Simply canvas animation - javascript

I have a simple canvas animation: two rectangles move in two different directions. However, I feel this could be simplified more.
http://jsfiddle.net/tmyie/R5wx8/6/
var canvas = document.getElementById('canvas'),
c = canvas.getContext('2d'),
x = 10,
y = 15,
a = 20,
b = 50;
function move() {
c.clearRect(0, 0, 500, 300);
c.fillRect(0, y, 5, 5),
c.fillRect(b, 5, 15, 15);
x++;
y++;
b++
if (y > canvas.height || x > canvas.width) {
y = 0;
x = 0;
}
}
setInterval(move, 100);
For example, what happens if I wanted to create another three shapes? At the moment, I'd have to create more variables for each coordinate:
x++;
y++;
b++
Is there a way I could turn each rectangle into its own object?

You can certainly turn them into objects, for example:
function Rect(x, y, w, h, dltX, dltY, color) {
var me = this;
this.x = x;
this.y = y;
this.width = w;
this.height = h;
this.deltaX = dltX || 0; /// and deltas can be optional
this.deltaY = dltY || 0;
this.color = color || '#000'; /// color is optional
this.update = function(ctx) {
me.x += me.deltaX;
me.y += me.deltaY;
ctx.fillStyle = me.color;
ctx.fillRect(me.x, me.y, me.width, me.height);
}
}
The deltaX and deltaY are how much you want to move the rectangle for each update. If you set these to for example 1 then x and y will be increased with 1 each time update() is called.
Using deltas makes it easy to create bounces (see demo below) by simply reversing the delta value (ie. delta = -delta) as well as things such as acceleration, variate speed, you can feed them through trigonometric functions to have the object move in a specific angle and so forth.
You can used fixed values if you desire but you will discover that deltas are beneficial in the long run (ref. comment: it's actually a very classic method used in for instance the first Pong games :-) ).
Online demo here
Now that we have defined the object we can simply create instances of it and store them in an array:
var rects = [
new Rect(10, 10, 100, 100, 1, -2),
new Rect(100, 1, 50, 50, 2, 1, '#f00'),
...
]
From here it's simply a matter of iterating the array to update each object:
function move() {
ctx.clearRect(0, 0, width, height);
for(var i = 0, r; r = rects[i]; i++) {
/// check any conditions here
r.update(ctx);
}
requestAnimationFrame(move);
}
requestAnimationFrame(move); /// start loop

Here's a slightly simpler version, though in the long term I'd recommend Ken's. In mine the rects are still just property bags, with no behavior on their own.
var canvas = document.getElementById('canvas'),
c = canvas.getContext('2d'),
rects = [{x:0, y:15, w:5, h:5, vx:0, vy:1},
{x:50, y:5, w:15, h:15, vx:1, vy:0}];
function move() {
c.clearRect(0, 0, 500, 300);
for (var i=0; i < rects.length; i++) {
var rect = rects[i];
c.fillRect(rect.x, rect.y, rect.w, rect.h),
rect.x += rect.vx;
rect.y += rect.vy;
}
}
setInterval(move, 100);

Related

Why does my triangle on canvas have artifacts? [duplicate]

I'm doing a Pong game in javascript in order to learn making games, and I want to make it object oriented.
I can't get clearRect to work. All it does is draw a line that grows longer.
Here is the relevant code:
function Ball(){
this.radius = 5;
this.Y = 20;
this.X = 25;
this.draw = function() {
ctx.arc(this.X, this.Y, this.radius, 0, Math.PI*2, true);
ctx.fillStyle = '#00ff00';
ctx.fill();
};
}
var ball = new Ball();
function draw(){
player.draw();
ball.draw();
}
function update(){
ctx.clearRect(0, 0, 800, 400);
draw();
ball.X++;
}
I've tried to put the ctx.clearRect part in the draw() and ball.draw() functions and it doesn't work.
I also tried fillRect with white but it gives the same results.
How can I fix this?
Your real problem is you are not closing your circle's path.
Add ctx.beginPath() before you draw the circle.
jsFiddle.
Also, some tips...
Your assets should not be responsible for drawing themselves (their draw() method). Instead, perhaps define their visual properties (is it a circle? radius?) and let your main render function handle canvas specific drawing (this also has the advantage that you can switch your renderer to regular DOM elements or WebGL further down the track easily).
Instead of setInterval(), use requestAnimationFrame(). Support is not that great at the moment so you may want to shim its functionality with setInterval() or the recursive setTimeout() pattern.
Your clearRect() should be passed the dimensions from the canvas element (or have them defined somewhere). Including them in your rendering functions is akin to magic numbers and could lead to a maintenance issue further down the track.
window.onload = function() {
var cvs = document.getElementById('canvas');
var ctx = cvs.getContext('2d');
var cvsW = cvs.Width;
var cvsH = cvs.Height;
var snakeW = 10;
var snakeH = 10;
function drawSnake(x, y) {
ctx.fillStyle = '#FFF';
ctx.fillRect(x*snakeW, y * snakeH, snakeW, snakeH);
ctx.fillStyle = '#000';
ctx.strokeRect(x*snakeW, y * snakeH, snakeW, snakeH);
}
// drawSnake(4, 5)
//create our snake object, it will contain 4 cells in default
var len = 4;
var snake = [];
for(var i = len -1; i >=0; i--) {
snake.push(
{
x: i,
y: 0
}
)
};
function draw() {
ctx.clearRect(0, 0, cvsW, cvsH)
for(var i = 0; i < snake.length; i++) {
var x = snake[i].x;
var y = snake[i].y;
drawSnake(x, y)
}
//snake head
var snakeX = snake[0].x;
var snakeY = snake[0].y;
//remove to last entry (the snake Tail);
snake.pop();
// //create a new head, based on the previous head and the direction;
snakeX++;
let newHead = {
x: snakeX,
y: snakeY
}
snake.unshift(newHead)
}
setInterval(draw, 60);
}
my clearRect is not working, what's the problem and solution?

How can I hover over a shape in canvas and change the color if I have multiple shapes?

I want to be able to hover my mouse over different rectangles and have the rectangle change color when hovered, what I have now works for the last rectangle but the others get cleared. The rectangles are created using a class/constructor, an array, and a loop. Code is below:
/*Variables*/
let canvas = document.querySelector('#canvas'),
ctx = canvas.getContext('2d'),
square;
/*Board Class*/
class Board {
constructor(startX, startY, height, width, angle) {
this.startX = startX;
this.startY = startY;
this.height = height;
this.width = width;
this.angle = angle;
}
drawBoard() {
let canvasWidth = window.innerWidth * .95,
drawWidth = canvasWidth * this.width,
drawHeight = canvasWidth * this.height,
drawStartX = canvasWidth * this.startX,
drawStartY = canvasWidth * this.startY;
square = new Path2D();
ctx.rotate(this.angle * Math.PI / 180);
square.rect(drawStartX, drawStartY, drawHeight, drawWidth);
ctx.fillStyle = 'red';
ctx.fill(square);
}
}
/*Event Listener for changing rectangle color and redrawing*/
canvas.addEventListener('mousemove', function(event) {
if (ctx.isPointInPath(square, event.offsetX, event.offsetY)) {
ctx.fillStyle = 'white';
}
else {
ctx.fillStyle = 'red';
}
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fill(square);
});
/*Instantiate Array*/
let b = [];
/*Loop to create boards and push to array*/
for(let i = 1; i < 11; i++){
b.push(new Board(.05 * i, .25, .04, .03, 0));
}
/*Function to loop through array and draw boards when page loads*/
function loadFunctions(){
background.draw();
b.forEach(function(board){
board.drawBoard();
})
}
This is my first project with the Canvas API and it's giving me a lot of trouble, normally I could identify the shape by class/id if it where made with a regular HTML element but I'm not sure where to go from here...
I've tried looping through the array that contains the board info but cannot get anything to work. Any help is appreciated!
Thanks
Let's step through your code, to get a better picture of what's going on.
As soon as you move your mouse over the canvas, the mousemove listener gets fired and executes it's associated callback function.
Inside this callback function we'll find this as the very first line:
if (ctx.isPointInPath(square, event.offsetX, event.offsetY))
So this if-statement checks it the current mouse position is inside of square. Well, the big question is: what is square actually?
If we look over your code a bit more, we'll find out that it's a global variable, which gets some value inside the Board class drawBoard() function as:
square = new Path2D();
square.rect(drawStartX, drawStartY, drawHeight, drawWidth);
Apparently it's a Path2D holding the rectangle of one of the bars - but which one actually?
Let's take a look at this function:
for (let i = 0; i < 10; i++) {
b.push(new Board(0.05 * i, 0.25, 0.04, 0.03, 0));
}
and
function loadFunctions() {
b.forEach(function(board) {
board.drawBoard();
})
}
In the first loop, you're populating the array b with ten instances of Board and in the forEach loop, you're calling each Board's drawBoard() function.
What does all this mean? Yes, square will always hold a reference to the bar, which's drawBoard() function has been called the last time - which will always be the last Board in your array.
To summarize: the only bar your checking in the mousemove callback is always the last one in the array.
So:
if (ctx.isPointInPath(square, event.offsetX, event.offsetY)) {
ctx.fillStyle = 'white';
}
else {
ctx.fillStyle = 'red';
}
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fill(square);
translated to plain english means: if the point is in square's bound, set the fillStyle to red, clear the whole screen and afterwards fill one bar with red.
What you need to do instead is checking the mouse position with every Board instance from the array. It ain't to hard though - just make the Path2D a class variable of Board and inside the callback function loop over the whole array and compare the mouse position with each Board's .square property.
Here's an example (just click on 'Run code snippet'):
let canvas = document.querySelector('#canvas'),
ctx = canvas.getContext('2d');
let b = [];
class Board {
constructor(startX, startY, height, width, angle) {
this.startX = startX;
this.startY = startY;
this.height = height;
this.width = width;
this.angle = angle;
this.square = new Path2D();
}
drawBoard() {
let canvasWidth = window.innerWidth * 0.95,
drawWidth = canvasWidth * this.width,
drawHeight = canvasWidth * this.height,
drawStartX = canvasWidth * this.startX,
drawStartY = canvasWidth * this.startY;
ctx.rotate(this.angle * Math.PI / 180);
this.square.rect(drawStartX, drawStartY, drawHeight, drawWidth);
ctx.fillStyle = 'red';
ctx.fill(this.square);
}
}
canvas.addEventListener('mousemove', function(event) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
let currentSquare;
for (let i = 0; i < b.length; i++) {
currentSquare = b[i].square;
if (ctx.isPointInPath(currentSquare, event.offsetX, event.offsetY)) {
ctx.fillStyle = 'white';
} else {
ctx.fillStyle = 'red';
}
ctx.fill(currentSquare);
}
});
for (let i = 0; i < 10; i++) {
b.push(new Board(0.05 * i, 0.25, 0.04, 0.03, 0));
}
function loadFunctions() {
b.forEach(function(board) {
board.drawBoard();
})
}
loadFunctions();
<canvas id="canvas" width=500 height=300></canvas>

Canvas rectangle is not expanding in a setInterval animation

I tried to make a program using HTML canvas. I don't know what I did wrong, but my code does not work. My program is supposed to work like follows: The program will draw a square. Next, it will change the values of the variables used to create the square. I put a setInterval to run my function more than once. Yes, I am aware there is no clearRect. But still, the square should grow. How it actually works is like follows: It draws a red square and nothing else happens.
How can I resolve this problem?
var x = 75;
var y = 75;
var w = 150;
var h = 150;
var c = document.getElementById("canvas");
var ctx = c.getContext("2d");
var dx = -1
var dy = -1
var dw = 2
var dh = 2
var col = "#f00"
function size(v, min, max, d) {
if (v > max || v < min) {
d = -d;
}
v += d;
}
function draw() {
ctx.fillStyle = col;
ctx.fillRect(x, y, w, h);
size(x, 0, 150, dx);
size(y, 0, 150, dy);
size(w, 0, 300, dw);
size(h, 0, 300, dh);
}
setInterval(draw, 25)
<canvas id="canvas" width="300px" height="300px" style="border:1px solid #000"></canvas>
The problem is that function parameters are passed by value, not reference. The size() function gets a local copy of number parameters. You need to return a value from the function and assign it to a variable in the calling scope.
The other issue is you'd like to change both d and v inside of one function. That requires global variables (bad idea), returning a data structure of some sort, or breaking up your logic into multiple functions. Here's one way to go:
function changeDir(d, v, min, max) {
return v > max || v < min ? -d : d;
}
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = col;
ctx.fillRect(x, y, w, h);
// Change direction if necessary
dx = changeDir(dx, x, 0, 150);
dy = changeDir(dy, y, 0, 150);
dw = changeDir(dw, w, 0, 300);
dh = changeDir(dh, h, 0, 300);
// Accumulate
x += dx;
y += dy;
w += dw;
h += dh;
}

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"/>

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