javascript canvas is null - javascript

just starting in JavaScript and I'm getting the error "canvas is null"
function draw() {
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var width,height;
width = canvas.width;
height = canvas.height;
ctx.fillStyle = "rgb(0,0,0)";
ctx.fillRect (10, 10, width, height);
ctx.fillStyle = "rgb(200,0,0)";
ctx.fillRect (posx, posy, 30, 30);
}
var posx;
var posy;
function getMouse(e){
posx=0;posy=0;
var ev=(!e)?window.event:e;//Moz:IE
if (ev.pageX){
posx=ev.pageX;posy=ev.pageY//Mozilla or compatible
}
else if(ev.clientX){
posx=ev.clientX;posy=ev.clientY//IE or compatible
}
else{
return false//old browsers
}
document.getElementById('mydiv').firstChild.data='X='+posx+' Y='+posy;
}
setInterval(draw(),1000);
The code basically draws a box at the mouse position ( at least that's what it was suppose to do...)
Btw "canvas" is the id of the canvas.
THANKS!

Last line should be:
setInterval(draw,1000);
No parentheses. Otherwise you are CALLING the function, not PASSING it.

Related

Filling in two colors while using the rect() method

I was trying to make two different shapes that are different colors but it isn't working. Both of the shapes are the same colors. Please help!(Please note that I am not the best coder in the world)
I've looked for other examples on this website, but all of them use the lineTo() method and I would like to use the rect() method just to make things easier.
//make canvas and set it up
var canvas = document.createElement('canvas');
document.body.appendChild(canvas);
var ctx = canvas.getContext('2d');
canvas.height = window.innerHeight;
canvas.width = window.innerWidth;
canvas.style.position = 'absolute';
canvas.style.left = '0px';
canvas.style.top = '0px';
canvas.style.backgroundColor = '#D0C6C6';
var cH = canvas.height;
var cW = canvas.width;
//draw paddles
//variables
var paddleLength = 120;
var redPaddleY = window.innerHeight / 2;
var bluePaddleY = window.innerHeight / 2;
var paddleWidth = 20;
//drawing starts
function drawPaddles() {
//RED PADDLE
var redPaddle = function(color) {
ctx.fillStyle = color;
ctx.clearRect(0, 0, cW, cH);
ctx.rect(cH / 12, redPaddleY - paddleLength / 2, paddleWidth, paddleLength);
ctx.fill();
};
//BLUE PADDLE
var bluePaddle = function(color) {
ctx.fillStyle = color;
ctx.clearRect(0, 0, cW, cH);
ctx.rect(cH / 12 * 14, bluePaddleY - paddleLength / 2, paddleWidth, paddleLength);
ctx.fill();
};
redPaddle('red');
bluePaddle('blue');
};
var interval = setInterval(drawPaddles, 25);
Whenever you add a shape to the canvas it becomes part of the current path. The current path remains open until you tell the canvas to start a new one with beginPath(). This means that when you add your second rect() it is combined with the first and filled with the same colour.
The simplest fix would be to use the fillRect() function instead of rect which begins, closes and fills a path in one call.
var redPaddle = function(color) {
ctx.fillStyle = color;
ctx.fillRect(cH / 12, redPaddleY - paddleLength / 2, paddleWidth, paddleLength);
};
If you still want to use rect() you should tell the canvas to begin a new path for each paddle.
var redPaddle = function(color) {
ctx.fillStyle = color;
ctx.beginPath();
ctx.rect(cH / 12, redPaddleY - paddleLength / 2, paddleWidth, paddleLength);
ctx.fill();
};
I would also suggest moving the clearRect() outside of the drawing functions too. Clear once per frame and draw both paddles.
...
ctx.clearRect(0, 0, cW, cH);
redPaddle();
bluePaddle();
...
You should also investigate requestAnimationFrame() to do your animation loop as it provides many performance improvements over intervals.

JavaScript canvas clipping shape when out of bounds

What I'm asking for may be extremely easy, but I've been having quite a bit of trouble getting the intended result.
I want a shape (in this example it's squares but should work with other shapes such as circles, etc) to cut itself off when it leaves the bounds of another shape.
Basically, top image is what I want, bottom is what I currently have:
http://imgur.com/a/oQkzG
I heard this can be done with globalCompositeOperation, but am looking for any solution that will give the wanted result.
This is the current code, if you can't use JSFiddle:
// Fill the background
ctx.fillStyle = '#0A2E36';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Fill the parent rect
ctx.fillStyle = '#CCA43B';
ctx.fillRect(100, 100, 150, 150);
// Fill the child rect
ctx.fillStyle = 'red';
ctx.fillRect(200, 200, 70, 70);
// And fill a rect that should not be affected
ctx.fillStyle = 'green';
ctx.fillRect(80, 80, 50, 50);
JSFiddle Link
Since you need some kind of relation between objects - a scene graph -, you should build it now.
From your question, it seems that any child element should be drawn clipped by its parent element.
(Yes composite operation could come to the rescue, but they are handy only when drawing like 2 figures on a cleared background, things get quickly complicated otherwise, and you might have to use a back canvas, so clipping is simpler here.)
I did below a most basic class that handles the rect case, you'll see that it isn't very difficult to build.
The 'scene' is made out of a background Rect, which has two childs, the yellow and the green. And the yellow Rect has a red child.
var canvas = document.getElementById('cv');
var ctx = canvas.getContext('2d');
function Rect(fill, x, y, w, h) {
var childs = [];
this.draw = function () {
ctx.save();
ctx.beginPath();
ctx.fillStyle = fill;
ctx.rect(x, y, w, h);
ctx.fill();
ctx.clip();
for (var i = 0; i < childs.length; i++) {
childs[i].draw();
}
ctx.restore();
}
this.addChild = function (child) {
childs.push(child);
}
this.setPos = function (nx, ny) {
x = nx;
y = ny;
}
}
// background
var bgRect = new Rect('#0A2E36', 0, 0, canvas.width, canvas.height);
// One parent rect
var parentRect = new Rect('#CCA43B', 100, 100, 150, 150);
// child rect
var childRect = new Rect('red', 200, 200, 70, 70);
parentRect.addChild(childRect);
// Another top level rect
var otherRect = new Rect('green', 80, 80, 50, 50);
bgRect.addChild(parentRect);
bgRect.addChild(otherRect);
function drawScene() {
bgRect.draw();
drawTitle();
}
drawScene();
window.addEventListener('mousemove', function (e) {
var rect = canvas.getBoundingClientRect();
var x = (e.clientX - rect.left);
var y = (e.clientY - rect.top);
childRect.setPos(x, y);
drawScene();
});
function drawTitle() {
ctx.fillStyle = '#DDF';
ctx.font = '14px Futura';
ctx.fillText('Move the mouse around.', 20, 24);
}
<canvas id='cv' width=440 height=440></canvas>

Javascript no shapes appear

I'm trying to just make a rectangle but nothing will appear, just the background. I've tried ctx.fill, ctx.fillStyle etc. nothing works:
I'm refering to this part
fill(77, 66, 66);
rect(10,200,100,100);
Here is the whole code for the page
var ctx, W, H;
window.onload = function() {
var canvas = document.getElementById("canvas");
W = window.innerWidth;
H = window.innerHeight;
canvas.width = W;
canvas.height = H;
ctx = canvas.getContext("2d");
setInterval(draw, 1);
function draw() {
ctx.globalCompositeOperation = "source-over";
ctx.fillStyle = "#E6E6FF"; // this part does appear
ctx.fillRect(0, 0, W, H);
fill(77, 66, 66); // this doesn't appear
rect(10,200,100,100);
}
}
Thanks
You need to call fill and rect on the canvas context.
Also you need to change the fillStyle otherwise you're drawing a rectangle with the same color as the background and it won't show.
var ctx, W, H;
window.onload = function() {
var canvas = document.getElementById("canvas");
W = window.innerWidth;
H = window.innerHeight;
canvas.width = W;
canvas.height = H;
ctx = canvas.getContext("2d");
setTimeout(draw, 1);
function draw() {
ctx.globalCompositeOperation = "source-over";
ctx.fillStyle = "#E6E6FF";
ctx.fillRect(0, 0, W, H);
ctx.fillStyle = "red"; // need this otherwise the rect will be the same color as the background
ctx.rect(10, 200, 100, 100); // needs to be called on the canvas context
ctx.fill(); // needs to be called on the canvas context, it will fill any path not already filled in.
}
}
You are filling both areas with the same color, and you have to use the context to perform fill functions. you also need to create the rect BEFORE you fill it.
Try this on for size: https://jsfiddle.net/szbk6f67/3/
var ctx, W, H;
window.onload = function () {
var canvas = document.getElementById("canvas");
W = 400;
H = 400;
canvas.width = W;
canvas.height = H;
ctx = canvas.getContext("2d");
setInterval(draw, 1);
function draw() {
ctx.globalCompositeOperation = 'source-over';
ctx.fillStyle = 'gray';
ctx.fillRect(0, 0, W, H);
ctx.fillStyle = 'black';
ctx.rect(10, 200, 100, 100);
ctx.fill();
}
}

How to use Prototypal Pattern to make an html5 rectangle for reuse

I'm trying to understand Prototypal Inheritance using the Prototypal pattern by making a rectangle object and an instance of the rectangle. Seems easy, but I'm not getting it. The RectanglePrototype's method is not drawing the rectangle onto the canvas. If I use the same function as the method it works. Where am I going wrong? Also, I understand that I will need to make an initialization function, but I'm thinking I can do that later after I get the first basic steps down.
javascript:
window.onload = function () {
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
var RectanglePrototype = {
// Properties
x: 0,
y: 0,
width: 100,
height: 100,
color: "white",
// Method
get:function (x, y, width, height, color) {
context.translate(0 , 0);
context.beginPath();
context.rect(x, y, width, height);
context.fillStyle = color;
context.fill();
return this.x, this.y, this.width, this.height, this.color;
}
};
console.log(RectanglePrototype.get);
// Instance of RectanglePrototype
var rectangle1 = Object.create(RectanglePrototype);
rectangle1.x = 200;
rectangle1.y = 100;
rectangle1.width = 300;
rectangle1.height = 150;
rectangle1.color = '#DBE89B';
// Draw Rectangle Function
function rect(x, y, width, height, color) {
context.translate(0 , 0);
context.beginPath();
context.rect(x, y, width, height); // yLoc-canvas.height = -300
context.fillStyle = color;
context.fill();
};
rect(0, 450, 50, 50, '#F7F694');
}
</script>
Prototypes are extensions of objects that result from a constructor. Method lookups go through the object properties before looking into prototype.
I proper JS design, you would only add the non-function properties in your constructor.
//Your constructor
function Rectangle(){
// Properties
this.x = 0;
this.y = 0;
this.width = 100;
this.height = 100;
this.color = 'red';
}
And then put the methods in your prototype:
//I prefer the term 'draw'
Rectangle.prototype.draw = function(ctx){
ctx.save();
ctx.beginPath();
ctx.rect(this.x, this.y, this.width, this.height);
ctx.fillStyle = this.color;
ctx.fill();
ctx.restore();
};
Then, to use in your project:
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
//List of your shapes to draw on the canvas
var shapes = [];
//Instance of Rectangle
var rectangle1 = new Rectangle();
rectangle1.x = 200;
rectangle1.y = 100;
rectangle1.width = 300;
rectangle1.height = 150;
rectangle1.color = '#DBE89B';
shapes.push(rectangle1);
//Draw your shapes
function draw(){
window.requestAnimationFrame(draw); //See MDN for proper usage, but always request next fram at the start of your draw loop!
for(var i = 0; i<shapes.length; i++){
shapes[i].draw(context);
}
}
This is the 'proper' way of drawing to the canvas. For anything larger scale, please look into existing engines that do a looooot of hard work for you and have thought of everything so you don't have to. I have worked on such engines.

Drawing on canvas after resize

I have a canvas element:
<canvas id="canvas" width="100" height="100"></canvas>
And some JavaScript to make canvas full screen:
var canvas, ctx, w, h;
function start() {
canvas = $("#canvas")[0];
ctx = canvas.getContext("2d");
w = $('body').innerWidth();
$("#canvas").width(w);
$("#canvas").height(w);
w = $("#canvas").width();
h = $("#canvas").height();
if(typeof game_loop != "undefined") clearInterval(game_loop);
game_loop = setInterval(paint, 60);
}
function paint() {
ctx.fillStyle = "white";
ctx.fillRect(0, 0, w, h);
ctx.strokeStyle = "blue";
ctx.strokeRect(0, 0, 50, 50);
}
I don't know why I get one big square not 50x50. Can you help?
To actually resize the canvas (as in have more pixles) you'll need to set the width/height attributes. jQuerys width()/height() sets the css values. Resulting in a stretched canvas element consisting of the same number of pixels as before. Instead use:
$('#canvas').prop({
width: 400, // the 400 is just arbitrary
height: 400
});
Or, as per Alnitaks comment, you could of course just as well assign the values directly:
canvas.width = 400;
canvas.height = 400;
Here is a simple example of drawing a square on resize using width/height.
Example: http://jsfiddle.net/Ubv7X/
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var paint = function() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
// Draw background
ctx.fillStyle = 'rgb(255, 255, 255)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Draw rect
var rect_size=50;
ctx.fillStyle = 'rgb(0, 0, 255)';
ctx.fillRect(canvas.width/2-(rect_size/2), canvas.height/2-(rect_size/2),
rect_size, rect_size);
}
setInterval(paint, 60);

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