordinates of these points, and then I drawn. This is what my code should do :
JS:
function getPosition(element)
{
var left = 0;
var top = 0;
var e = document.getElementById(element);
while (e.offsetParent != undefined && e.offsetParent != null)
{
left += e.offsetLeft + (e.clientLeft != null ? e.clientLeft : 0);
top += e.offsetTop + (e.clientTop != null ? e.clientTop : 0);
e = e.offsetParent;
}
return new Array(left,top);
}
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
var point1 = getPosition('firstGalaxy');
var point2 = getPosition('secondGalaxy');
var point3 = getPosition('lastGalaxy');
console.log(point1);
console.log(point2);
console.log(point3);
ctx.beginPath();
ctx.moveTo(point1[0], point1[1]);
ctx.lineTo(point2[0], point2[1]);
ctx.lineTo(point3[0], point3[1]);
ctx.stroke(2);
ctx.closePath();
HTML:
<canvas id="myCanvas" style="position:absolute;" class="constellation">
The values printed in my console seems to be good, but the result is a mess.
Here is a picture of the result
The grey square on the right is the result, and the red line is what I would like to get.
I don't even know why I get a square because I am using "stroke()".
Can anyone tell me what is wrong with my code?
Change ctx.stroke(2) to ctx.stroke(), add ctx.strokeStyle="red" to change the line's color. And, add </canvas> to the HTML.
HTML:
<canvas id="myCanvas" style="position:absolute;" class="constellation"></canvas>
Javascript:
function getPosition(element)
{
var left = 0;
var top = 0;
var e = document.getElementById(element);
while (e.offsetParent != undefined && e.offsetParent != null)
{
left += e.offsetLeft + (e.clientLeft != null ? e.clientLeft : 0);
top += e.offsetTop + (e.clientTop != null ? e.clientTop : 0);
e = e.offsetParent;
}
return new Array(left,top);
}
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
var point1 = getPosition('firstGalaxy');
var point2 = getPosition('secondGalaxy');
var point3 = getPosition('lastGalaxy');
console.log(point1);
console.log(point2);
console.log(point3);
ctx.beginPath();
ctx.moveTo(point1[0], point1[1]);
ctx.lineTo(point2[0], point2[1]);
ctx.lineTo(point3[0], point3[1]);
ctx.strokeStyle="red";
ctx.stroke();
ctx.closePath();
A few directions :
1) to debug, be sure your points are at the right place by drawing them using something like :
function drawPoint(ctx, pt, color, pointSize ) {
ctx.fillStyle = color || '#F88';
var pointSize = pointSize || 2;
var x = pt[0], y=pt[1];
ctx.fillRect(x - pointSize/2, y-pointSize/2, pointSize, pointSize);
}
2) use getBoundingClientRect to retrieve a control position with maximum reliability.
function getPosition(element, provideCenter)
{
var elementBoundingRect = element.getBoundingClientRect();
var point = [elementBoundingRect.left, elementBoundingRect.top];
if (provideCenter) {
point[0] += (elementBoundingRect.right - elementBoundingRect.left) /2;
point[1] += (elementBoundingRect.bottom - elementBoundingRect.top ) /2;
}
return point;
}
3) Be sure the canvas covers all the screen and do simple unit tests on various parts of the screen using getPosition and drawPoint on several visible html items.
Edit : The code provided in 1) is good. If in doubt, look at this test here :
http://jsbin.com/aDimoJI/1/
You must be able to draw points anywhere before going anywhere further.
Be sure your canvas is on top of everything else for this test, so you'll have to handle this issue...
Related
I'm stuck using Raphael JS : I want to make a basic animation that draws concentric lines while loading some stuff.
So, I made this function :
function loadingButton(width, height) {
width = width ? width : 240;
height = height ? height : 240;
var loadingButton = Raphael("loading-button", width, height);
var center = 120,
xloc = center,
yloc = center,
R = 120,
imgW = 124,
imgH = 140;
var lines;
var percent = loadingButton.text(center, center, '0');
percent.attr({'font-size': 36, 'fill': '#fff'});
var count = 0;
var interval = setInterval(function(){
if( count <= 100){
var start_x = center+Math.round((center-30)*Math.cos(4*count*Math.PI/200));
var start_y = center+Math.round((center-30)*Math.sin(4*count*Math.PI/200));
var end_x = center+Math.round((center-10)*Math.cos(4*count*Math.PI/200));
var end_y = center+Math.round((center-10)*Math.sin(4*count*Math.PI/200));
lines = loadingButton.path("M"+start_x+" "+start_y+"L"+end_x+" "+end_y).attr({"stroke":"#FFF","stroke-width":"1"});
percent.attr({text: count});
count++;
}
else {
clearInterval(interval);
}
}, 50);
};
With live demo here : http://jsfiddle.net/rfuqjL65/
The thing is, as you can see on the fiddle, the animation is starting on the first quarter (90°), not on the top (0°).
And well, the problem is : I want the animation starts on the top.
Any ideas ?
I can't get your fiddle running, but:
You can add/substract Math.PI/2 to the angle argument (in radians) for Math.cos and Math.sin in your coordinate variables, that should do the trick!
http://jsfiddle.net/rfuqjL65/2/
I change your code. And this worked.
And also
var start_x = center+Math.round((center-30)*Math.sin(4*count*Math.PI/200));
var start_y = center-Math.round((center-30)*Math.cos(4*count*Math.PI/200));
var end_x = center+Math.round((center-10)*Math.sin(4*count*Math.PI/200));
var end_y = center-Math.round((center-10)*Math.cos(4*count*Math.PI/200));
Here is My JS fiddle
I have a requirement like when user clicks on center circle, that should toggle outer circle and when user clicks on outer small circles that should change center circle value.
Here i am not getting how to Show/ hide part of Canvas when user clicks on center circle?
Any help on how to do this?
GenerateCanvas();
function GenerateCanvas() {
try {
var FlagCircleCenterCoordinates = new Array();
var FlagCircles = [];
var CenterX = document.getElementById('canvasFlag').width / 2;
var CenterY = document.getElementById('canvasFlag').height / 2;
var OuterTrackRadius = 98;
var InnerTrackRadius = 70;
var InnerCircleRadius = 20;
var FlagElement = document.getElementById("canvasFlag");
var ObjContext = FlagElement.getContext("2d");
// Outer track
ObjContext.fillStyle = "#FFF";
ObjContext.beginPath();
ObjContext.arc(CenterX, CenterY, OuterTrackRadius, 0, 2 * Math.PI);
ObjContext.strokeStyle = '#CCC';
ObjContext.stroke();
ObjContext.fill();
// Inner track
ObjContext.beginPath();
ObjContext.arc(CenterX, CenterY, InnerTrackRadius, 0, 2 * Math.PI);
ObjContext.strokeStyle = '#CCC';
ObjContext.stroke();
// Inner small circle
ObjContext.beginPath();
ObjContext.arc(CenterX, CenterY, InnerCircleRadius, 0, 2 * Math.PI);
ObjContext.strokeStyle = '#CCC';
ObjContext.stroke();
//Max 17...other wide need to change the Inner and Outer circle radius
var FlagImagesArray = [1, 2, 3,4,5];
if (FlagImagesArray.length > 0) {
var StepAngle = 2 * Math.PI / FlagImagesArray.length;
var FlagCircleRadius = (OuterTrackRadius - InnerTrackRadius) / 2;
var RadiusOfFlagCircleCenters = OuterTrackRadius - FlagCircleRadius;
for (var LoopCnt in FlagImagesArray) {
var CircleCenterCoordinates = new Object();
CircleCenterCoordinates.PostionX = CenterX + (Math.cos(StepAngle * (parseInt(LoopCnt) + 1)) * RadiusOfFlagCircleCenters);
CircleCenterCoordinates.PostionY = CenterY + (Math.sin(StepAngle * (parseInt(LoopCnt) + 1)) * RadiusOfFlagCircleCenters);
ObjContext.beginPath();
ObjContext.arc(CircleCenterCoordinates.PostionX, CircleCenterCoordinates.PostionY, FlagCircleRadius, 0, 2 * Math.PI);
ObjContext.strokeStyle = '#CCC';
ObjContext.stroke();
ObjContext.fillStyle = 'blue';
ObjContext.fillText(FlagImagesArray[LoopCnt], CircleCenterCoordinates.PostionX, CircleCenterCoordinates.PostionY);
FlagCircleCenterCoordinates[LoopCnt] = CircleCenterCoordinates;
var ObjFlagCircle = {
Left : CircleCenterCoordinates.PostionX - FlagCircleRadius,
Top : CircleCenterCoordinates.PostionY - FlagCircleRadius,
Right : CircleCenterCoordinates.PostionX + FlagCircleRadius,
Bottom : CircleCenterCoordinates.PostionY + FlagCircleRadius,
FlagName : FlagImagesArray[LoopCnt]
}
FlagCircles[LoopCnt] = ObjFlagCircle;
}
$('#canvasFlag').mousemove(function (Event) {
debugger;
$(this).css('cursor', 'auto');
var ClickedX = Event.pageX - $('#canvasFlag').offset().left;
var ClickedY = Event.pageY - $('#canvasFlag').offset().top;
for (var Count = 0; Count < FlagCircles.length; Count++) {
if (ClickedX < FlagCircles[Count].Right &&
ClickedX > FlagCircles[Count].Left &&
ClickedY > FlagCircles[Count].Top &&
ClickedY < FlagCircles[Count].Bottom) {
$(this).css('cursor', 'pointer');
break;
}
}
});
$('#canvasFlag').click(function (Event) {
debugger;
$(this).css('cursor', 'auto');
var ClickedX = Event.pageX - $('#canvasFlag').offset().left;
var ClickedY = Event.pageY - $('#canvasFlag').offset().top;
for (var Count = 0; Count < FlagCircles.length; Count++) {
if (ClickedX < FlagCircles[Count].Right &&
ClickedX > FlagCircles[Count].Left &&
ClickedY > FlagCircles[Count].Top &&
ClickedY < FlagCircles[Count].Bottom) {
ObjContext.fillStyle = "#FFF";
ObjContext.beginPath();
ObjContext.arc(CenterX, CenterY, InnerCircleRadius - 1, 0, Math.PI * 2);
ObjContext.closePath();
ObjContext.fill();
ObjContext.fillStyle = "blue";
ObjContext.fillText(FlagCircles[Count].FlagName, CenterX, CenterY);
break;
}
}
});
}
}
catch (E) {
alert(E);
}
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.11.1/jquery.min.js"></script>
<canvas id="canvasFlag" width="200" height="200">
Your browser does not support the canvas
</canvas>
Oh man. Ok so first off, you'll need to get rid of the try/catch statement, it isn't doing anything.
Next you'll need to make all those vars you have outside of the function body, we need to be able to access them from another function
It looks like you have all your click functionality done, and it's working too. That's good, just go ahead and move both of the lines that start with jquery outside of the generateCanvas function. They only need to run once, and we're going to need to call generate canvas again.
Fourth, make a variable to toggle the outer circle off and on somewhere, and only draw the outer ring in generateCanvas() when that variable is true. You should also set another Global variable that gets set to Count, right before you break, so that you can remember it when you regenerate the canvas.
Take all the code you have in your click function to draw the inner circle with the number, and put that inside of generate canvas. Make sure that code only calls if the variable you used to remember Count is set to something (ie you had already clicked an outer number)
Next, add a generateCanvas() call in your click function.Now your click function sets the variable you use to represent the center value, redraws the canvas, and returns. You'll need more logic in your mouse down function in order to figure out when you clicked the center, but based on the code you already have you can figure that out, your main problem is just that this was set up to run once, not multiple times. That makes the canvas a lot more like an image instead of an active drawing element
Don't forget to add FlagElement.width = FlagElement.width to clear the canvas! (or just draw a background over it)
I need to rotate an image inside an canvas..I have googled and saw similar questions in stackoverflow.What i learnt is
I cannot rotate single object inside canvas.
I can rotate only thewhole canvas.
So i need to translate to center of the object and then rotate the
canvas.
I Followed exactly same stuffs , But i am struck at translating to the image center..Below is the code i am using.Here is the jsfiddle http://jsfiddle.net/J6Pfa/1/. This one is rotating the whole canvas regardless image..some one guide me where i am wrong.Thanks
//hero canvas
ball = new Hero();
var ang = 0;
herocanvas = document.createElement("canvas");
herocanvas.width = herocanvas.width = 500;
herocanvas.height = herocanvas.height = 500;
heroctx = herocanvas.getContext('2d');
document.body.appendChild(herocanvas);
var requestAnimFrame = window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.msRequestAnimationFrame ||
window.oRequestAnimationFrame;
var imgSprite = new Image();
imgSprite.src = 'http://i.imgur.com/WTgOHGg.png';
imgSprite.addEventListener('load',init,false);
function init()
{
startloop();
}
function startloop()
{
heroctx.save(); //saves the state of canvas
clearherobg() ; // clear canvas
heroctx.translate(ball.drawX, ball.drawY); //let's translate
heroctx.rotate(Math.PI / 180 * (ang += 4));
ball.draw(); // draw image here
heroctx.restore();
requestAnimFrame(startloop);
}
function Hero() {
this.srcX = 0;
this.srcY = 500;
this.drawX = 220;
this.drawY = 200;
this.width = 100;
this.height = 40;
this.speed = 5;
this.isUpKey = false;
this.isRightKey = false;
this.isDownKey = false;
this.isLeftKey = false;
}
Hero.prototype.draw = function () {
heroctx.drawImage(imgSprite,this.srcX,this.srcY,this.width,this.height,this.drawX,this.drawY,this.width,this.height);
};
function clearherobg() {
heroctx.clearRect(0,0,500,500);
}
Those who cannot read full code ..Please check startloop() , thats the main infinite loop..ball.drawX and ball.drawY are the x and y position of image inside canvas
Hero's drawX and drawY need to be updated to new coordinate system of canvas, if u want it to be in the middle of canvas it needs to be 0,0.
Something like this: jsfiddle.net/J6Pfa/3
Hm, i dont exactly understand what you want to achieve, an image moving on the circle path ? or having image in one place, and just rotate it ?
Basically I want to scroll a object along path. I've seen several threads looking for similar solution not using paper.js but i was wondering if this possible with paper.js. Or can someone give me a working jsfiddle of object follow svg curve because I couldn't get any thing to work. I ultimately want to have a chain of divs follow the path.
// vars
var point1 = [0, 100];
var point2 = [120, 100];
var point3 = [120, 150];
// draw the line
var path = new Path();
path.add(new Point(point1), new Point(point2), new Point(point3));
path.strokeColor = "#FFF";
path.closed = true;
// draw the circle
var circle = new Path.Circle(0,100,4);
circle.strokeColor = "#FFF";
// target to move to
var target = point2;
// how many frame does it take to reach a target
var steps = 200;
// defined vars for onFrame
var dX = 0;
var dY = 0;
// position circle on path
circle.position.x = target[0];
circle.position.y = target[1];
function onFrame(event) {
//check if cricle reached its target
if (Math.round(circle.position.x) == target[0] && Math.round(circle.position.y) == target[1]) {
switch(target) {
case point1:
target = point2;
break;
case point2:
target = point3;
break;
case point3:
target = point1;
break;
}
// calculate the dX and dY
dX = (target[0] - circle.position.x)/steps;
dY = (target[1] - circle.position.y)/steps;
}
// do the movement
//circle.position.x += dX;
//circle.position.y += dY;
}
Here is the jsfiddle:
http://jsfiddle.net/J9xgY/12/
Thanks!
You can find a point along a path with path.getPointAt(offset) where offset is measured in points along the length of the path. If you can calculate the position of a slider along its track, you can multiply that by the path.length to get an offset.
You can do this with an HTML slider or with a canvas element, as shown here:
// vars
var point1 = [0, 100];
var point2 = [120, 100];
var point3 = [120, 150];
// draw the line
var path = new Path();
path.add(new Point(point1), new Point(point2), new Point(point3));
path.strokeColor = "#FFF";
path.closed = true;
// draw the circle
var circle = new Path.Circle(0,100,4);
circle.strokeColor = "#FFF";
// slider
var sliderLine = new Path(new Point(10,30.5), new Point(210, 30.5));
sliderLine.strokeColor = '#FFF';
var sliderKnob = new Path.Circle(new Point(10,30.5), 5);
sliderKnob.fillColor = '#FFF';
var sliderHit = false;
function onMouseDown(event) {
if (event.item == sliderKnob) sliderHit = true;
}
function onMouseDrag(event) {
if (sliderHit === true) {
if (event.point.x > 10 && event.point.x < 210) {
sliderKnob.position.x = event.point.x;
}
else if (event.point.x < 11) {
sliderKnob.position.x = 10;
}
else if (event.point.x > 209) {
sliderKnob.position.x = 210;
}
// Get offset and set circle position
var percent = ( sliderKnob.position.x - 10 ) / 200;
circle.position = path.getPointAt(path.length * percent);
}
}
function onMouseUp(event) {
sliderHit = false;
}
jsfiddle: http://jsfiddle.net/J9xgY/13/
Click and drag the filled circle along the line to move the circle along the triangle.
I'm writing a simple game in javascript and I'm wondering what the best way to handle collisions between the player and the world objects.
<script>
var isJumping = false;
var isFalling = false;
var w = 1;
var recwidth = 400;
var recheight = 400;
var xpos = 50;
var ypos = 279;
window.onload = function() {
var FPS = 30;
var ground = new myObject();
setInterval(function() {
clear();
draw();
ground.draw(0, 325);
ground.draw(125,325)
}, 1000/FPS);
};
function myObject(){
this.draw = function drawground(groundx, groundy){
var canvas = document.getElementById('canvas')
var context = canvas.getContext('2d');
//context.fillRect(xpos,ypos,100,100);
var img=new Image()
img.src="ground.png"
img.onload = function() {
context.drawImage(img,groundx,groundy)}
}
};
function jump()
{
var t=.1;
isJumping=true;
var jumpint= setInterval(function() {
yup = 12*t-(5*t*t);
ypos= ypos - yup;
t = t + .1
if(yup < 0)
{
isJumping = false;
isFalling = true;
clearInterval(jumpint);
jumpint = 0;
fall();
return;
}
}, 20);
}
function fall()
{
t=.10
var fallint= setInterval(function() {
ydown = (5*t*t);
ypos= ypos + ydown;
t = t + .1
if(ypos > 275)
{
isFalling == false;
clearInterval(fallint);
fallint = 0;
return;
}
}, 20);
}
function changex(x){
xpos = xpos + (x);
//clear();
//draw();
}
function changey(y){
ypos = ypos + (y);
//clear();
//draw();
}
function draw(){
var canvas = document.getElementById('canvas')
var context = canvas.getContext('2d');
var img=new Image()
img.src="character.png"
img.onload = function() {
context.drawImage(img,xpos,ypos)}
}
function clear(){
var canvas = document.getElementById('canvas')
var context = canvas.getContext('2d');
context.clearRect(0,0, canvas.width, canvas.height);
}
document.onkeydown = function(event) {
var keyCode;
if(event == null)
{
keyCode = window.event.keyCode;
}
else
{
keyCode = event.keyCode;
}
switch(keyCode)
{
// left
case 37:
//left
changex(-5);
break;
// up
case 38:
// action when pressing up key
jump();
break;
// right
case 39:
// action when pressing right key
changex(5);
break;
// down
case 40:
// action when pressing down key
changey(5);
break;
default:
break;
}
}
</script>
So, as you can see I'm creating two objects so far, and the player stops falling at any arbitrary point. I feel collisions at this stage wont be too difficult, but once I start adding more I feel it's going to get more difficult. I'm not going to be using the instance of the object with the same image for each instance of the object, so at some point I'm going to change the myobject function to be able to accept the image as a parameter, and then checking for collisions will be a bit more tricky. I also plan on making this into a side scroller, so once one end the map is hit it changes into the next area, which is going to cause performance issues. If I'm checking for collisions on every single object in the entire game every interval I imagine things are going to get slow. What is going to be the best way to limit the number of collisions checked? Obviously, if the object isn't on screen there is no need to check it, but is there a way to limit that. I'm thinking of making an array for every frame of the game, and filling that array with it's objects. Then, only check the array the of the frame the player is currently in. Is this feasible or still going to cause too many issues? Any help is greatly appreciated.
If you want pixel perfect collisions, I have some plain javascript code that worked for me with canvas2d rendering context.
function collide(sprite, sprite2, minOpacity=1) {
// Rectangular bounding box collision
if (sprite.x < sprite2.x + sprite2.width && sprite.x + sprite.width > sprite2.x && sprite.y < sprite2.y + sprite2.height && sprite.y + sprite.height > sprite2.y) {
// Finds the x and width of the overlapping area
var overlapX = (this.rect.x > other.rect.x) ? [this.rect.x, (other.rect.x + other.rect.width) - this.rect.x + 1] : [other.rect.x, (this.rect.x + this.rect.width) - other.rect.x + 1];
// Finds the y and height of the overlapping area
var overlapY = (this.rect.y + this.rect.height > other.rect.y + other.rect.height) ? [this.rect.y, (other.rect.y + other.rect.height) - this.rect.y + 1] : [other.rect.y, (this.rect.y + this.rect.height) - other.rect.y + 1];
// Creates a canvas to draw sprite.image to
var spriteImageCanvas = new OffscreenCanvas(overlapX[0] + overlapX[1], overlapY[0] + overlapY[1]);
var spriteImageCanvasContext = spriteImageCanvas.getContext("2d");
// Draws sprite.image to spriteImageCanvasContext
spriteImageCanvasContext.drawImage(this.image, sprite.x, sprite.y, sprite.width, sprite.height);
// Creates a canvas to draw sprite2.image to
var sprite2ImageCanvas = new OffscreenCanvas(overlapX[0] + overlapX[1], overlapY[0] + overlapY[1]);
var sprite2ImageCanvasContext = otherImageCanvas.getContext("2d");
// Draws sprite2.image to sprite2ImageCanvasContext
sprite2ImageCanvasContext.drawImage(sprite2.image, sprite2.x, sprite2.y, sprite2.width, sprite2.height);
// Loops through the x coordinates in the overlapping area
for (var x = overlapX[0]; x <= overlapX[0] + overlapX[1]; x++) {
// Loops through the y coordinates in the overlapping area
for (var y = overlapY[0]; y <= overlapY[0] + overlapY[1]; y++) {
if (/* Checks if the pixel at [x, y] in the sprite image has an opacity over minOpacity input */ thisImageCanvasContext.getImageData(x, y, 1, 1).data[3] >= minOpacity && /* Checks if the pixel at [x, y] in the sprite2 image has an opacity over minOpacity input */ otherImageCanvasContext.getImageData(x, y, 1, 1).data[3] >= minOpacity) {
return true;
};
};
};
};
}
Or if you just want rectangular collision, use the first if statement in the function.