Raycasting on moving objects - intersection

I would like to create some mouse interactions on several moving planes and for that, I need to know which planes I'm hovering on. I've implemented the Raycasting method like in your example here but it seems like I'm hovering all my planes in the center of the canvas, just like if the raycasting method wasn't considering my position.set() modifications.
You can see here an example of what I did here, I logged the result of the hits array at the end of the canvasSlider.js file and all planes are logging when hovering in the center.
Is there a way around that? Or I'm I doing something wrong? Thanks a lot.

The main issue is that you are setting the z scale to 0.
plane.scale.set(1, size.height/size.width, 0);
Replace the 0 with a 1 to enable the hit tests to function.
Another issue I noticed was that your mouse values are relative to the screen and not the canvas. As the canvas is on a scrolling page it may not be taking up the full screen at all times.

Related

exclude SVG element only from zoom or only from pan functionality

I wonder is it possible to exclude SVG element (like circle) only from zoom (scale) functionality and preserve his panning. For example: in map i point my current position with red filled circle. When user zoom, i want that this circle have a constant radius. When user pan - i want circle to pan with all other viewport content.
I found this solution:
Scale independent elements
But it seems that i can't figure out how to use it correctly with svg-pan-zoom library.
Also I wonder for similar task - is it possible to drag and drop some element? Mean just that element to be excluded from pan functionality? I was try some approach like jQuery draggable but with no luck.
Thank you
Well after a few weeks I've some kind of workaround. I use onZoom event handler of ariutta/svg-pan-zoom library and write a simple function like this:
onZoom=function(currZoom){
document.getElementById("marker").setAttribute("r", 2/currZoom);
}
In my case I have a little circle which represent current position. Now, when user zoom, library pass current zoom level as argument, and we divide him to radius and off we go!
Also i found a way to achieve my other question. Drag and drop is possible if we use enablePan / disablePan in corresponding mouse event on desired element. I can't post code example for now, because i still cant clarify how to calculate exact dX/dY to match to current zoom level, but that definitely work.

Cocos2D-X nodes loading in wrong positions have RemoveAllChildren()

I'm only using one scene object for my entire 2d sidescrolling platformer with two layers: There is a hudLayer for the controller, and the gameLayer for everything in the game.
When I control my character to walk into a door (sprite with a physicsBody that has a callback that takes me to the next level), the next level loads by these instructions:
remove all event listeners
stop all actions for both layers (the gameLayer typically has been doing a Follow action that follows the player, and is limited to the size of the backgroundSpriteNode)
remove all children from the gameLayer
set gameLayer position to Vec2(0,0)
load level 2 (a complete copy of what level 1 should look like... load the background sprite to gameLayer, playerSprite, add event listeners)
add event listeners back to the hudLayer
The only problem is that for whatever reason, the level only partially loads the way it should... For instance, coins appear in the spots they should, but platforms don't seem to. Neither that or the player, or other characters. Not sure really why these objects are specifically not loading in the correct positions, but maybe someone who has experienced this sort of problem before can help?
Most nodes (such as platforms) are appearing below the bottom of the screen when they should be fully shown at the bottom of the screen. Characters are appearing down there too when they should be appearing above the platforms.
P.S. After testing a bit more, I've come to realize that SOMETIMES some of the platforms are loading in the correct positions, but sometimes they aren't. Not sure why. A fix for this may be to load things one at a time with a delay between them. But I'd rather not have to put delays and just figure out what the deal is.
Figured it out: for whatever reason, I needed to add a delay in there. I think for whatever reason, by calling removeAllChildren(), something got messed up with the positions. It was my suspicion since SOME of the time, parts of the next level would load, but only some parts, and only sometimes.
Here's the code I added to run an action on the gameLayer once all children were removed, etc...
runAction(Sequence::createWithTwoActions(DelayTime::create(0.1), CallFunc::create( [&] ( ) {
loadLevel2(this);
})));

Dygraph: mouse pointer goes out of sync

When I try to rotate the dygraph by 90 degree, the mouse pointer gets out of sync and doesn't follow the highlighted point in the graph. I understand this is because now x - axis becomes vertical and y axis as horizontal but I don't know how to fix this issue. I tried pointing my own logic inside mousemove_ function of dygraph.js but couldn't make it work. Can someone please suggest me the code change I need to make.
Note: My app has both dynamic and static graph, so the mouse pointer should in sync with highlighted point for both static and dynamic graph
This came up in the dygraphs-users mailing list. See this thread: Best way to draw the graph vertically, particularly Ransom Christofferson's message.

Moving the "camera" of an HTML Canvas element

I'm trying to find a clean way to "move the camera" of a canvas element.
This for my prototype game (side scroller). I'd love to think there's a better solution than moving the whole set of nodes to simulate a "camera" moving around.
Am almost certain to have read a simple how-to (using offsets?) but the fact I don't find anything like that starts to raise doubts... have I imagined reading that!?
Thanks to help me clarify...
J
Presumably you redraw your whole game scene 30 times a second (more or less)
You need to redraw your whole game scene but first translate the Canvas context by some offset.
context.translate(x,y) is precisely what you want. You'll want to read up on the use of that as well as the save() and restore() methods.
When you translate the context, everything drawn afterwards is shifted by that amount.
So you constantly draw something (maybe an enemy) at 50,50 using drawImage(badguy,50,50). Then the player moves, which changes the x of translate to -1 (because the player is moving to the right) instead of 0. You still draw the enemy sprite with the command drawImage(badguy,50,50), but when you draw it the enemy shows up as if it were at 49,50 because of the context.translate(-1,0) command shifting everything before its drawn.
Of course when you get into performance you'll want to be making sure that you are only ever drawing things that can actually be seen on the screen! If your are far down the level with context.translate(-2000,0), you dont want to be drawing objects at 50,50 anymore, only ones that intersect the viewable area.

Drag objects in canvas

Im looking for an easy to use method of assigning drag behavior to multiple objects (images, shapes etc) in canvas. Does anyone have a good way or know of any libraries for dragging objects around? Thanks
Creating your own mouse events takes a little work - ideally you should either create or use some kind of mini-library. I'm thinking of creating something like this in the near future. Anyway, I created a drag and drop demo on jsFiddle showing how to drag images - you can view it here.
You can create draggable images like this:
var myImage = new DragImage(sourcePath, x, y);
Let me know if you have any questions about this. Hope it helps.
EDIT
There was a bug when dragging multiple images. Here is a new version.
Another thing you might want to check out is easeljs it sort of in the style of AS3... mouseEvents dragging etc...
The HTML Canvas—unlike SVG or HTML—uses a non-retained (or immediate) graphics API. This means that when you draw something (like an image) to the canvas no knowledge of that thing remains. The only thing left is pixels on the canvas, blended with all the previous pixels. You can't really drag a subset of pixels; for one thing, the pixels that were 'under' them are gone. What you would have to do is:
Track the mousedown event and see if it's in the 'right' location for dragging. (You'll have to keep track of what images/objects are where and perform mouse hit detection.)
As the user drags the mouse, redraw the entire canvas from scratch, drawing the image in a new location each time based on the offset between the current mouse location and the initial mousedown location.
Some alternatives that I might suggest:
SVG
Pure HTML
Multiple layered canvases, and drag one transparent canvas over another.
The HTML Canvas is good for a lot of things. User interaction with "elements" that appear to be distinct (but are not) is not one of those things.
Update: Here are some examples showing dragging on the canvas:
http://developer.yahoo.com/yui/examples/dragdrop/dd-region.html
http://www.redsquirrel.com/dave/work/interactivecanvas/
http://langexplr.blogspot.com/2008/11/using-canvas-html-element.html
None of these have created a separate library for tracking your shapes for you, however.
KineticJS is one such Javascript Library that u can use exclusively for animations
Heres the Link html5canvastutorials
Canvas and jCanvas
You're definitely gonna want to check out jCanvas. It's a super clean wrapper for Canvas, which kicks open a lot of doors without adding code complexity. It makes things like this a breeze.
For example, here's a little sandbox of something close to what you're after, with dragging and redrawing built right in:
Drawing an Arrow Between Two Elements.
I ventured down the road of doing everything with DIVs and jQuery but it always fell short on interactivity and quality.
Hope that helps others, like me.
JP
As you create new objects whether they are windows, cards, shapes or images to be draggable, you can store them in an array of "objects currently not selected". When you click on them or select them or start dragging them you can remove them from the array of "objects not selected". This way you can control what can move in the event of a particular mousedown event or mousemove event by checking if it isn't selected. If it is selected it will not be in the "not selected" array and you can move the mouse pointer over other shapes while dragging shapes without them becoming dragged.
Creating arrays of objects you would like to drag also helps with hierarchy. Canvas draws the pixels belonging to the foremost object last. So if the objects are in an array you simply switch their instance as in element in the array say from objectArray[20] to objectArray[4] as you iterate through the array and draw the objects stored in the array elements you can change whether other objects are seen on top or behind other objects.