Scroll along path Paper.js - javascript

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.

Related

How to store X and Y coordinates, after clicking on a button to store it

im trying to store the x and y coordinates after clicking on the canvas, i can set a marker position, i can show the x an y coordinates and a picture of a marker on that position, but now i want to store these coordinates so that when you reload the web browser, the marker position wil still be at his place where you first placed it.
full code down..
var context = (this.canvas.nativeElement as HTMLCanvasElement).getContext("2d")
//Map sprite
var mapSprite = new Image();
mapSprite.src = "http://antyradar.info/wp-content/uploads/commercial-tumilty-design-commercial-floor-plans.jpg";
var Marker = function () {
this.Sprite = new Image();
this.Sprite.src = "https://www.lasvegas-waterdelivery.com/wp-content/uploads/2016/07/5gal-cropped.png"
this.Width = 12;
this.Height = 20;
this.XPos = 0;
this.YPos = 0;
}
var Markers = new Array();
var rect = (this.canvas.nativeElement as HTMLCanvasElement).getBoundingClientRect();
var mouseClicked = function (mouse) {
// Get current mouse coords
var mouseXPos = (mouse.x - rect.left);
var mouseYPos = (mouse.y - rect.top);
console.log("x: " + mouseXPos);
console.log("y: " + mouseYPos)
console.log("Marker added");
// Move the marker when placed to a better location
var marker = new Marker();
marker.XPos = mouseXPos - (marker.Width * 37.7);
marker.YPos = mouseYPos - (marker.Height * 7);
Markers.push(marker);
for (var i = 0; i < Markers.length; i++) {
if(i > 1){
Markers.splice(marker);
}
}
sessionStorage.setItem('Marker', JSON.stringify(marker));
let store = sessionStorage.getItem('Marker');
console.log(store);
var remember = function(){
return store;
}
}
// Add mouse click event listener to canvas
/* (this.canvas.nativeElement as HTMLCanvasElement).addEventListener("mousedown", mouseClicked, false); */
var firstLoad = function () {
context.font = "15px Georgia";
context.textAlign = "center";
}
firstLoad();
var main = function () {
draw();
};
var width = (this.canvas.nativeElement as HTMLCanvasElement).width
var height = (this.canvas.nativeElement as HTMLCanvasElement).height
var draw = function () {
// Clear Canvas
context.fillStyle = "#000";
context.fillRect(0, 0, width, height);
// Draw map
// Sprite, X location, Y location, Image width, Image height
// You can leave the image height and width off, if you do it will draw the image at default size
context.drawImage(mapSprite, 0, 0, 700, 700);
// Draw markers
for (var i = 0; i < Markers.length; i++) {
var tempMarker = Markers[i];
// Draw marker
context.drawImage(tempMarker.Sprite, tempMarker.XPos, tempMarker.YPos, tempMarker.Width, tempMarker.Height);
}
};
setInterval(main, (1000 / 10)); // Refresh 60 times a second
}
You can use Window.sessionStorage to store your coordinates.
sessionStorage.setItem('Marker', JSON.stringify(marker));
If this is ionic 3 store the information in a Provider too keep it consistent from page to page/on refresh or use a service for ionic 4 (https://www.youtube.com/watch?v=MUvDM55PN9k - tutorial). To keep the information after closing and opening the app you could use the ionic file plugin https://ionicframework.com/docs/native/file or other such native storage.

Updating canvas values in javascript

I have a particle animation written in JavaScript using Canvas.
What i'm trying to do is to change the canvas drawing values, specifically radMax and radMin. I have written the code here for you to see: https://jsfiddle.net/u3wwxg58/
What happens now, is that when I call function f(), new particles are added with the right radMax and radMin values, instead of updating the current "drawing" with the new radMax and radMin values. Basically, what i'm trying to do is to simply make my sphere / animation larger when function f() is called.
My code for drawParticle()
var cvs = document.createElement('canvas'),
context = cvs.getContext('2d');
document.body.appendChild(cvs);
var numDots = 500,
n = numDots,
currDot,
maxRad = 100,
minRad = 90,
radDiff = maxRad-minRad,
dots = [],
PI = Math.PI,
centerPt = {x:0, y:0};
resizeHandler();
window.onresize = resizeHandler;
while(n--){
currDot = {};
currDot.radius = minRad+Math.random()*radDiff;
currDot.radiusV = 10+Math.random()*50,
currDot.radiusVS = (1-Math.random()*2)*0.005,
currDot.radiusVP = Math.random()*PI,
currDot.ang = (1-Math.random()*2)*PI;
currDot.speed = 0;
//currDot.speed = 1-Math.round(Math.random())*2;
//currDot.speed = 1;
currDot.intensityP = Math.random()*PI;
currDot.intensityS = Math.random()*0.5;
currDot.intensityO = 64+Math.round(Math.random()*64);
currDot.intensityV = Math.min(Math.random()*255, currDot.intensityO);
currDot.intensity = Math.round(Math.random()*255);
currDot.fillColor = 'rgb('+currDot.intensity+','+currDot.intensity+','+currDot.intensity+')';
dots.push(currDot);
}
function drawPoints(){
var n = numDots;
var _centerPt = centerPt,
_context = context,
dX = 0,
dY = 0;
_context.clearRect(0, 0, cvs.width, cvs.height);
var radDiff,currDot;
//draw dots
while(n--) {
currDot = dots[n];
currDot.radiusVP += currDot.radiusVS;
radDiff = currDot.radius+Math.sin(currDot.radiusVP)*currDot.radiusV;
dX = _centerPt.x+Math.sin(currDot.ang)*radDiff;
dY = _centerPt.y+Math.cos(currDot.ang)*radDiff;
//currDot.ang += currDot.speed;
currDot.ang += currDot.speed*radDiff/40000;
currDot.intensityP += currDot.intensityS;
currDot.intensity = Math.round(currDot.intensityO+Math.sin(currDot.intensityP)*currDot.intensityV);
//console.log(currDot);
_context.fillStyle= 'rgb('+currDot.intensity+','+currDot.intensity+','+currDot.intensity+')';
_context.fillRect(dX, dY, 1, 1);
console.log('draw dots');
} //draw dot
window.requestAnimationFrame(drawPoints);
}
function resizeHandler(){
var box = cvs.getBoundingClientRect();
var w = box.width;
var h = box.height;
cvs.width = w;
cvs.height = h;
centerPt.x = Math.round(w/2);
centerPt.y = Math.round(h/2);
}
drawPoints();
and my code for updating the values:
var myi = 0, timex = 20;
function f() {
numDots =500+myi*10; maxRad = 300;minRad = 200 ; n=numDots;
while(n--){
currDot = {};
currDot.radius = minRad+Math.random()*radDiff;
currDot.radiusV = 10+Math.random()*500,
currDot.radiusVS = (1-Math.random()*2)*0.005,
currDot.radiusVP = Math.random()*PI,
currDot.ang = (1-Math.random()*2)*PI;
currDot.speed = (1-Math.random()*2);
//currDot.speed = 1-Math.round(Math.random())*2;
//currDot.speed = 1;
currDot.intensityP = Math.random()*PI;
currDot.intensityS = Math.random()*0.05;
currDot.intensityO = 64+Math.round(Math.random()*64);
currDot.intensityV = Math.min(Math.random()*255, currDot.intensityO);
currDot.intensity = Math.round(Math.random()*255);
currDot.fillColor = 'rgb('+currDot.intensity+','+currDot.intensity+','+currDot.intensity+')';
dots.push(currDot);
//setTimeout(function(){n++},1000);
}
myi++;
if( myi < timex ){
setTimeout( f, 500 );
}}
f();
Picture to show what I want to do: https://postimg.org/image/9uhb3jda9/
So left one is before calling function f(), right one is when f() is called.
Function f is adding dots because the statement currDot = {}; creates a new object, and the statement dots.push(currDot);
adds it to the array of dots.
If you change it to:
currDot = dots[n];
and remove the push then it will act on the existing dots.
However, that will only work while myi is zero.
Presumably you are intending to increase the number of dots over time. Perhaps what you really want is just to completely replace the existing dots?
In which case just stick dots = []; before the while loop and leave the rest as-is.
No point iterating all the particles again just to change the size of the effect. Do it while you are rendering the particles.
From your code add the variable radiusGrowAt and increase each dot radius every time you render it. radiusGrowAt assumes the frame rate is constant and at 60fps
//just after document.body.appendChild(cvs) where you declare and define
maxRad = 20,
minRad = 10,
radDiff = maxRad-minRad,
//=================================================================
radiusGrowAt = 20 / 60, //<<== add this // grow 20 pixels every 60 frames (one second)
//=================================================================
dots = [],
PI = Math.PI,
centerPt = {x:0, y:0};
... etc
Then
//draw dots
while(n--) {
currDot = dots[n];
//=================================================================
currDot.radius += radiusGrowAt; //<<== add this line
//=================================================================
currDot.radiusVP += currDot.radiusVS;
radDiff = currDot.radius+Math.sin(currDot.radiusVP)*currDot.radiusV;
... etc

HTML5 Canvas - Drag and Drop co-ordinates on rescale

//VARIABLES
//Drag Object Size
dragRadius = 100;
//Destination Size
destHeight = 434;
destWidth = 220;
var RosieDrag = new lib.RosieDrag();
//Drag Object Creation
//Placed inside a container to hold both label and shape
var test = new lib.test();
stage.addChild(test);
test.x = 525;
test.y = 1035;
var dragger = new createjs.Container();
dragger.x = 250;
dragger.y = 460;
dragger.addChild(RosieDrag);
dragger.setBounds(100, 100, dragRadius*2, dragRadius*2);
//DragRadius * 2 because 2*r = width of the bounding box
var RosieDrop = new lib.RosieDrop();
var destination = new createjs.Container();
destination.x = 900;
destination.y = 240;
destination.setBounds(950, 350, 100, 100);
destination.addChild(RosieDrop);
//DRAG FUNCTIONALITY =====================
dragger.on("pressmove", function(evt){
evt.currentTarget.x = evt.stageX;
evt.currentTarget.y = evt.stageY;
stage.update(); //much smoother because it refreshes the screen every pixel movement instead of the FPS set on the Ticker
if(intersect(evt.currentTarget, destination)){
evt.currentTarget.alpha=0.2;
}else{
evt.currentTarget.alpha=1;
}
});
//Mouse UP and SNAP====================
dragger.on("pressup", function(evt) {
if(intersect(evt.currentTarget, destination)){
test.gotoAndPlay(5);
dragger.x = destination.x + destWidth/2;
dragger.y = destination.y + destHeight/2;
dragger.alpha = 1;
stage.update(evt);
}
});
//Tests if two objects are intersecting
//Sees if obj1 passes through the first and last line of its
//bounding box in the x and y sectors
//Utilizes globalToLocal to get the x and y of obj1 in relation
//to obj2
//PRE: Must have bounds set for each object
//Post: Returns true or false
function intersect(obj1, obj2){
var objBounds1 = obj1.getBounds().clone();
var objBounds2 = obj2.getBounds().clone();
var pt = obj1.globalToLocal(objBounds2.x, objBounds2.y);
var h1 = -(objBounds1.height / 2 + objBounds2.height);
var h2 = objBounds2.width / 2;
var w1 = -(objBounds1.width / 2 + objBounds2.width);
var w2 = objBounds2.width / 2;
if(pt.x > w2 || pt.x < w1) return false;
if(pt.y > h2 || pt.y < h1) return false;
return true;
}
//Adds the object into stage
stage.addChild(destination, dragger);
stage.mouseMoveOutside = true;
stage.update();
Hi,
I've made a simple drag and drop in a canvas. It works fine but when the canvas resizes to the window it changes the position of the object when it is picked up and also of the drop area (Interestingly it still draws things in the right position and places the object in the right position after it is dropped.
I'm sure I'm missing something simple, here's my code:

paper.js animate point on graph

I'm trying to build an animated graph with paper.js that can react to different input. So I want to smoothly animate one point vertically to a different point.
I've looked at different examples and the closest ones to mine is this one:
paper.tool.onMouseDown = function(event) {
x = event.event.offsetX;
y = event.event.offsetY;
paper.view.attach('frame', moveSeg);
}
var x;
var y;
function moveSeg(event) {
event.count = 1;
if(event.count <= 100) {
myPath.firstSegment.point._x += (x / 100);
myPath.firstSegment.point._y += (y / 100);
for (var i = 0; i < points - 1; i++) {
var segment = myPath.segments[i];
var nextSegment = segment.next;
var vector = new paper.Point(segment.point.x - nextSegment.point.x,segment.point.y - nextSegment.point.y);
vector.length = length;
nextSegment.point = new paper.Point(segment.point.x - vector.x,segment.point.y - vector.y);
}
myPath.smooth();
}
}
This Code animates one Point to the click position, but I couldn't change it to my needs.
What I need is:
var aim = [120, 100];
var target = aim;
// how many frames does it take to reach a target
var steps = 200;
// Segment I want to move
myPath.segments[3].point.x
And then I dont know how to write the loop that will produce a smooth animation.
example of the graph:
I worked out the answer. The following steps in paperscript:
Generate Path
Set aim for the point
OnFrame Event that does the moving (eased)
for further animations just change the currentAim variable.
var myPath = new Path({
segments: [[0,100],[50,100],[100,100]]});
// styling
myPath.strokeColor = '#c4c4c4'; // red
myPath.strokeWidth = 8;
myPath.strokeJoin = 'round';
myPath.smooth();
// where the middle dot should go
var currentAim = [100,100];
// Speed
var steps = 10;
//Animation
function onFrame(event) {
dX1 = (currentAim[0] - myPath.segments[1].point.x )/steps;
dY1 = (currentAim[1] - myPath.segments[1].point.y )/steps;
myPath.segments[1].point.x += dX1;
myPath.segments[1].point.y += dY1;
}

Collisions in simple javascript game

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.

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