PhoneGap: Canvas Rendering on iPhone - javascript

I have a canvas in a PhoneGap app for iPhone and I'm building a lock pattern into it, using something very similar to < How I can create a pattern login like Android in HTML5? >. I rewrote parts to keep jQuery off the app, and also the circles and line are much less detailed.
I am doing desktop testing in Chrome, and also checked in Safari, this code works great and just as expected. My problem, however, is that nothing gets rendered on my iPhone 5 nor the iOS Simulator.
GLOBAL.Swiper = function( element , width , height ) {
var _self = this;
var theCanvas;
var code = '';
var stopDrawing = false;
var dragging=false;
var event = {
start : 'ontouchstart' in window ? 'touchstart' : 'mousedown',
move : 'ontouchstart' in window ? 'touchmove' : 'mousemove',
end : 'ontouchstart' in window ? 'touchend' : 'mouseup'
}
getCode = function() {
return code;
}
resetCode = function() {
code = '';
}
init = function( element , width , height) {
// Mark the Canvas, get its context, and set up the options
theCanvas = {
el: element,
ctx : element.getContext('2d'),
height : height || element.height,
width : width || element.width,
pad : 20 ,
circles : [],
selectedCircles : [],
startPoint : {x:0, y:0}
}
var rad = (theCanvas.width - theCanvas.pad * 4) / 3;
// Set up the circles
for ( var i=0;i<3;i++ ) {
for ( var j=0;j<3;j++ ) {
theCanvas.circles.push ( new Circle ({
x : j * ( theCanvas.pad + rad ) + theCanvas.pad + rad / 2,
y : i * ( theCanvas.pad + rad ) + theCanvas.pad + rad / 2
}, rad / 2) )
}
}
theCanvas.el.addEventListener (event.start , onStart );
theCanvas.el.addEventListener (event.move , onMove );
theCanvas.el.addEventListener (event.end , onEnd );
console.log ("Swiper Initialized");
drawCircles();
}
/**
* Circle
**/
Circle = function (center, radius, fill, stroke, hover, active) {
console.log ("NEW CIRCLE CREATED");
var center = {
x: center.x,
y: center.y
},
radius = radius,
fill = fill || '#482b5a',
hover = hover || '#663d80',
active = active || '#71b644',
stroke = stroke || '';
this.position = function(){
return {x:center.x, y:center.y};
}
this.draw = function(ctx) {
ctx.fillStyle = this.selected ? active : this.hovering ? hover : fill;
if (stroke) ctx.strokeStyle = stroke;
ctx.beginPath();
ctx.arc(center.x, center.y, radius, 0, Math.PI * 2, false);
ctx.closePath();
ctx.fill();
if (stroke) ctx.stroke();
};
this.isPointInPath = function(x, y) {
return Math.sqrt(Math.pow(center.x - x, 2) + Math.pow(center.y - y, 2)) <= radius;
};
this.hovering = false;
this.selected = false;
}
/**
* drawCircles
**/
drawCircles = function() {
var ctx = theCanvas.ctx;
ctx.clearRect(0,0,theCanvas.width,theCanvas.height);
for (var i = 0; i < theCanvas.circles.length; i++) {
theCanvas.circles[i].draw(ctx);
}
// Draw the lines connecting each circle
if (dragging && theCanvas.selectedCircles.length > 1) {
var pos = theCanvas.selectedCircles[0].circ.position();
ctx.beginPath();
ctx.lineWidth = 10;
ctx.strokeStyle = "#251";
ctx.moveTo(pos.x, pos.y);
for (var j = 1; j < theCanvas.selectedCircles.length; j++){
pos = theCanvas.selectedCircles[j].circ.position();
ctx.lineTo(pos.x,pos.y);
}
ctx.stroke();
ctx.closePath();
}
}
/**
* events - onStart, onMove, onEnd
**/
onStart = function() {
dragging = true;
drawCircles();
}
onMove = function(e) {
for (var i = 0; i < theCanvas.circles.length; i++) {
var cir = theCanvas.circles[i];
var pip = cir.isPointInPath(e.offsetX, e.offsetY);
cir.hovering = pip;
if (dragging && pip && !cir.selected) {
theCanvas.selectedCircles.push({circ:cir, index:i});
cir.selected = true;
}
drawCircles();
}
}
onEnd = function() {
dragging = false;
code = '';
while ( theCanvas.selectedCircles.length > 0 ) {
var singleCircle;
theCanvas.selectedCircles[0].circ.selected = false;
singleCircle = theCanvas.selectedCircles.shift();
code += (singleCircle.index + 1).toString();
}
alert (code);
// reset selection
for (var i = 0; i < theCanvas.selectedCircles.length; i++)
theCanvas.selectedCircles[i].circ.selected = false;
theCanvas.selectedCircles = [];
drawCircles();
}
if ( element ) init ( element , width , height);
return {
init : init,
draw : drawCircles,
getCode : getCode,
resetCode : resetCode,
c : theCanvas
}
}
As usual, any help will be appreciated.

Related

Click listener incorrect data after resizing window with canvas in angular 6

I am using a canvas with clickable elements that was added using for loop, I added a resizing event that redrawing the canvas after user window was resized, When the window is loading for the first time the canvas and click listeners works great, My problem starts after the window resizing, I getting wrong click coordinates and bad behavior, It looks the click event have sort of a backlog for all the times that the screen was resized
Here is the full code on stackblitz
The resize function
#HostListener('window:resize', ['$event'])
onResize(event) {
this.innerWidth = window.innerWidth;
this.innerHeight = window.innerHeight;
this.canvas.width = this.innerWidth;
this.canvas.height = this.innerHeight
this.cleardraw()
this.draw()
}
cleardraw(){
var ctx = this.canvas.getContext('2d');
ctx.clearRect(0, 0, this.innerWidth, this.innerHeight);
}
The draw function
draw() {
var ctx = this.canvas.getContext('2d');
ctx.font = "15px Arial";
var seats = []
var tempOrderArrey = []
var orderSeatsClinet = []
var selectedSeatsClient = []
var numberOfSeats = 10
var numberOfRows = 10
var canvasWidth = this.innerWidth
var canvasHight = this.innerHeight
function Seat(x, y, w, h, id, line, seatNum, color) {
this.x = x - 160
this.y = y ;
this.w = w;
this.h = h;
this.id = id;
this.line = line
this.seatNo = seatNum + 1 ;
this.color = color
}
Seat.prototype.draw = function () {
ctx.fillStyle = this.color
ctx.fillRect(this.x, this.y, this.w, this.h)
}
function drawAll() {
for (var i = 0; i < seats.length; i++) {
seats[i].draw();
}
}
var id = 1;
var xPad = canvasWidth / 30
function addSeats(value, ch) {
for (let i = 0; i <= 15; i++)
seats.push(new Seat( (canvasWidth / 3) + (i * xPad), value, canvasWidth/ 37, canvasWidth/ 37, id++, ch, i, "#998515"));
}
var start = 60, diff = canvasWidth/30, ch = 0;
for (let i = 0; i < 2; i++) {
//60 + (40 * i)
addSeats(start + (diff * i), ch++);
}
drawAll()
The click event function
this.renderer.listen(this.canvasRef.nativeElement, 'click', (event) => {
let cX = event.layerX;
let cY = event.layerY;
const offsetLeft = this.canvasRef.nativeElement.offsetLeft;
const offsetTop = this.canvasRef.nativeElement.offsetTop;
this.cX = cX - offsetLeft;
this.cY = cY - offsetTop;
for (var i = 0; i < seats.length; i++) {
var s = seats[i];
if (cX >= s.x && cX < s.x + s.w && cY >= s.y && cY < s.y + s.h) {
if (s.color == '#998515') { // If green
tempOrderArrey.push({ "id": s.id, "seatNum": s.seatNo, "rowNum": s.line })
s.color = '#ff0000'
ctx.fillStyle = '#ff0000'
ctx.fillRect(s.x, s.y, s.w, s.h)
}
else if (s.color == '#ff0000') { // If red
tempOrderArrey = tempOrderArrey.filter(seat => seat.id != s.id);
ctx.fillStyle = '#998515'
s.color = '#998515'
ctx.fillRect(s.x, s.y, s.w, s.h)
}
}
this.tempOrderArrey = tempOrderArrey
}})
}
The reason is that each time you resize, renderer.listen is called again, so for one click there are many events being fired.
You need to make sure that you clear the listener before creating a new one
// Check if the reference exists
if (this.reference != null) {
this.reference; // Clear the listener
}
// Store a reference to the listener
this.reference = this.renderer.listen(this.canvasRef.nativeElement, 'click', (event) => {
Here is a fork of the StackBlitz

How to move character in two speeds without one affecting the other?

OK, so this is a little hard to explain. I'm making a canvas-based point-and-click 2d game. You can look around (move the environment) by dragging the mouse horizontally across the screen. And move the character by clicking where you want him to go. Kinda like This War of Mine. Here's a simplified version of what I got...
MOUSE ACTIONS:
var held, mouseX, mouseXInitial;
window.addEventListener('mousedown',function(e){
held = true;
mouseXInitial = mouseX;
});
window.addEventListener('mouseup',function(e){
held = false;
});
window.addEventListener('mousemove',function(e){
mouseX = e.clientX;
});
mouseEvents();
LOOKING AROUND (dragging across the screen to look around the environment):
var sharedParentObject = {
scrolledAmount: null,
scrolling: function(){
if (held){
this.scrolledAmount = mouseX - mouseXInitial;
this.x = this.xInitial + this.scrolledAmount;
}
},
inputShared: function(){
var that = this;
window.addEventListener('mousedown',function(e){
that.xInitial = that.x;
});
window.addEventListener('mousemove',function(e){
that.scrolling();
});
}
}
MOVING THE CHARACTER:
function Character(){
this.speed = 2;
this.target = null;
this.input = function(){
var that = this;
window.addEventListener('mouseup',function(e){
that.target = that.mouseXInitial;
that.target += that.scrolledAmount;
});
}
this.update = function(){
if (this.target){
//moving right
if (this.x + this.w/2 < this.target){
this.x += this.speed;
}
//moving left
if (this.x + this.w/2 > this.target){
this.x -= this.speed;
}
}
}
}
Character.prototype = Object.create(sharedParentObject);
This works but the problem is that once I start dragging across the screen to look around, while the character is already walking, it gets all weird and jittery. I understand why this is happening. The character's x is getting changed in both the character class and the parent class at the same time. Is there a way to have it so the character can keep walking towards the target, while still getting moved as I scroll the environment? Kinda doing both, without one affecting the other..
All you need to do is track the distance the mouse have moved between the onmousedown and onmouseup events. If the distance is very small, then the user has clicked on one spot, if the distance is larger then they are trying to pan the scene.
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<style>
body {
background-color: black;
}
canvas {
display: block;
margin-top: 20px;
margin-left: auto;
margin-right: auto;
border: solid 1px white;
border-radius: 10px;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<script type="application/javascript">
// ES5 Friendly class functions
// (Supports overloading & single inheritance)
var _class = (function() {
"use strict";
/*
All a class is in JS is a function that
acts as a constructor and an object (prototype)
that holds the properties shared across all
instances (static vars, constants & functions).
*/
function _class(constructor,prototype) {
prototype.base = null;
prototype.super = constructor;
constructor.prototype = prototype;
return constructor;
}
_class.extends = function(base,constructor,prototype) {
for (var property in base.prototype) {
if (!prototype[property]) {
prototype[property] = base.prototype[property];
}
}
function bundledConstructor() {
base.apply(this,arguments);
constructor.apply(this,arguments);
}
prototype.base = base;
prototype.super = bundledConstructor;
bundledConstructor.prototype = prototype;
return bundledConstructor;
}
return _class;
})();
void function() {
"use strict";
// Classes
// Encapsulate canvas element
var Viewport = _class(
function(canvasID,width,height,bgColour) {
this.canvas = document.getElementById(canvasID) || null;
this.width = width || 1.0;
this.height = height || 1.0;
this.bgColour = bgColour || "gray";
this.hWidth = this.width >> 1;
this.hHeight = this.height >> 1;
this.canvas.width = this.width;
this.canvas.height = this.height;
this.ctx = this.canvas.getContext("2d");
this.ctx.translate(this.hWidth,this.hHeight);
var bounds = this.canvas.getBoundingClientRect();
this.leftMargin = bounds.left;
this.topMargin = bounds.top;
},{
clear: function() {
var ctx = this.ctx;
ctx.fillStyle = this.bgColour;
ctx.fillRect(-this.hWidth,-this.hHeight,this.width,this.height);
}
}
);
// This is a class used to encapsulate
// the scene's panning/zooming.
var Camera = _class(
// Constructor Function
function(viewport,x,y) {
this.viewport = viewport || null;
this.x = x || 0.0;
this.y = y || 0.0;
this.scale = 1.0;
this.invScale = 1.0 / this.scale;
this.allowUserInput = false;
this.mouseDown = false;
this.mouseLastX = 0.0;
this.mouseLastY = 0.0;
viewport.canvas.addEventListener("wheel",this.onwheel.bind(this));
viewport.canvas.addEventListener("mousedown",this.onmousedown.bind(this));
viewport.canvas.addEventListener("mouseup",this.onmouseup.bind(this));
viewport.canvas.addEventListener("mousemove",this.onmousemove.bind(this));
},
// Prototype (constant values & functions go here)
{
scaleCoordinates: function(x,y) {
return [
(x - this.viewport.hWidth) * this.invScale + this.x,
(y - this.viewport.hHeight) * this.invScale + this.y
];
},
scaleDimensions: function(width,height) {
return [
width * this.invScale,
height * this.invScale
];
},
pan: function(deltaX,deltaY) {
this.x += deltaX;
this.y += deltaY;
},
zoom: function(deltaScale) {
this.scale += deltaScale;
this.scale = Math.max(0.0,this.scale);
this.invScale = 1.0 / this.scale;
},
onwheel: function(e) {
if (this.allowUserInput) {
var deltaY = -Math.sign(e.deltaY) * (e.deltaY / e.deltaY) * 0.25;
this.zoom(deltaY);
}
},
onmousedown: function(e) {
this.mouseDown = true;
[
this.mouseLastX,
this.mouseLastY
] = this.scaleCoordinates(
e.clientX - this.viewport.leftMargin,
e.clientY - this.viewport.topMargin
);
},
onmouseup: function(e) {
this.mouseDown = false;
},
onmousemove: function(e) {
if (this.allowUserInput && this.mouseDown) {
var [
mouseX,
mouseY
] = this.scaleCoordinates(
e.clientX - this.viewport.leftMargin,
e.clientY - this.viewport.topMargin
);
this.pan(
this.mouseLastX - mouseX,
this.mouseLastY - mouseY
);
}
}
}
);
// Contains basic behaviour all game objects will have
var GameObject = _class(
function(x,y,width,height,colour) {
this.x = x || 0.0;
this.y = y || 0.0;
this.width = width || 1.0;
this.height = height || 1.0;
this.colour = colour || "darkblue";
this.dx = 0.0;
this.dy = 0.0;
this._draw_x = 0.0;
this._draw_y = 0.0;
this._draw_width = 0.0;
this._draw_height = 0.0;
},{
updateDrawParameters: function(camera) {
this._draw_width = this.width * camera.scale;
this._draw_height = this.height * camera.scale;
this._draw_x = ((this.x - camera.x) * camera.scale) - this._draw_width * 0.5;
this._draw_y = ((this.y - camera.y) * camera.scale) - this._draw_height * 0.5;
},
tick: function() {
},
render: function(viewport) {
var ctx = viewport.ctx;
ctx.fillStyle = this.colour;
ctx.strokeStyle = "black";
ctx.lineWidth = 2;
ctx.beginPath();
ctx.rect(this._draw_x,this._draw_y,this._draw_width,this._draw_height);
ctx.fill();
ctx.stroke();
}
}
);
// A more specialized type of game object that
// can move to a specific location
var MoveAgent = _class.extends(GameObject,
function(x,y,width,height,colour) {
this.currentState = this.STATE_IDLE;
this.targetX = 0.0;
this.targetY = 0.0;
},{
STATE_IDLE: 1000,
STATE_MOVING_TO_TARGET: 1001,
MOVE_SPEED: 1.0,
GOAL_TOLERANCE: 5.0, // How close is 'good enough' to the target
moveTo: function(x,y) {
this.targetX = x || 0.0;
this.targetY = y || 0.0;
this.currentState = this.STATE_MOVING_TO_TARGET;
},
tick: function() {
switch(this.currentState) {
case this.STATE_IDLE:
break;
case this.STATE_MOVING_TO_TARGET:
var x = this.targetX - this.x;
var y = this.targetY - this.y;
var l = x * x + y * y;
if (l < this.GOAL_TOLERANCE * this.GOAL_TOLERANCE) {
this.currentState = this.STATE_IDLE;
} else {
l = 1.0 / Math.sqrt(l);
this.dx = x * l * this.MOVE_SPEED;
this.dy = y * l * this.MOVE_SPEED;
this.x += this.dx;
this.y += this.dy;
}
break;
}
}
}
);
var ControlledMoveAgent = _class.extends(MoveAgent,
function(x,y,width,height,colour,camera) {
this.camera = camera || null;
this.mouseDown = false;
this.mouseX = 0.0;
this.mouseY = 0.0;
viewport.canvas.addEventListener("mousedown",this.onmousedown.bind(this));
viewport.canvas.addEventListener("mouseup",this.onmouseup.bind(this));
viewport.canvas.addEventListener("mousemove",this.onmousemove.bind(this));
},{
MOVE_TOLLERANCE: 5.0,
onmousedown: function(e) {
if (e.button === 0) {
this.mouseDown = true;
this.mouseX = e.clientX;
this.mouseY = e.clientY;
}
},
onmouseup: function(e) {
if (e.button === 0 && this.mouseDown) {
this.mouseDown = false;
var x = e.clientX - this.camera.viewport.leftMargin;
var y = e.clientY - this.camera.viewport.topMargin;
[x,y] = this.camera.scaleCoordinates(x,y);
this.moveTo(x,y);
}
},
onmousemove: function(e) {
if (this.mouseDown) {
var x = this.mouseX - e.clientX;
var y = this.mouseY - e.clientY;
var l = Math.sqrt(x * x + y * y);
if (l > this.MOVE_TOLLERANCE) {
this.mouseDown = false;
}
}
}
}
);
// Vars
var camera = null;
var viewport = null;
var scenery = [];
var character = null;
// Functions
function loop() {
// Tick
for (var i = 0; i < scenery.length; ++i) {
scenery[i].updateDrawParameters(camera);
}
character.tick();
character.updateDrawParameters(camera);
// Render
viewport.clear();
for (var i = 0; i < scenery.length; ++i) {
scenery[i].render(viewport);
}
character.render(viewport);
//
requestAnimationFrame(loop);
}
// Entry Point
onload = function() {
viewport = new Viewport("canvas",180,160,"gray");
camera = new Camera(viewport,0,0);
camera.allowUserInput = true;
camera.zoom(0.25);
for (var i = 0; i < 10; ++i) {
scenery[i] = new GameObject(
180 * Math.random() - 90,
160 * Math.random() - 80,
10 + Math.random() * 10,
10 + Math.random() * 10,
"#" + ((Math.random() * 255) | 0).toString(16)
+ ((Math.random() * 255) | 0).toString(16)
+ ((Math.random() * 255) | 0).toString(16)
);
}
character = new ControlledMoveAgent(0,0,10,10,"darkred",camera);
loop();
}
}()
</script>
</body>
</html>

how to fill particles inside rectangle?

I'm looking to draw a rectangle basically text but just for clearing insight I'm working it with rectangle with small particles inside rectangle the basic I idea I got from https://yalantis.com/ but in my attempt I'm stuck here with solid filled rectangle with a color I have specified for particles. Please help me.. :)
Thanks here is my code:
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Off Screen Canvas</title>
<script>
function createOffscreenCanvas() {
var offScreenCanvas = document.createElement('canvas');
offScreenCanvas.width = '1360';
offScreenCanvas.height = '400';
var context = offScreenCanvas.getContext("2d");
var W=200;
var H=200;
particleCount = 200;
particles = []; //this is an array which will hold our particles Object/Class
function Particle() {
this.x = Math.random() * W;
this.y = Math.random() * H;
this.direction ={"x": -1 + Math.random()*2, "y": -1 + Math.random()*2};
this.vx = 2 * Math.random() + 4 ;
this.vy = 2 * Math.random() + 4;
this.radius = .9 * Math.random() + 1;
this.move = function(){
this.x += this.vx * this.direction.x;
this.y += this.vy * this.direction.y;
};
this.changeDirection = function(axis){
this.direction[axis] *= -1;
};
this.draw = function() {
context.beginPath();
context.fillStyle = "#0097a7";
context.arc(this.x, this.y, this.radius, 0, Math.PI * 2, false);
context.fill();
};
this.boundaryCheck = function(){
if(this.x >= W){
this.x = W;
this.changeDirection("x");
}
else if(this.x <= 0){
this.x = 0;
this.changeDirection("x");
}
if(this.y >= H){
this.y = H;
this.changeDirection("y");
}
else if(this.y <= 0){
this.y = 0;
this.changeDirection("y");
}
};
}
function createParticles(){
for (var i = particleCount-1; i >= 0; i--) {
p = new Particle();
particles.push(p);
}
}// end createParticles
function drawParticles(){
for (var i = particleCount-1; i >= 0; i--){
p = particles[i];
p.draw();
}
} //end drawParticles
function updateParticles(){
for(var i = particles.length - 1; i >=0; i--){
p = particles[i];
p.move();
p.boundaryCheck();
}
}//end updateParticle
createParticles();
var part=drawParticles();
context.fillStyle=part;
context.fillRect(W-190, H-190, W, H);
context.fill();
return offScreenCanvas;
}
function copyToOnScreen(offScreenCanvas) {
var onScreenContext=document.getElementById('onScreen').getContext('2d');
var offScreenContext = offScreenCanvas.getContext('2d');
var image=offScreenContext.getImageData(10,10,200,200);
onScreenContext.putImageData(image,offScreenCanvas.width/2,offScreenCanvas.height/4);
}
function main() {
copyToOnScreen(createOffscreenCanvas());
}
</script>
<style>
canvas {
border: 1px solid red;
}
</style>
</head>
<body onload="main()">
<canvas id="onScreen" width="1360" height="400"></canvas>
</body>
</html>
I see you have not found what you are looking for yet. Below is something quick to get you on your way. There is a whole range of stuff being used from canvas,mouse,particles, etc most of which is without comments. There is no load balancing or compliance testing and because it uses babel to be compatible with IE11 I have no clue how it runs on those browsers.
I will add to this answer some other time but for now I am a little over it.
const textList = ["1","2","3","Testing","text","to","particles"];
var textPos = 0;
function createParticles(text){
createTextMap(
text, // text to display
40, // font size
"Arial", // font
{ // style fot rendering font
fillStyle : "#6AF",
strokeStyle : "#F80",
lineWidth : 2,
lineJoin : "round",
},{ // bounding box to find a best fit for
top : 0,
left : 0,
width : canvas.width,
height : canvas.height,
}
)
}
// This function starts the animations
var started = false;
function startIt(){
started = true;
const next = ()=>{
var text = textList[(textPos++ ) % textList.length];
particles.mouseFX.dist = canvas.height / 8;
createParticles(text);
setTimeout(moveOut,text.length * 100 + 3000);
}
const moveOut = ()=>{
particles.moveOut();
setTimeout(next,2000);
}
setTimeout(next,0);
}
function setStyle(ctx,style){
Object.keys(style).forEach(key => ctx[key] = style[key]);
}
// the following function create the particles from text using a canvas
// the canvas used is dsplayed on the main canvas top left fro referance.
var tCan = createImage(100, 100); // canvas used to draw text
function createTextMap(text,size,font,style,fit){
// function to conver to colour hex value
const hex = (v)=> (v < 16 ? "0" : "") + v.toString(16);
// set up font so we can find the size.
tCan.ctx.font = size + "px " + font;
// get size of text
var width = Math.ceil(tCan.ctx.measureText(text).width + size);
// resize the canvas to fit the text
tCan.width = width;
tCan.height = Math.ceil(size *1.2);
// c is alias for context
var c = tCan.ctx;
// set up font
c.font = size + "px " + font;
c.textAlign = "center";
c.textBaseline = "middle";
// set style
setStyle(c,style);
// only do stroke and fill if they are set in styles object
if(style.strokeStyle){
c.strokeText(text, width / 2, tCan.height / 2);
}
if(style.fillStyle){
c.fillText(text, width / 2, tCan.height/ 2);
}
// prep the particles
particles.empty();
// get the pixel data
var data = c.getImageData(0,0,width,tCan.height).data;
var x,y,ind,rgb,a;
// find pixels with alpha > 128
for(y = 0; y < tCan.height; y += 1){
for(x = 0; x < width; x += 1){
ind = (y * width + x) << 2; // << 2 is equiv to * 4
if(data[ind + 3] > 128){ // is alpha above half
rgb = `#${hex(data[ind ++])}${hex(data[ind ++])}${hex(data[ind ++])}`;
// add the particle
particles.add(Vec(x, y), Vec(x, y), rgb);
}
}
}
// scale the particles to fit bounding box
var scale = Math.min(fit.width / width, fit.height / tCan.height);
particles.each(p=>{
p.home.x = ((fit.left + fit.width) / 2) + (p.home.x - (width / 2)) * scale;
p.home.y = ((fit.top + fit.height) / 2) + (p.home.y - (tCan.height / 2)) * scale;
})
.findCenter() // get center used to move particles on and off of screen
.moveOffscreen() // moves particles off the screen
.moveIn(); // set the particles to move into view.
}
// vector object a quick copy from other code.
function Vec(x,y){ // because I dont like typing in new
return new _Vec(x,y);
}
function _Vec(x = 0,y = 0){
this.x = x;
this.y = y;
return this;
}
_Vec.prototype = {
setAs(vec){
this.x = vec.x;
this.y = vec.y;
},
toString(){
return `vec : { x : ${this.x}, y : ${this.y} );`
}
}
// basic particle
const particle = {
pos : null,
delta : null,
home : null,
col : "black",
}
// array of particles
const particles = {
items : [], // actual array of particles
mouseFX : { // mouse FX
power : 20,
dist : 100,
curve : 3, // polynomial power
on : true,
},
fx : {
speed : 0.4,
drag : 0.15,
size : 4,
jiggle : 8,
},
// direction 1 move in -1 move out
direction : 1,
moveOut(){this.direction = -1; return this},
moveIn(){this.direction = 1; return this},
length : 0, // Dont touch this from outside particles.
each(callback){ // custom iteration
for(var i = 0; i < this.length; i++){
callback(this.items[i],i);
}
return this;
},
empty(){ // empty but dont dereference
this.length = 0;
return this;
},
deRef(){ // call to clear memory
this.items.length = 0;
this.length = 0;
},
add(pos,home,col){ // adds a particle
var p;
if(this.length < this.items.length){
p = this.items[this.length++];
// p.pos.setAs(pos);
p.home.setAs(home);
p.delta.x = 0;
p.delta.y = 0;
p.col = col;
}else{
this.items.push(
Object.assign(
{},
particle,
{
pos,
home,
col,
delta : Vec()
}
)
);
this.length = this.items.length
}
return this;
},
draw(){ // draws all
var p, size, sizeh;
sizeh = (size = this.fx.size) / 2;
for(var i = 0; i < this.length; i++){
p = this.items[i];
ctx.fillStyle = p.col;
ctx.fillRect(p.pos.x - sizeh, p.pos.y - sizeh, size, size);
}
},
update(){ // update all particles
var p,x,y,d;
var mP = this.mouseFX.power;
var mD = this.mouseFX.dist;
var mC = this.mouseFX.curve;
var fxJ = this.fx.jiggle;
var fxD = this.fx.drag;
var fxS = this.fx.speed;
for(var i = 0; i < this.length; i++){
p = this.items[i];
p.delta.x += (p.home.x - p.pos.x ) * fxS + (Math.random() - 0.5) * fxJ;
p.delta.y += (p.home.y - p.pos.y ) * fxS + (Math.random() - 0.5) * fxJ;
p.delta.x *= fxD;
p.delta.y *= fxD;
p.pos.x += p.delta.x * this.direction;
p.pos.y += p.delta.y * this.direction;
if(this.mouseFX.on){
x = p.pos.x - mouse.x;
y = p.pos.y - mouse.y;
d = Math.sqrt(x * x + y * y);
if(d < mD){
x /= d;
y /= d;
d /= mD;
d = (1-Math.pow(d,mC)) * mP;
p.pos.x += x * d;
p.pos.y += y * d;
}
}
}
return this;
},
findCenter(){ // find the center of particles maybe could do without
var x,y;
y = x = 0;
this.each(p => {
x += p.home.x;
y += p.home.y;
});
this.center = Vec(x / this.length, y / this.length);
return this;
},
moveOffscreen(){ // move start pos offscreen
var dist,x,y;
dist = Math.sqrt(this.center.x * this.center.x + this.center.y * this.center.y);
this.each(p => {
var d;
x = p.home.x - this.center.x;
y = p.home.y - this.center.y;
d = Math.max(0.0001,Math.sqrt(x * x + y * y)); // max to make sure no zeros
p.pos.x = p.home.x + (x / d) * dist;
p.pos.y = p.home.y + (y / d) * dist;
});
return this;
},
}
function onResize(){ // called from boilerplate
if(!started){
startIt();
}
}
/** SimpleFullCanvasMouse.js begin **/
// the following globals are available
// w, h, cw, ch, width height centerWidth centerHeight of canvas
// canvas, ctx, mouse, globalTime
//MAIN animation loop
function display() { // call once per frame
ctx.setTransform(1, 0, 0, 1, 0, 0); // reset transform
ctx.globalAlpha = 1; // reset alpha
ctx.clearRect(0, 0, w, h);
if(tCan){
// ctx.drawImage(tCan,0,0);
}
particles.update();
particles.draw();
}
/******************************************************************************
The code from here down is generic full page mouse and canvas boiler plate
code. As I do many examples which all require the same mouse and canvas
functionality I have created this code to keep a consistent interface. The
Code may or may not be part of the answer.
This code may or may not have ES6 only sections so will require a transpiler
such as babel.js to run on legacy browsers.
*****************************************************************************/
// V2.0 ES6 version for Stackoverflow and Groover QuickRun
var w, h, cw, ch, canvas, ctx, mouse, globalTime = 0;
// You can declare onResize (Note the capital R) as a callback that is also
// called once at start up. Warning on first call canvas may not be at full
// size.
;(function(){
const RESIZE_DEBOUNCE_TIME = 100;
var resizeTimeoutHandle;
var firstRun = true;
function createCanvas () {
var c,cs;
cs = (c = document.createElement("canvas")).style;
cs.position = "absolute";
cs.top = cs.left = "0px";
cs.zIndex = 1000;
document.body.appendChild(c);
return c;
}
function resizeCanvas () {
if (canvas === undefined) { canvas = createCanvas() }
canvas.width = innerWidth;
canvas.height = innerHeight;
ctx = canvas.getContext("2d");
if (typeof setGlobals === "function") { setGlobals() }
if (typeof onResize === "function") {
clearTimeout(resizeTimeoutHandle);
if (firstRun) { onResize() }
else { resizeTimeoutHandle = setTimeout(onResize, RESIZE_DEBOUNCE_TIME) }
firstRun = false;
}
}
function setGlobals () {
cw = (w = canvas.width) / 2;
ch = (h = canvas.height) / 2;
}
mouse = (function () {
function preventDefault(e) { e.preventDefault() }
var m; // alias for mouse
var mouse = {
x : 0, y : 0, w : 0, // mouse position and wheel
alt : false, shift : false, ctrl : false, // mouse modifiers
buttonRaw : 0,
over : false, // true if mouse over the element
buttonOnMasks : [0b1, 0b10, 0b100], // mouse button on masks
buttonOffMasks : [0b110, 0b101, 0b011], // mouse button off masks
active : false,
bounds : null,
eventNames : "mousemove,mousedown,mouseup,mouseout,mouseover,mousewheel,DOMMouseScroll".split(","),
event(e) {
var t = e.type;
m.bounds = m.element.getBoundingClientRect();
m.x = e.pageX - m.bounds.left - scrollX;
m.y = e.pageY - m.bounds.top - scrollY;
m.alt = e.altKey;
m.shift = e.shiftKey;
m.ctrl = e.ctrlKey;
if (t === "mousedown") { m.buttonRaw |= m.buttonOnMasks[e.which - 1] }
else if (t === "mouseup") { m.buttonRaw &= m.buttonOffMasks[e.which - 1] }
else if (t === "mouseout") { m.over = false }
else if (t === "mouseover") { m.over = true }
else if (t === "mousewheel") {m.w = e.wheelDelta }
else if (t === "DOMMouseScroll") { m.w = -e.detail }
if (m.callbacks) { m.callbacks.forEach(c => c(e)) }
if ((m.buttonRaw & 2) && m.crashRecover !== null) {
if (typeof m.crashRecover === "function") { setTimeout(m.crashRecover, 0) }
}
e.preventDefault();
},
addCallback(callback) {
if (typeof callback === "function") {
if (m.callbacks === undefined) { m.callbacks = [callback] }
else { m.callbacks.push(callback) }
}
},
start(element) {
if (m.element !== undefined) { m.remove() }
m.element = element === undefined ? document : element;
m.eventNames.forEach(name => document.addEventListener(name, mouse.event) );
document.addEventListener("contextmenu", preventDefault, false);
m.active = true;
},
remove() {
if (m.element !== undefined) {
m.eventNames.forEach(name => document.removeEventListener(name, mouse.event) );
document.removeEventListener("contextmenu", preventDefault);
m.element = m.callbacks = undefined;
m.active = false;
}
}
}
m = mouse;
return mouse;
})();
function done() { // Clean up. Used where the IDE is on the same page.
window.removeEventListener("resize", resizeCanvas)
mouse.remove();
document.body.removeChild(canvas);
canvas = ctx = mouse = undefined;
}
function update(timer) { // Main update loop
if(ctx === undefined){ return }
globalTime = timer;
display(); // call demo code
requestAnimationFrame(update);
}
setTimeout(function(){
canvas = createCanvas();
mouse.start(canvas, true);
resizeCanvas();
if(typeof Groover !== "undefined" && Groover.ide){ mouse.crashRecover = done }; // Requires Ace.js and GrooverDev.js. Prevents
window.addEventListener("resize", resizeCanvas);
requestAnimationFrame(update);
},0);
})();
/** SimpleFullCanvasMouse.js end **/
/** CreateImage.js begin **/
// creates a blank image with 2d context
function createImage(w,h){var i=document.createElement("canvas");i.width=w;i.height=h;i.ctx=i.getContext("2d");return i;}
/** CreateImage.js end **/
canvas {
background : black;
}
well after all the attempts like hell I finally got my answer thanks to moƔois answer to my post using particle slider. here is the code. Thanks everyone for your help :)

Fade out text and fade in next canvas

So I have a canvas in my game which will display some text but I would like it to be if you have ever played Clicker Heros when you click theres some damage text displayed but its faded in and out slowly and kinda moves upward while fading out I would like to produce the same effect here
So what I have is a function which is called when the user clicks the Terminal I need the text to produce a similiar behavior but I am very new to canvas and not sure how to do so here is my current code
var canvas = document.getElementById("terminalCanvas");
var terminal = canvas.getContext("2d");
terminal.fillStyle = "#000000";
terminal.fillRect(0,0,150,200);
function WriteToCanvas(){
if(Game.Player.HTMLSupport == 1){
var rand = Math.floor(Math.random() * 122) + 1;
var tag = htmltags[rand];
terminal.font = "20px Comic Sans MS";
terminal.fillStyle = "rgb(0,255,1)";
terminal.textAlign = "center";
terminal.fillText(tag, canvas.width/2, canvas.height/2);
ClearCanvas();
}
}
function ClearCanvas(){
terminal.clearRect(0,0,canvas.width,canvas.height);
terminal.fillStyle = "#000000";
terminal.fillRect(0,0,150,200);
}
A particle system is what you need. Bellow at the top of the code is what you need to do a simple and memory efficient particle system.
Uses a particle pool. Dead particles go to the pool when their time is up. When new particles are needed check if any dead ones are in the pool, if so resurrect them, else create a new one. This avoids incurring the dreaded GC lag that particle systems can make work extra hard.
It may pay that you don't use the fillText (as it is very slow) to render the particle, but pre render and use drawImage. Up to you.
Sorry I dont have time for a deeper explanation
/*=====================================================================================
ANSWER code start
=====================================================================================*/
const LIFETIME = 1 / 180; // 180 frames
const YDIST = -140; // number of pixels to move over the life
const MOVE_CURVE_SHAPE = 1.5;
const FADE_CURVE_SHAPE = 1.5;
const FADE_CURVE_ADVANCE = 0.25; // Want the fade not to start early on the fade curve
var particles = []; // array to hold live particles
var particlePool = []; // to hold the dead
// this function is called once a frame
function display(){ // put code in here
ctx.setTransform(1,0,0,1,0,0); // reset transform
ctx.globalAlpha = 1; // reset alpha
ctx.clearRect(0,0,w,h);
ctx.font = "40px Comic Sans MS";
ctx.fillStyle = "black";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.fillText("Click mouse to add particles",canvas.width/2, 30);
if(mouse.buttonRaw & 1){
var p;
if(particlePool.length){ // check if the are any dead particles in the pool
p = particlePool.shift(); // if so get the first on in out
}else{ // nothing in the pool so create a new on
p = {};
}
// set up the paticle
var text = (Math.floor(Math.random()* 10) *100) + "!"; // the text to display
p = createParticle(mouse.x,mouse.y,text,p); // set up the particle
particles.push(p); // push it onto the active array
mouse.buttonRaw = 0; // clear mouse down;
}
updateParticles(); // update particles
renderParticles(); // and draw them
}
// sets up a particle x,y startung pos, text the value to display, p and object to hold the data
function createParticle(x,y,text,p){
p.life = 1; // when this get down to zero it is dead
p.x = x;
p.y = y;
p.text = text;
return p;
}
// ease functions
var easeBell = function (x, pow) { // x 0-1 pos > 0
x = x * 2;
if( x > 1){
x = 1 - (x - 1);
var xx = Math.pow(x,pow);
return xx / (xx + Math.pow(1 - x, pow));
}else{
var xx = Math.pow(x,pow);
return xx / (xx + Math.pow(1 - x, pow));
}
}
var ease = function (x, pow) { // x 0-1 pos > 0
var xx = Math.pow(x,pow);
return xx / (xx + Math.pow(1 - x, pow));
}
function updateParticles(){ // update the life and death of the particles
for(var i = 0; i < particles.length; i ++){
var p = particles[i];
p.life -= LIFETIME;
if(p.life <= 0){ // time is up this particle is dead
// move it to the grave
particlePool.push(p);
particles.splice(i,1); // remove it from the array
i -= 1; // adjust i so we dont skip any
}
}
}
function renderParticles(){
ctx.font = "20px Comic Sans MS"
ctx.fillStyle = "#F00";
for(var i = 0; i < particles.length; i ++){ // for each active particle
var p = particles[i];
var fadeCurveVal = 1- p.life;
fadeCurveVal *= (1 - FADE_CURVE_ADVANCE); // scale it down
fadeCurveVal += FADE_CURVE_ADVANCE; // move it forward
ctx.globalAlpha = easeBell(fadeCurveVal,FADE_CURVE_SHAPE); // get the fade fx
var y = p.y + ease((1-p.life)/2,MOVE_CURVE_SHAPE) * YDIST * 2;
ctx.fillText(p.text,p.x,y);
}
}
/*=====================================================================================
ANSWER code End
=====================================================================================*/
/** SimpleFullCanvasMouse.js begin **/
const CANVAS_ELEMENT_ID = "canv";
const U = undefined;
var w, h, cw, ch; // short cut vars
var canvas, ctx, mouse;
var globalTime = 0;
var createCanvas, resizeCanvas, setGlobals;
var L = typeof log === "function" ? log : function(d){ console.log(d); }
createCanvas = function () {
var c,cs;
cs = (c = document.createElement("canvas")).style;
c.id = CANVAS_ELEMENT_ID;
cs.position = "absolute";
cs.top = cs.left = "0px";
cs.zIndex = 1000;
document.body.appendChild(c);
return c;
}
resizeCanvas = function () {
if (canvas === U) { canvas = createCanvas(); }
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
ctx = canvas.getContext("2d");
if (typeof setGlobals === "function") { setGlobals(); }
}
setGlobals = function(){ cw = (w = canvas.width) / 2; ch = (h = canvas.height) / 2; }
mouse = (function(){
function preventDefault(e) { e.preventDefault(); }
var mouse = {
x : 0, y : 0, w : 0, alt : false, shift : false, ctrl : false, buttonRaw : 0,
over : false, // mouse is over the element
bm : [1, 2, 4, 6, 5, 3], // masks for setting and clearing button raw bits;
mouseEvents : "mousemove,mousedown,mouseup,mouseout,mouseover,mousewheel,DOMMouseScroll".split(",")
};
var m = mouse;
function mouseMove(e) {
var t = e.type;
m.x = e.offsetX; m.y = e.offsetY;
if (m.x === U) { m.x = e.clientX; m.y = e.clientY; }
m.alt = e.altKey; m.shift = e.shiftKey; m.ctrl = e.ctrlKey;
if (t === "mousedown") { m.buttonRaw |= m.bm[e.which-1]; }
else if (t === "mouseup") { m.buttonRaw &= m.bm[e.which + 2]; }
else if (t === "mouseout") { m.buttonRaw = 0; m.over = false; }
else if (t === "mouseover") { m.over = true; }
else if (t === "mousewheel") { m.w = e.wheelDelta; }
else if (t === "DOMMouseScroll") { m.w = -e.detail; }
if (m.callbacks) { m.callbacks.forEach(c => c(e)); }
e.preventDefault();
}
m.addCallback = function (callback) {
if (typeof callback === "function") {
if (m.callbacks === U) { m.callbacks = [callback]; }
else { m.callbacks.push(callback); }
} else { throw new TypeError("mouse.addCallback argument must be a function"); }
}
m.start = function (element, blockContextMenu) {
if (m.element !== U) { m.removeMouse(); }
m.element = element === U ? document : element;
m.blockContextMenu = blockContextMenu === U ? false : blockContextMenu;
m.mouseEvents.forEach( n => { m.element.addEventListener(n, mouseMove); } );
if (m.blockContextMenu === true) { m.element.addEventListener("contextmenu", preventDefault, false); }
}
m.remove = function () {
if (m.element !== U) {
m.mouseEvents.forEach(n => { m.element.removeEventListener(n, mouseMove); } );
if (m.contextMenuBlocked === true) { m.element.removeEventListener("contextmenu", preventDefault);}
m.element = m.callbacks = m.contextMenuBlocked = U;
}
}
return mouse;
})();
var done = function(){
window.removeEventListener("resize",resizeCanvas)
mouse.remove();
document.body.removeChild(canvas);
canvas = ctx = mouse = U;
L("All done!")
}
resizeCanvas(); // create and size canvas
mouse.start(canvas,true); // start mouse on canvas and block context menu
window.addEventListener("resize",resizeCanvas); // add resize event
function update(timer){ // Main update loop
globalTime = timer;
display(); // call demo code
// continue until mouse right down
if (!(mouse.buttonRaw & 4)) { requestAnimationFrame(update); } else { done(); }
}
requestAnimationFrame(update);
/** SimpleFullCanvasMouse.js end **/

Multitouch in HTML5 Canvas / DOM for AngularJS

I started creating a little remote control App using Angular. I created a joystick directive which is using the canvas.
I wrapped it in an angular directive and it works quite nice. You can see an example here (NOTE: Only touch, no mouse events yet):
http://jsfiddle.net/wjE2B/3/
What i want to do is control a car which basicall means i will keep the joystick dragged all the time and additionally i want to control another button e.g. for the horn. I would prefer using a simple button here.
But all the handlers like ng-click stop working if i drag the joystick around. I can listen to other touch events (e.g. simply add another joystick, works independently) on the canvas and of course other canvas, but can i simply listen to other events like touch somehow? How do i achieve this the most angular / simplest way?
Here the code from the fiddle:
angular.module('myApp').directive('joystick', function() {
function joystickController ($scope) {
}
return {
restrict : 'E',
controller : ['$scope', function ($scope) {
return joystickController($scope);
}],
scope : {
// Using primitives here did not work, so we use an Object, see: http://stackoverflow.com/questions/14049480/what-are-the-nuances-of-scope-prototypal-prototypical-inheritance-in-angularjs
position : '='
},
template : '<canvas class="joystickCanvas"></canvas>',
link : function(scope, element) {
var joystickHeight = 200;
var joystickWidth = 200;
var center = {
x : joystickHeight / 2,
y : joystickWidth / 2
};
var radiusCircle = 35;
var radiusBound = 50;
// Canvas and context element
var container = element[0];
var canvas = container.children[0];
var ctx = canvas.getContext('2d');
// Id of the touch on the cursor
var cursorTouchId = -1;
var cursorTouch = {
x : center.x,
y : center.y
};
function resetCanvas() {
canvas.height = joystickHeight;
canvas.width = joystickWidth;
}
function onTouchStart(event) {
var touch = event.targetTouches[0];
cursorTouchId = touch.identifier;
cursorTouch = {
x : touch.pageX - touch.target.offsetLeft,
y : touch.pageY - touch.target.offsetTop
};
}
function onTouchMove(event) {
// Prevent the browser from doing its default thing (scroll, zoom)
event.preventDefault();
for(var i = 0; i < event.changedTouches.length; i++){
var touch = event.changedTouches[i];
if(cursorTouchId === touch.identifier)
{
cursorTouch = {
x : touch.pageX - touch.target.offsetLeft,
y : touch.pageY - touch.target.offsetTop
};
var scaleX = radiusBound / (cursorTouch.x - center.x);
var scaleY = radiusBound / (cursorTouch.y - center.y);
if(Math.abs(scaleX) < 1) {
cursorTouch.x = Math.abs(cursorTouch.x - center.x) * scaleX + center.x;
}
if (Math.abs(scaleY) < 1) {
cursorTouch.y = Math.abs(cursorTouch.y - center.y) * scaleY + center.y;
}
scope.$apply(
scope.position = {
x : Math.round(((cursorTouch.x - center.x)/radiusBound) * 100),
y : Math.round(((cursorTouch.y - center.y)/radiusBound) * -100)
}
);
break;
}
}
}
function onTouchEnd() {
cursorTouchId = -1;
scope.$apply(
scope.position = {
x : 0,
y : 0
}
);
cursorTouch.x = center.x;
cursorTouch.y = center.y;
}
function draw() {
// Clear the canvas
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.beginPath();
ctx.strokeStyle = 'cyan';
ctx.lineWidth = 5;
ctx.arc(center.x, center.y, radiusCircle, 0, Math.PI*2, true);
ctx.stroke();
ctx.beginPath();
ctx.strokeStyle = 'cyan';
ctx.lineWidth = 2;
ctx.arc(center.x, center.y, radiusBound, 0, Math.PI*2, true);
ctx.stroke();
ctx.beginPath();
ctx.strokeStyle = 'cyan';
ctx.lineWidth = 2;
ctx.arc(cursorTouch.x, cursorTouch.y, radiusCircle, 0, Math.PI*2, true);
ctx.stroke();
requestAnimFrame(draw);
}
// Check if touch is enabled
var touchable = true;
if(touchable) {
canvas.addEventListener( 'touchstart', onTouchStart, false );
canvas.addEventListener( 'touchmove', onTouchMove, false );
canvas.addEventListener( 'touchend', onTouchEnd, false );
window.onorientationchange = resetCanvas;
window.onresize = resetCanvas;
}
// Bind to the values from outside as well
scope.$watch('position', function(newval) {
cursorTouch = {
x : ((newval.x * radiusBound) / 100) + center.x,
y : ((newval.y * radiusBound) / -100) + center.y
};
});
resetCanvas();
draw();
}
};
});

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