html5 canvas transforms and caching gradient, curves, and rotations - javascript

I'm making a game in canvas where most of my drawings so far are solid shapes and arcs. But I want to add effects like blur and shadow to create glow and trail effects.
My question is, is there a a nice way, without external libraries, to cache the glowing element (player, enemy, etc) and is it worth it to do that instead of recreating the effects each time? Same goes for rotations. If I have about 40 different angles I draw repeatedly as a player rotates their ship, should I just cache those calculations?
I'm currently rotating the arc endings using manual transforms, instead of rotating the context since I don't yet know if that is more or less efficient than rotating the canvas repeatedly for the many onscreen elements and their different angles

Blur and shadow effects are not included in the main canvas library but you may create your own library or you can use external canvas libraries like easel.js but there are tons of different libraries related to HTML5 <canvas>. You may choose which is best suited for you.
As the matter of the blur effect you may use Mario Klingeman stackblur javascript implementation: http://www.quasimondo.com/StackBlurForCanvas/StackBlurDemo.html. It's easy to use and super fast.
For glowing effect a nice way for random texture generation would be the simplex noise algorithm already implemented in javascript: https://gist.github.com/304522 or the original one here: http://mrl.nyu.edu/~perlin/noise/
For the last question i advise you for a better performance to use the context save and restore functionality. It's much faster.

Related

Can this sequence be done in HTML5?

I certainly don't expect anyone to actually provide a working solution for this. My question at this point is a simple one: can this be done with an HTML5 canvas, or would I be spinning my wheels in the attempt?
I'm a programmer, but my forte is in PHP, JavaScript, traditional HTML, etc. ...I haven't had a chance to play with HTML5 yet.
The elements you see in the example, I can save out as individually as necessary. So to make the blocks rotate around the center, I was thinking I save a square image with the block in the appropriate corner, respectively. Then rotating the image would pivot around center appropriately, unless you can set a point of origin on an image a la PhotoShop.
The KineticJS library looks promising for this type of animation as well, but I'll leave the recommendations to you fine folks.
Anyway, here is the example I want to replicate:
I won't give any library recommendations for the same reasons that #Diodeus points out, but maybe I can help your selection process. What you're trying to do can be done multiple ways in the browser right now: Canvas, SVG, and/or CSS3 animations.
Your example above is basically a few vector graphics composed together with a gradient on your center "pie timer". Because of this I would lean towards using S V G, especially if you want to allow interactions with your component (each SVG element can have event handlers).
The canvas element is better for "pixel by pixel" control of your visual content on the page. Adding content in the canvas doesn't grow the DOM (like with SVG) so it will normally perform better, but you lose things like native event handlers and animations that you will end up having to re-implement on your own.
More about the choice between SVG and Canvas, and an SVG animation example
Once you have the components in the page, they'll need to be wired up and animated. The animation can be broken down into:
Scaling
Background color fading
Rotation
"Weird gradient pie timer" example with CSS3
These can be done with CSS animations, SVG animations, or with plain old javascript. The choice depends on what you'll be animating. If I was selecting a library I would want to find one that tried to use the newer methods (SVG/CSS3) when it can, and gracefully degrade when it cannot.
I would be weary of libraries that try to re-implement things that are already available natively in the browser. Relying more on the browser instead of your own code to do things like animations means that the browser can optimize its operations and use things like hardware acceleration to improve your performance.
Hopefully this can aid your library selection. Remember, libraries come and go all the time so don't get too attached to one. An ideal implementation should allow for you to easily swap out your animation or display code without having to touch other unrelated pieces.
Sure, it's not all that difficult when you break it down into pieces.
Here are some technologies and techniques to get you started.
You use Canvas by (1) displaying some drawings, (2) erasing, (3) displaying some new drawings
When you do this redrawing rapidly, you get animated effects like your image shows.
Html Canvas uses a context to draw with (think of it as the pen for the canvas)
drawing a path: context.beginPath + context.moveTo + context.lineTo will define a path that creates your "fan blade" polygons. You can use context.fillStyle to fill the polygons with you colors.
fading: context.globalAlpha will change the opacity of new drawings
rotating: context.translate(centerX,centerY) + context.rotate(radianAngle) will rotate new drawings (like your rotating polygons, your tick-marks, )
scaling: context.translate(centerX,centerY) + context.scale(scaleX,scaleY) will scale your polygons.
arcs: context.arc(centerX,centerY,radius,beginningAngle,endingAngle) will draw an arc with a specified centerpoint and sweeping from a beginning angle to an ending angle.
math: circleCircumferenceX = centerX+radius*Math.cos(radianAngle) circleCircumferenceY = centerY+radius*Math.sin(radianAngle) uses trigonometry to calculate an xy coordinate on the circumference of a circle. You can combine this trig + Math.random to place your "speckles" in an arc around your centerpoint.

jQuery circular animation based on right and left controls and friction

This is a rather biggish question that i am just hoping to find some direction with.. I dont expect anyone to do this entire thing... But to rather learn how to go about projects like this. Here we go:
I am trying to achieve an this animation:
Basically whats happening here is, I need to have a semi oval shape and a ball constrained to it and when you press the left and right arrows it needs to slowly to quickly move left to right and based on the speed of the button clicks it needs to either complete the ramp or stop and drop. Imagine a skateboard and a ramp.
I know the basics of jQuery but the circular animation and friction effect is where i get lost..
Any Help/Direction/Advice Greatly Appreciated. Thank you.
I'm trying an answer for the animation part:
If you are ok with HTML5 then for the animations there are two ways to go:
Either use HTML5 Canvas, which really works well for providing dynamic content. Its basically a canvas on which you can freely draw. It's pixel based and has a good performance and, if done right it does not decline very much when drawing many elements). You should also double-buffer it in order to avoid any flickering when drawing.
Or use HTML5 Inline Svg. It's vector based, so resolution-independent and has good support for animating svg elements. In contrast to HTML5 Canvas the elements of the svg are DOM-Nodes, so you see the graphic elements directly in your DOM-Tree.
In order to sum up the trade-offs:
HTML5 Canvas
-Pixel-based
-Good Performance
-Free drawing
HTML5 Inline Svg
-Vector-based
-Animations built-in
-Elements are DOM-Nodes
For much more information, see
http://dev.opera.com/articles/view/svg-or-canvas-choosing-between-the-two/

HTML5 SVG vs Canvas for big number of lines?

Question:
Is canvas more suitable than svg in the following case?
Case:
I'm drawing a chart (using d3js library) similar to this one (but with much more data):
http://mbostock.github.com/d3/talk/20111116/iris-parallel.html
It's based on an svg and it works fine for several thousands of lines (up to 5000), adding more lines (svg path) decreases the performance dramatically (scrolling in the page becomes slow)
Keep in mind: That I need to add mouse events (which is handy in svg)
Generally svg is better suited for vector images, like in your example. However canvas has a lot of benefits in modern browsers such as hardware acceleration, so for drawing the lines, as long as zooming, panning ect. isn't required performance will be using canvas.
Mouse events can be a pain using canvas, since you have to manually keep track of everything, so with 5000+ points using canvas it wont be fun. The trade off however will be once the points are drawn, assuming you only draw them once the page will behave fine regardless of the number of lines, since they are all drawn to a raster image and aren't part of the DOM.
Honestly though the best way to find it is to test what you currently have using canvas.
When performance becomes a problem, switching to canvas might be an option. In this case you can draw the canvas once. Afterwards it's pretty much treated like an image. Drawing might take some time, but afterwards it can be scaled pretty quickly. Note that it is possible to draw a rendered SVG to a canvas using the context.drawImage method (example). So you could keep your SVG generation code to create an SVG in the background, and then draw it to the canvas.
But keep in mind that it won't scale as beautiful as an SVG as soon as it is on the canvas. When the user zooms in, it will get blurry or pixely, depending on how the browser scales graphics.
Click events on canvas can be handled in two ways. Either keep an array of click targets, and add an onclick event handler to the canvas. When a click occurs, iterate the array and check which one is closest to the click coordinates.
The other option is to use hit regions. These have to be defined as polygonal paths.
+1 to everything said above. I've seen some amazing performance increases when using canvas over SVG and over compositing images using the DOM.
About manipulating the canvas image with mouse events, I imagine the best approach for an image such as you are describing is to abstract it away using a library like the following:
http://paperjs.org
http://kineticjs.com
http://www.createjs.com/#!/EaselJS
Keep your code away from the canvas itself and let a library do the thinking for you.

Is HTML5's Canvas API Rotate or Translate function better?

After a short discussion with a friend on a Canvas project, we realized that there is no clear cut answer on whether the Canvas rotate or translate functions are better to use. Mainly we want to know which is the best for rendering performance and why.
PS The save and restore method for rotating images across the net is terrible...
Since they both boil down to matrix transforms, and "translate" is performed as merely an offset, presumably the translation would yield better performance in general than most types of rotation because there are simply more operations involved with a rotation than translation. See Transformation matrix, Translation matrix and Rotation matrix for some background.
But since the two aren't interchangeable in any way, shape or form, I fail to see the fruit of the debate.
Also, I feel that I should add since there is a general movement toward hardware acceleration for canvas related features in general, that the cost of any transformation may end up as a constant (eg. no actual cost) due to co-processor parallelism in the rendering pipeline...

Redraw lots of objects on Canvas HTML

Is there a quick and efficient way to move lots of objects in canvas? Basically if there are around 1000 objects and I want to move all of them at once to emulate scrolling, it is very slow to redraw every single object by calling drawImage() 1000+ times.
Is there anyway to optimize this? I have an example link of the problem (and that's only with 100 objects): http://craftyjs.com/isometric/
Since canvas doesn't provide fast low level bitmap copying it's hard to do stuff in multiple layers and scroll for example the whole background at once and then only render the edges.
So what can you do? In short, nothing. Especially not when scrolling, sure you can do tricks with multiple canvases when you have a more or less static background but for moving objects there are hardly any performance improving tricks.
So, you've go to wait for Hardware Acceleration shipping in all majors browsers, I know this sounds ridiculous but I'm too waiting for that :/
The problem is that the canvas was never designed for game stuff. It was designed as, well, basically some kind of on the fly drawing thing, guess the designers had Photoshop clones in mind, but definitely not games, let alone the fact that there's no fast clear operation proves that, there's not even optimization in place when clearing the whole canvas with the same color.
If the images are already composited, not moving relative to one another, and defined by a rectangular region, then using canvas.drawImage() with a canvas as the first parameter and drawing to a sub-region should be significantly faster than re-drawing all the objects.
You could also just layer multiple canvases and slide the top canvas with the objects in HTML to scroll them.
Edit: Having really looked at your example, it seems to me that it should be implemented similar to Google Maps: create tiles of canvases and slide them left/right on the HTML page; once a canvas has been slid off the screen entirely (for example, off the left edge), move it to the other side (to the right edge) and re-use it for drawing. With this you will only need to re-draw whatever objects overlap the canvases that are moving on the edges.
You can draw all objects on a second, off-screen canvas and then only blit the whole canvas (drawImage() accepts canvas element).
However, if you're targeting desktop browsers, then this shouldn't be necessary. I've implemented tile engine (source) that simply redraws whole scene and naive implementation turned out to be pretty fast.
What I did to solve this problem was I had 10 squares on my screen and I wanted to animate them on a white background. So I drew a white rectangle over the canvas to clear the canvas so the animation would work. Does that make sense?
#Ivo By the way I read on http://www.w3.org/TR/html5/the-canvas-element.html that canvas was made for applications like games because it was a solution to get rid of the dependency on a external engine. Canvas is built in so it's kind of like a flash player built into your browser powered by JavaScript. I think it's fascinating.
You can use tiled rendering.
http://www.gamesfrommars.fr/demojsv2/ (better viewed with Chrome)

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