shadowBlur (html canvas) not working in js loop - html

I was trying to improve my stars in the sky animation which I created using JS. This is when i discovered, I could use the shadowBlur property to change the size of the shadow created around my stars, to make it look like they are flickering. The issue now is that the shadowBlur goes up but doesn't go back to black. Here is the code I have used. Any help with this will be greatly appreciated :).
Have a great day!
// ---- Vars for star animation
let randomStars = [];
let starCollection = [];
let numberofStars = 50;
let flickeringStars = 50;
class Star{
constructor(x,y,color,radius,shadowBlur){
this._canvas = document.querySelector('canvas');
this._canvas.width = window.innerWidth;
this._canvas.height = window.innerHeight;
this._c = this._canvas.getContext('2d');
this._radius = radius;
this._x = x;
this._y = y;
this._color = color;
this._shadowBlur = 10;
this._shadowColor = 'white';
}
//drawing individual stars
draw(){
this._c.beginPath();
this._c.arc(this._x,this._y,this._radius,0,Math.PI * 2,false);
this._c.fillStyle = this._color;
this._c.strokeStyle = 'black';
this._c.shadowColor = this._shadowColor;
this._c.shadowBlur = this._shadowBlur;
this._c.stroke();
this._c.fill();
this._c.closePath();
}
//Fade in and out for stars
flicker(){
setTimeout(()=>{this._shadowBlur=10;},200);
setTimeout(()=>{this._shadowBlur=8;},400);
setTimeout(()=>{this._shadowBlur=6;},600);
setTimeout(()=>{this._shadowBlur=4;},800);
setTimeout(()=>{this._shadowBlur=2;},1000);
setTimeout(()=>{this._shadowBlur=0;},1200);
setTimeout(()=>{this._shadowBlur=2;},1400);
setTimeout(()=>{this._shadowBlur=4;},1600);
setTimeout(()=>{this._shadowBlur=6;},1800);
setTimeout(()=>{this._shadowBlur=8;},2000);
setTimeout(()=>{this._shadowBlur=10;},2200);
setTimeout(()=>{this.draw();},200);
setTimeout(()=>{this.draw();},400);
setTimeout(()=>{this.draw();},600);
setTimeout(()=>{this.draw();},800);
setTimeout(()=>{this.draw();},1000);
setTimeout(()=>{this.draw();},1200);
setTimeout(()=>{this.draw();},1400);
setTimeout(()=>{this.draw();},1600);
setTimeout(()=>{this.draw();},1800);
setTimeout(()=>{this.draw();},2000);
setTimeout(()=>{this.draw();},2200);
}
//Clears the canvas
clearstars(){
this._c.clearRect(0,0,window.innerWidth, window.innerHeight);
}
}
// ---- Functions ----
//Typing animation
const typingAnimation = ()=>{
if(textProgress < text.length){
setTimeout(()=>{requestAnimationFrame(typingAnimation)}, speed);
if(text.charAt(textProgress) === '\n')document.getElementById('animation-text').innerHTML += '</br>';
document.getElementById('animation-text').innerHTML += text.charAt(textProgress);
textProgress ++;
}else{
let event = new CustomEvent('showStars');
dispatchEvent(event);
}
}
//Store stars
const storeStars = ()=>{
starCollection = [];
for(let i=0;i<numberofStars;i++){
let x = Math.floor(Math.random()*window.innerWidth);
let y = Math.floor(Math.random()*window.innerHeight);
starCollection.push(new Star(x,y,"white",(Math.random()+1)-0.7));
}
}
//Show stars to the screen
const showStars = ()=>{
for(let i=0;i<starCollection.length;i++){
starCollection[i].draw();
}
}
//Store random stars
const generateRandomStars = ()=>{
randomStars = [];
for(let i=0;i<flickeringStars;i++){
let x = Math.floor(Math.random()*window.innerWidth);
let y = Math.floor(Math.random()*window.innerHeight);
randomStars.push(new Star(x,y,"white",(Math.random()+1)-0.7));
}
}
//Show randoms stars after clearing previous set of flickering stars
const showRandomStars = ()=>{
let id = window.setTimeout(function () { }, 0);
while (id--) {
window.clearTimeout(id);
}
let starHandler = new Star(0,0,"white",0);
starHandler.clearstars();
showStars();
flickerStars();
}
//Flickers stars and changes set of stars randomly
const flickerStars = ()=>{
for(let i=0;i<flickeringStars;i++){
setInterval(()=>{
randomStars[i].flicker();
},2200);
setInterval(()=>{
console.log("changing stars pattern");
generateRandomStars();
showRandomStars();
},12200);
}
}
// ---- Event Listeners ----
//Typing animation on load
window.addEventListener("load", ()=>{
storeStars();
generateRandomStars();
showStars();
flickerStars();
});
//Handles star animation scaling on window resize
window.addEventListener("resize", ()=>{
let id = window.setTimeout(function () { }, 0);
while (id--) {
window.clearTimeout(id);
}
let starHandler = new Star(0,0,"white",0);
starHandler.clearstars();
generateRandomStars();
storeStars();
showStars();
flickerStars();
});
body{
background-color:black;
}
<html>
<body><canvas></canvas></body>
</html>

I can not work out what FX you are trying to get. Below is a simple flickering star animation that uses small rectangles that change size to simulate flicker.
The frame rate is reduced so that the flicker is more pronounced.
It is very efficient and does not require complex state changes, or slow render methods (like blur)
var W = 0, H = 0; // hold canvas size. Set to zero so first frame sizes canvas
var count = 500; // number of stars
var frame = 0; // current frame number
const frameRate = 5; // render stars ever 5 frames
const sizeRange = 1.5; // max size of star us minSize + sizeRange + flickerSize
const minSize = 1; // minimum size of star
const flickerSize = 1; // amount of change random change to make a star brighter
const flickerRate = 0.1; // odds per rendered frame that a star flickers
const stars = [];
// Create a random set of numbers for star positions.
// Values must be larger than largest canvas you are going to use.
// This will work up to 8K display
while (count--) { stars.push(Math.random() * 1024 * 8) }
const ctx = canvas.getContext("2d");
requestAnimationFrame(mainLoop);
function mainLoop() {
var len = stars.length, i = 0, x = stars[i++], starSize;
// if the window has resized change the canvas to fit
if (W !== innerWidth || H !== innerHeight) {
W = canvas.width = innerWidth;
H = canvas.height = innerHeight;
ctx.fillStyle = "#FFF";
frame = 0;
}
if (frame++ % frameRate === 0) { // only render every frameRate frames
ctx.clearRect(0, 0, W, H);
ctx.beginPath(); // draw all stars with one path aas it is several orders
// of magnitude quicker than creating a path for each
while (i < len) {
// draws small stars to large
const starScale = (i / len); // set scale from 0 to 1
starSize = sizeRange; // set the range of sizes
if (Math.random() < flickerRate) { // on random odds of flicker
starSize += flickerSize * Math.random(); // add random flicker size
}
starSize *= starScale; // scale the star
starSize += minSize; // add min size of star
halfSize = starSize / 2; // offset to top left of star
const y = stars[i++]; // get next random number as star y pos
// add rect to path fitted to canvas width and height (W, H)
ctx.rect((x % W) - halfSize , (y % H) - halfSize , starSize , starSize );
x = y; // Use y for the next x star coordinate
}
ctx.fill(); // fill in all the stars
}
requestAnimationFrame(mainLoop);
}
canvas {
position: absolute;
top: 0px;
left: 0px;
background: #000;
}
<canvas id="canvas"></canvas>

Related

In p5.js how do I create a moving animation of an array group of lines?

Hi I created a sparkler like shape in P5.js using array() and randomGaussian(). Here is what it looks like with the codes in p5.js:
let distribution = new Array(360);
let b = false;
let x, y;
function setup() {
var cny = createCanvas(windowWidth, windowHeight);
cnv.parent("sketchholder");
for (let i = 0; i < distribution.length; i++) {
distribution[i] = floor(randomGaussian(60, 50));
}
colorMode(HSB, 255);
// hue, saturation, brightness
x = width / 4;
у = height / 3;
}
function draw() {
background(21, 30, 10);
translate(width / 2, height / 2);
strokeWeight(3);
stroke(255, 70);
line(0, 0, -x, y);
if (b) {
for (let i = 0; i < distribution.length; i++) {
rotate(TWO_PI / distribution.length);
var colorH = random(0, 255);
var colorS = random(100, 200);
var colorB = random(0, 255);
var YY = random(1, 4);
stroke(colorH, colorS, colorB);
strokeWeight(YY);
strokeCap(ROUND);
let dist = abs(distribution[i]);
line(0, 0, dist, 0);
}
}
}
And I would like it to move slowly along the stick and disappear after like 20s before reaching the end. Can I achieve that in p5.js? Or can I create the same effect using the p5.js layer as a div in html and animate it in CSS?
Thanks.
Yes, you can definitely do this with p5.js. I think it would not make much sense to try to do an animation like this with CSS and that wouldn't work well with p5.js regardless (you would only be able to animate DOM elements). However, you do need to basically implement your own animation system with different parameter values for different times in the animation and then interpolating between them yourself. Here is a basic example:
let distribution = new Array(360);
let originX, originY;
let keyframes = [];
let keyframeTimes = [];
function setup() {
createCanvas(windowWidth, windowHeight);
for (let i = 0; i < distribution.length; i++) {
distribution[i] = floor(randomGaussian(60, 50));
}
colorMode(HSB, 255);
// hue, saturation, brightness
// Origin relative to the center of the sketch
originX = -width / 4;
originY = height / 3;
const lenX = width / 4;
const lenY = - height / 3;
// Add the desired parameters and times to keyframes and keyframeTimes
keyframes.push({
x: lenX,
y: lenY,
mag: 1
});
keyframeTimes.push(0);
keyframes.push({
x: 0.2 * lenX,
y: 0.2 * lenY,
mag: 0
});
keyframeTimes.push(20);
}
function draw() {
background(21, 30, 10);
translate(width / 2, height / 2);
translate(originX, originY);
strokeWeight(3);
stroke(255, 70);
// Find the next keyframe that we are animating towards.
let nextKeyframeIx = keyframeTimes.findIndex(t => t > millis() / 1000);
// Find the current/previous keyframe that we are starting from.
// Cases to consider: the next keyframe is the first one in the list, we're in
// between two keyframes, or there is no next keyframe
let keyframeIx =
nextKeyframeIx === 0 ?
// There is no previous keyframe (we're at the beginning)
0 :
// If we're beyond the end of the list, just use the parameters from the
// last keyframe
(nextKeyframeIx > 0 ? nextKeyframeIx - 1 : keyframes.length - 1);
let x, y, mag;
if (keyframeIx < nextKeyframeIx) {
// lerp between the current and next keyframe
let kf1 = keyframes[keyframeIx];
let kf2 = keyframes[nextKeyframeIx];
let t1 = keyframeTimes[keyframeIx];
let t2 = keyframeTimes[nextKeyframeIx];
let amt = (millis() / 1000 - t1) / (t2 - t1);
x = lerp(kf1.x, kf2.x, amt);
y = lerp(kf1.y, kf2.y, amt);
mag = lerp(kf1.mag, kf2.mag, amt);
} else {
// just use the current/previous keyframe
let kf = keyframes[keyframeIx];
x = kf.x;
y = kf.y;
mag = kf.mag;
}
// Draw a line from the origin (bottom left of the sparkler) to the current
// x,y position of the end of the sparkler
line(0, 0, x, y);
// Translate to the current end of the sparkler for drawing the colored lines
translate(x, y);
if (mag > 0) {
for (let i = 0; i < distribution.length; i++) {
rotate(TWO_PI / distribution.length);
const colorH = random(0, 255);
const colorS = random(100, 200);
const colorB = random(0, 255);
const YY = random(1, 4);
stroke(colorH, colorS, colorB);
strokeWeight(YY);
strokeCap(ROUND);
let dist = abs(distribution[i]) * mag;
line(0, 0, dist, 0);
}
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.4.0/p5.js"></script>

How to let a user remove an object in canvas 2D from an arbitrary position

I've got some simple barchart making code written which allows a user to add a barchart but I'd also like to allow them to remove a barchart of choice from the canvas. I don't think this should be overly difficult but I'm relatively new to html and I'm quite unsure how to go about it. Any help would be greatly appreciated.
Here's the code I've written.
<html>
<head>
<script>
var barVals = [];
function draw() {
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
// calculate highest bar value (used to scale the rest)
var highest = 0;
for (var b=0; b<barVals.length; b++) {
if (barVals[b]>highest)
highest=barVals[b];
}
// we have 8 horizontal lines so calculate an appropriate scale
var lineSpacing = 1;
var highestLine = 7*lineSpacing;
while (highestLine<highest) {
lineSpacing *= 10;
highestLine = 7*lineSpacing;
}
// grey background
ctx.fillStyle = "rgb(200,200,200)";
ctx.fillRect (0, 0, 600, 450);
// draw and (if we have any data to scale from) label horizontal lines
var lineNum = 0;
ctx.fillStyle="white";
ctx.font="16px sans-serif";
for (y=0; y<=350; y+=50) {
// line
ctx.beginPath();
ctx.moveTo(50,y+50);
ctx.lineTo(550,y+50);
ctx.stroke();
// label (the 6 is an offset to centre the text vertically on the line)
if (barVals.length>0) {
ctx.fillText(lineSpacing*lineNum, 10, 400-y+6);
lineNum++;
}
}
// draw boxes (widths based on how many we have)
var barWidth = 500/barVals.length;
var halfBarWidth = barWidth/2;
for (b=0; b<barVals.length; b++) {
// calculate size of box and draw it
var x = 60+b*barWidth;
var hgt = (barVals[b]/highestLine)*350; // as fraction of highest line
if (b%2==0)
ctx.fillStyle = "red";
else
ctx.fillStyle = "blue";
ctx.fillRect(x,400-hgt,barWidth,hgt);
// calculate position of text and draw it
ctx.fillStyle="white";
var metrics = ctx.measureText(barVals[b]);
var halfTextWidth = metrics.width/2;
x = 60+halfBarWidth+(b*barWidth)-halfTextWidth;
ctx.fillText(barVals[b], x, 420-hgt);
}
}
function addBar() {
var textBoxObj = document.getElementById("barVal");
barVals.push(parseInt(textBoxObj.value)); // add new value to end of array. As an integer not a string!!
draw(); // redraw
textBoxObj.value = 0;
}
</script>
</head>
<body onload="draw();">
<center>
<canvas id="canvas" width="600" height="450"></canvas>
<form>
<BR>
<input type=button value='Add Bar' onclick='addBar();'> <input id='barVal' value=0>
</form>
</body>
</html>
Removing a specific chart isn't much different from adding. In fact you almost have everything you need right in your code yet.
Let's take a look at it. As soon as you click on the "Add Bar" button it will add a value from the associated textbox to the barVal array. For example, if there has been a value of 5 and 12 and you would trace the contents of barVal to the console using
console.log(barVal);
you would see this
Array [ 5, 12 ]
So 5 is stored at the first position and 12 at the second inside the array. With this knowledge in mind, what about adding a function which simply removes a specific element from the array? Here comes the array.splice() function into play. You can pass it an index inside the array and a number of elements it should remove.
e.g. if we want to get rid of the 12, we'd call barVal.splice(1,1);
After the element has been removed it's just a matter of updating your graph by calling draw() again. Now you might wonder why we pass 1 as the index, as we want to remove the second element - that's because indexes start counting from 0.
Here's an example:
var barVals = [];
function draw() {
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
// calculate highest bar value (used to scale the rest)
var highest = 0;
for (var b = 0; b < barVals.length; b++) {
if (barVals[b] > highest)
highest = barVals[b];
}
// we have 8 horizontal lines so calculate an appropriate scale
var lineSpacing = 1;
var highestLine = 7 * lineSpacing;
while (highestLine < highest) {
lineSpacing *= 10;
highestLine = 7 * lineSpacing;
}
// grey background
ctx.fillStyle = "rgb(200,200,200)";
ctx.fillRect(0, 0, 600, 450);
// draw and (if we have any data to scale from) label horizontal lines
var lineNum = 0;
ctx.fillStyle = "white";
ctx.font = "16px sans-serif";
for (y = 0; y <= 350; y += 50) {
// line
ctx.beginPath();
ctx.moveTo(50, y + 50);
ctx.lineTo(550, y + 50);
ctx.stroke();
// label (the 6 is an offset to centre the text vertically on the line)
if (barVals.length > 0) {
ctx.fillText(lineSpacing * lineNum, 10, 400 - y + 6);
lineNum++;
}
}
// draw boxes (widths based on how many we have)
var barWidth = 500 / barVals.length;
var halfBarWidth = barWidth / 2;
for (b = 0; b < barVals.length; b++) {
// calculate size of box and draw it
var x = 60 + b * barWidth;
var hgt = (barVals[b] / highestLine) * 350; // as fraction of highest line
if (b % 2 == 0)
ctx.fillStyle = "red";
else
ctx.fillStyle = "blue";
ctx.fillRect(x, 400 - hgt, barWidth, hgt);
// calculate position of text and draw it
ctx.fillStyle = "white";
var metrics = ctx.measureText(barVals[b]);
var halfTextWidth = metrics.width / 2;
x = 60 + halfBarWidth + (b * barWidth) - halfTextWidth;
ctx.fillText(barVals[b], x, 420 - hgt);
}
}
function addBar() {
var textBoxObj = document.getElementById("barVal");
barVals.push(parseInt(textBoxObj.value)); // add new value to end of array. As an integer not a string!!
draw(); // redraw
textBoxObj.value = 0;
}
function removeBar() {
var textBoxObj = document.getElementById("removeBarVal");
barVals.splice(parseInt(textBoxObj.value), 1);
draw(); // redraw
}
draw();
<center>
<canvas id="canvas" width="600" height="450"></canvas>
<form>
<br>
<input type=button value='Add Bar' onclick='addBar();'> <input id='barVal' value=0>
<input type=button value='Remove Bar' onclick='removeBar();'> <input id='removeBarVal' value=0>
</form>
</center>

Check if image A exists in image B

I need to check if an image exists in another image using JavaScript, I need to know what are the best approaches (algorithm) and solutions (ex: librarie) to do this operations
I explained what I need to do in this image:
Using the GPU to help in image processing.
Using the 2D API and some simple tricks you can exploit the GPUs power to speed up Javascript.
Difference
To find an image you need to compare the pixels you are looking for (A) against the pixels in the image (B). If the difference between the Math.abs(A-B) === 0 then the pixels are the same.
A function to do this may look like the following
function findDif(imageDataSource, imageDataDest, xx,yy)
const ds = imageDataSource.data;
const dd = imageDataDest.data;
const w = imageDataSource.width;
const h = imageDataSource.height;
var x,y;
var dif = 0;
for(y = 0; y < h; y += 1){
for(x = 0; x < w; x += 1){
var indexS = (x + y * w) * 4;
var indexD = (x + xx + (y + yy) * imageDataDest.width) * 4;
dif += Math.abs(ds[indexS]-dd[indexD]);
dif += Math.abs(ds[indexS + 1]-dd[indexD + 1]);
dif += Math.abs(ds[indexS + 2]-dd[indexD + 2]);
}
}
return dif;
}
var source = sourceCanvas.getContext("2d").getImageData(0,0,sourceCanvas.width,sourceCanvas.height);
var dest = destinationCanvas.getContext("2d").getImageData(0,0,destinationCanvas.width,destinationCanvas.height);
if(findDif(source,dest,100,100)){ // is the image at 100,100?
// Yes image is very similar
}
Where the source is the image we are looking for and the dest is the image we want to find it in. We run the function for every location that the image may be and if the result is under a level then its a good chance we have found it.
But this is very very slow in JS. This is where the GPU can help.
Using the ctx.globalCompositeOperation = "difference"; operation we can speed up the process as it will do the difference calculation for us
When you render with the comp operation "difference" the resulting pixels are the difference between the pixels you are drawing and those that are already on the canvas. Thus if you draw on something that is the same the result is all pixels are black (no difference)
To find a similar image in the image you render the image you are testing for at each location on the canvas that you want to test for. Then you get the sum of all the pixels you just rendered on, if the result is under a threshold that you have set then the image under that area is very similar to the image you are testing for.
But we still need to count all the pixels one by one.
A GPU mean function
The comp op "difference" already does the pixel difference calculation for you, but to get the sum you can use the inbuilt image smoothing.
After you have rendered to find the difference you take that area and render it at a smaller scale with ctx.imageSmoothingEnabled = true the default setting. The GPU will do something similar to an average and can reduce the amount of work JS has to do by several orders of magnitude.
Now instead of 100s or 1000s of pixels you can reduce it down to as little at 4 or 16 depending on the accuracy you need.
An example.
Using these methods you can get a near realtime image in image search with just the basic numerical analysis.
Click to start a test. Results are shown plus the time it took. The image that is being searched for is in the top right.
//------------------------------------------------------------------------
// Some helper functions
var imageTools = (function () {
var tools = {
canvas(width, height) { // create a blank image (canvas)
var c = document.createElement("canvas");
c.width = width;
c.height = height;
return c;
},
createImage : function (width, height) {
var i = this.canvas(width, height);
i.ctx = i.getContext("2d");
return i;
},
image2Canvas(img) {
var i = this.canvas(img.width, img.height);
i.ctx = i.getContext("2d");
i.ctx.drawImage(img, 0, 0);
return i;
},
copyImage(img){ // just a named stub
return this.image2Canvas(img);
},
};
return tools;
})();
const U = undefined;
const doFor = (count, callback) => {var i = 0; while (i < count && callback(i ++) !== true ); };
const setOf = (count, callback) => {var a = [],i = 0; while (i < count) { a.push(callback(i ++)) } return a };
const randI = (min, max = min + (min = 0)) => (Math.random() * (max - min) + min) | 0;
const rand = (min, max = min + (min = 0)) => Math.random() * (max - min) + min;
const randA = (array) => array[(Math.random() * array.length) | 0];
const randG = (min, max = min + (min = 0)) => Math.random() * Math.random() * Math.random() * Math.random() * (max - min) + min;
// end of helper functions
//------------------------------------------------------------------------
function doit(){
document.body.innerHTML = ""; // clear the page;
var canvas = document.createElement("canvas");
document.body.appendChild(canvas);
var ctx = canvas.getContext("2d");
// a grid of 36 images
canvas.width = 6 * 64;
canvas.height = 6 * 64;
console.log("test");
// get a random character to look for
const digit = String.fromCharCode("A".charCodeAt(0) + randI(26));
// get some characters we dont want
const randomDigits = setOf(6,i=>{
return String.fromCharCode("A".charCodeAt(0) + randI(26));
})
randomDigits.push(digit); // add the image we are looking for
var w = canvas.width;
var h = canvas.height;
// create a canvas for the image we are looking for
const imageToFind = imageTools.createImage(64,64);
// and a larger one to cover pixels on the sides
const imageToFindExtend = imageTools.createImage(128,128);
// Draw the character onto the image with a white background and scaled to fit
imageToFindExtend.ctx.fillStyle = imageToFind.ctx.fillStyle = "White";
imageToFind.ctx.fillRect(0,0,64,64);
imageToFindExtend.ctx.fillRect(0,0,128,128);
ctx.font = imageToFind.ctx.font = "64px arial black";
ctx.textAlign = imageToFind.ctx.textAlign = "center";
ctx.textBaseline = imageToFind.ctx.textBaseline = "middle";
const digWidth = imageToFind.ctx.measureText(digit).width+8;
const scale = Math.min(1,64/digWidth);
imageToFind.ctx.fillStyle = "black";
imageToFind.ctx.setTransform(scale,0,0,scale,32,32);
imageToFind.ctx.fillText(digit,0,0);
imageToFind.ctx.setTransform(1,0,0,1,0,0);
imageToFindExtend.ctx.drawImage(imageToFind,32,32);
imageToFind.extendedImage = imageToFindExtend;
// Now fill the canvas with images of other characters
ctx.fillStyle = "white";
ctx.setTransform(1,0,0,1,0,0);
ctx.fillRect(0,0,w,h);
ctx.fillStyle = "black";
ctx.strokeStyle = "white";
ctx.lineJoin = "round";
ctx.lineWidth = 12;
// some characters will be rotated 90,180,-90 deg
const dirs = [
[1,0,0,1,0,0],
[0,1,-1,0,1,0],
[-1,0,0,-1,1,1],
[0,-1,1,0,0,1],
]
// draw random characters at random directions
doFor(h / 64, y => {
doFor(w / 64, x => {
const dir = randA(dirs)
ctx.setTransform(dir[0] * scale,dir[1] * scale,dir[2] * scale,dir[3] * scale,x * 64 + 32, y * 64 + 32);
const d = randA(randomDigits);
ctx.strokeText(d,0,0);
ctx.fillText(d,0,0);
});
});
ctx.setTransform(1,0,0,1,0,0);
// get a copy of the canvas
const saveCan = imageTools.copyImage(ctx.canvas);
// function that finds the images
// image is the image to find
// dir is the matrix direction to find
// smapleSize is the mean sampling size samller numbers are quicker
function checkFor(image,dir,sampleSize){
const can = imageTools.copyImage(saveCan);
const c = can.ctx;
const stepx = 64;
const stepy = 64;
// the image that will contain the reduced means of the differences
const results = imageTools.createImage(Math.ceil(w / stepx) * sampleSize,Math.ceil(h / stepy) * sampleSize);
const e = image.extendedImage;
// for each potencial image location
// set a clip area and draw the source image on it with
// comp mode "difference";
for(var y = 0 ; y < h; y += stepy ){
for(var x = 0 ; x < w; x += stepx ){
c.save();
c.beginPath();
c.rect(x,y,stepx,stepy);
c.clip();
c.globalCompositeOperation = "difference";
c.setTransform(dir[0],dir[1],dir[2],dir[3],x +32 ,y +32 );
c.drawImage(e,-64,-64);
c.restore();
}
}
// Apply the mean (reducing nnumber of pixels to check
results.ctx.drawImage(can,0,0,results.width,results.height);
// get the pixel data
var dat = new Uint32Array(results.ctx.getImageData(0,0,results.width,results.height).data.buffer);
// for each area get the sum of the difference
for(var y = 0; y < results.height; y += sampleSize){
for(var x = 0; x < results.width; x += sampleSize){
var val = 0;
for(var yy = 0; yy < sampleSize && y+yy < results.height; yy += 1){
var i = x + (y+yy)*results.width;
for(var xx = 0; xx < sampleSize && x + xx < results.width ; xx += 1){
val += dat[i++] & 0xFF;
}
}
// if the sum is under the threshold we have found an image
// and we mark it
if(val < sampleSize * sampleSize * 5){
ctx.strokeStyle = "red";
ctx.fillStyle = "rgba(255,0,0,0.5)";
ctx.lineWidth = 2;
ctx.strokeRect(x * (64/sampleSize),y * (64/sampleSize),64,64);
ctx.fillRect(x * (64/sampleSize),y * (64/sampleSize),64,64);
foundCount += 1;
}
}
}
}
var foundCount = 0;
// find the images at different orientations
var now = performance.now();
checkFor(imageToFind,dirs[0],4);
checkFor(imageToFind,dirs[1],6); // rotated images need larger sample size
checkFor(imageToFind,dirs[2],6);
checkFor(imageToFind,dirs[3],6);
var time = performance.now() - now;
var result = document.createElement("div");
result.textContent = "Found "+foundCount +" matching images in "+time.toFixed(3)+"ms. Click to try again.";
document.body.appendChild(result);
// show the image we are looking for
imageToFind.style.left = (64*6 + 16) + "px";
imageToFind.id = "lookingFor";
document.body.appendChild(imageToFind);
}
document.addEventListener("click",doit);
canvas {
border : 2px solid black;
position : absolute;
top : 28px;
left : 2px;
}
#lookingFor {
border : 4px solid red;
}
div {
border : 2px solid black;
position : absolute;
top : 2px;
left : 2px;
}
Click to start test.
Not perfect
The example is not perfect and will sometimes make mistakes. There is a huge amount of room for improving both the accuracy and the speed. This is just something I threw together as an example to show how to use the GPU via the 2D API. Some further maths will be needed to find the statistically good results.
This method can also work for different scales, and rotations, you can even use some of the other comp modes to remove colour and normalize contrast. I have used a very similar approch to stabilize webcam by tracking points from one frame to the next, and a veriaty of other image tracking uses.

Html5 canvas scrolling vertically and horizontally

<!DOCTYPE html>
<html>
<head>
<style type="text/css">
#canvasOne
{
border: 1px solid black;
}
</style>
<script src="http://code.jquery.com/jquery-1.10.2.js" type="text/javascript"></script>
</head>
<body>
<div align="center">
<canvas id="canvasOne">
</canvas>
</div>
<script type="text/javascript">
var myCanvas = document.getElementById("canvasOne");
var myContext = myCanvas.getContext("2d");
var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
init();
var numShapes;
var shapes;
var dragIndex;
var dragging;
var mouseX;
var mouseY;
var dragHoldX;
var dragHoldY;
var timer;
var targetX;
var targetY;
var easeAmount;
var bgColor;
var nodes;
var colorArr;
function init()
{
myCanvas.width = $(window).width() - 200;
myCanvas.height = $(window).height() - 200;
shapes = [];
nodes = ["0;Person;24828760;Alok Kumar;Gorakhpur;#F44336;28",
"0;Suspect;04/Dec/2016;4;Suman_Biswas;#3F51B5;20","1;Rule;4;Apparent Means;3 Parameter;#EEFF41;20",
"0;Policy;36QA649749;In-Force;Quarterly;#FF9800;20","3;Product;Pension;Saral Pension;SRPEN;#795548;20","3;Payment;Cheque;Realized;Lucknow;#0091EA;20",
"0;Policy;162348873;Lapsed;Quarterly;#FF9800;20","6;Product;Pension;Life-Long Pension;LLPP;#795548;20","6;Payment;Cheque;Realized;Gorakhpur;#0091EA;20",
"0;Policy;1EQF178639;Lapsed;Monthly;#FF9800;20","9;Product;Life;Shield;SHIELDA;#795548;20","9;Payment;Demand Draft;Realized;Lucknow;#0091EA;20"];
numShapes = nodes.length;
makeShapes();
drawScreen();
myCanvas.addEventListener("mousedown", mouseDownListener, false);
}
//drawing
function makeShapes()
{
var tempX;
var tempY;
for(var i = 0; i < numShapes; i++)
{
var centerX = myCanvas.width/2;
var centerY = myCanvas.height/2;
var nodeColor = nodes[i].split(";")[5];
var nodeRadius = nodes[i].split(";")[6];
var nodeConnect = nodes[i].split(";")[0];
if(i == 0)//center of circle
{
tempX = centerX
tempY = centerY;
}
else
{
//tempX = Math.random() * (myCanvas.width - tempRadius);
//tempY = Math.random() * (myCanvas.height - tempRadius);
//var x = x0 + r * Math.cos(2 * Math.PI * i / items);
//var y = y0 + r * Math.sin(2 * Math.PI * i / items);
//250 is the distance from center node to outside nodes it can be actual radius in degrees
tempX = shapes[nodeConnect].x + 300 * Math.cos(2 * Math.PI * i / numShapes);
tempY = shapes[nodeConnect].y + 300 * Math.sin(2 * Math.PI * i / numShapes);
}
tempShape = {x: tempX, y: tempY, rad: nodeRadius, color: nodeColor, text: nodes[i]};
shapes.push(tempShape);
}
}
//drawing both shape (line and circle) and screen
function drawScreen()
{
myContext.fillStyle = "#ffffff";
myContext.fillRect(0, 0, myCanvas.width, myCanvas.height);
drawShapes();
}
function drawShapes()
{
//line
for(var i = 1; i < numShapes; i++)
{
myContext.beginPath();
myContext.strokeStyle = "#B2B19D";
var nodeConnect = nodes[i].split(";")[0];
myContext.moveTo(shapes[nodeConnect].x, shapes[nodeConnect].y);
myContext.lineTo(shapes[i].x, shapes[i].y);
myContext.stroke();
}
//circle
for(var i = 0; i < numShapes; i++)
{
myContext.fillStyle = shapes[i].color;
myContext.beginPath();
myContext.arc(shapes[i].x, shapes[i].y, shapes[i].rad, 0, 2*Math.PI, false);
myContext.closePath();
myContext.fill();
}
//text
for(var i = 0; i < numShapes; i++)
{
myContext.beginPath();
myContext.font = '10pt Arial';
myContext.fillStyle = 'black';
var textarr = shapes[i].text.split(";");
myContext.fillText(textarr[1], shapes[i].x + 30, shapes[i].y - 24);
/*myContext.fillText(textarr[2], shapes[i].x + 30, shapes[i].y + 1);
myContext.fillText(textarr[3], shapes[i].x + 30, shapes[i].y + 22);
myContext.fillText(textarr[4], shapes[i].x + 30, shapes[i].y + 44);*/
myContext.closePath();
myContext.fill();
}
}
//animation
function mouseDownListener(evt)
{
var highestIndex = -1;
var bRect = myCanvas.getBoundingClientRect();
mouseX = (evt.clientX - bRect.left) * (myCanvas.width/bRect.width);
mouseY = (evt.clientY - bRect.top) * (myCanvas.height/bRect.height);
for(var i = 0; i < numShapes; i++)
{
if(hitTest(shapes[i], mouseX, mouseY))
{
dragging = true;
if(i > highestIndex)
{
dragHoldX = mouseX - shapes[i].x;
dragHoldY = mouseY - shapes[i].y;
highestIndex = i;
dragIndex = i;
}
}
}
if(dragging)
{
window.addEventListener("mousemove", mouseMoveListener, false);
}
myCanvas.removeEventListener("mousedown", mouseDownListener, false);
window.addEventListener("mouseup", mouseUpListener, false);
if(evt.preventDefault)
{
evt.preventDefault;
}
return false;
}
function mouseMoveListener(evt)
{
var shapeRad = shapes[dragIndex].rad;
var minX = shapeRad;
var maxX = myCanvas.width - shapeRad;
var minY = shapeRad;
var maxY = myCanvas.height - shapeRad;
//get mouse position correctly
var bRect = myCanvas.getBoundingClientRect();
mouseX = (evt.clientX - bRect.left)*(myCanvas.width / bRect.width);
mouseY = (evt.clientY - bRect.top)*(myCanvas.height / bRect.height);
//clamp x and y position to prevent object from dragging outside canvas
posX = mouseX - dragHoldX;
posX = (posX < minX) ? minX : ((posX > maxX) ? maxX : posX);
posY = mouseY - dragHoldY;
posY = (posY < minY) ? minY : ((posY > maxY) ? maxY : posY);
shapes[dragIndex].x = posX;
shapes[dragIndex].y = posY;
drawScreen();
}
function mouseUpListener(evt)
{
myCanvas.addEventListener("mousedown", mouseDownListener, false);
window.removeEventListener("mouseup", mouseUpListener, false);
if(dragging)
{
dragging = false;
window.removeEventListener("mousemove", mouseMoveListener, false);
}
}
function hitTest(shape, mx, my)
{
var dx = mx - shape.x;
var dy = my - shape.y;
return(dx * dx + dy * dy < shape.rad * shape.rad);
}
</script>
</body>
</html>
The following canvas animation creates nodes and edges. However due
to space constraint, some of the nodes are not visible due to canvas
height and width. Even adding overflow css to canvas dosen't help as
i am not able to scroll.
<canvas> context doesn't have a built-in scroll method.
You then have multiple ways to circumvent this limitation.
The first one, is as in #markE's answer, to scale your context's matrix so that your drawings fit into the required space. You could also refactor your code so that all coordinates are relative to the canvas size.
This way, you won't need scrollbars and all your drawings will just be scaled appropriately, which is the desirable behavior in most common cases.
But if you really need to have some scrolling feature, here are some ways :
The easiest and most recommended one : let the browser handle it.
You will have to set the size of your canvas to the maximum of your drawings, and wrap it in an other element which will scroll. By setting the overflow:auto css property on the container, our scrollbars appear and we have our scrolling feature.
In following example, the canvas is 5000px wide and the container 200px.
var ctx = canvas.getContext('2d');
ctx.textAlign = 'center';
for (var w = 0; w < canvas.width; w += 100) {
for (var h = 0; h < canvas.height; h += 100) {
ctx.fillText(w + ',' + h, w, h);
}
}
#container {
width: 200px;
height: 200px;
overflow: auto;
border: 1px solid;
}
canvas{
display: block;
}
<div id="container">
<canvas id="canvas" height="5000" width="5000"></canvas>
</div>
Main advantages :
easily implemented.
users are used to these scrollbars.
Main caveats :
You're limited by canvas maximum sizes.
If your canvas is animated, you'll also draw for each frame parts of the canvas that aren't visible.
You have small control on scrollbars look and you'll still have to implement drag-to-scroll feature yourself for desktop browsers.
A second solution, is to implement this feature yourself, using canvas transform methods : particularly translate, transform and setTransform.
Here is an example :
var ctx = canvas.getContext('2d');
var app = {};
// the total area of our drawings, can be very large now
app.WIDTH = 5000;
app.HEIGHT = 5000;
app.draw = function() {
// reset everything (clears the canvas + transform + fillStyle + any other property of the context)
canvas.width = canvas.width;
// move our context by the inverse of our scrollbars' left and top property
ctx.setTransform(1, 0, 0, 1, -app.scrollbars.left, -app.scrollbars.top);
ctx.textAlign = 'center';
// draw only the visible area
var visibleLeft = app.scrollbars.left;
var visibleWidth = visibleLeft + canvas.width;
var visibleTop = app.scrollbars.top
var visibleHeight = visibleTop + canvas.height;
// you probably will have to make other calculations than these ones to get your drawings
// to draw only where required
for (var w = visibleLeft; w < visibleWidth + 50; w += 100) {
for (var h = visibleTop; h < visibleHeight + 50; h += 100) {
var x = Math.round((w) / 100) * 100;
var y = Math.round((h) / 100) * 100;
ctx.fillText(x + ',' + y, x, y);
}
}
// draw our scrollbars on top if needed
app.scrollbars.draw();
}
app.scrollbars = function() {
var scrollbars = {};
// initial position
scrollbars.left = 0;
scrollbars.top = 0;
// a single constructor for both horizontal and vertical
var ScrollBar = function(vertical) {
var that = {
vertical: vertical
};
that.left = vertical ? canvas.width - 10 : 0;
that.top = vertical ? 0 : canvas.height - 10;
that.height = vertical ? canvas.height - 10 : 5;
that.width = vertical ? 5 : canvas.width - 10;
that.fill = '#dedede';
that.cursor = {
radius: 5,
fill: '#bababa'
};
that.cursor.top = vertical ? that.cursor.radius : that.top + that.cursor.radius / 2;
that.cursor.left = vertical ? that.left + that.cursor.radius / 2 : that.cursor.radius;
that.draw = function() {
if (!that.visible) {
return;
}
// remember to reset the matrix
ctx.setTransform(1, 0, 0, 1, 0, 0);
// you can give it any shape you like, all canvas drawings operations are possible
ctx.fillStyle = that.fill;
ctx.fillRect(that.left, that.top, that.width, that.height);
ctx.beginPath();
ctx.arc(that.cursor.left, that.cursor.top, that.cursor.radius, 0, Math.PI * 2);
ctx.fillStyle = that.cursor.fill;
ctx.fill();
};
// check if we're hovered
that.isHover = function(x, y) {
if (x >= that.left - that.cursor.radius && x <= that.left + that.width + that.cursor.radius &&
y >= that.top - that.cursor.radius && y <= that.top + that.height + that.cursor.radius) {
// we are so record the position of the mouse and set ourself as the one hovered
scrollbars.mousePos = vertical ? y : x;
scrollbars.hovered = that;
that.visible = true;
return true;
}
// we were visible last call and no wheel event is happening
else if (that.visible && !scrollbars.willHide) {
that.visible = false;
// the app should be redrawn
return true;
}
}
return that;
};
scrollbars.horizontal = ScrollBar(0);
scrollbars.vertical = ScrollBar(1);
scrollbars.hovered = null;
scrollbars.dragged = null;
scrollbars.mousePos = null;
// check both of our scrollbars
scrollbars.isHover = function(x, y) {
return this.horizontal.isHover(x, y) || this.vertical.isHover(x, y);
};
// draw both of our scrollbars
scrollbars.draw = function() {
this.horizontal.draw();
this.vertical.draw();
};
// check if one of our scrollbars is visible
scrollbars.visible = function() {
return this.horizontal.visible || this.vertical.visible;
};
// hide it...
scrollbars.hide = function() {
// only if we're not using the mousewheel or dragging the cursor
if (this.willHide || this.dragged) {
return;
}
this.horizontal.visible = false;
this.vertical.visible = false;
};
// get the area's coord relative to our scrollbar
var toAreaCoord = function(pos, scrollBar) {
var sbBase = scrollBar.vertical ? scrollBar.top : scrollBar.left;
var sbMax = scrollBar.vertical ? scrollBar.height : scrollBar.width;
var areaMax = scrollBar.vertical ? app.HEIGHT - canvas.height : app.WIDTH - canvas.width;
var ratio = (pos - sbBase) / (sbMax - sbBase);
return areaMax * ratio;
};
// get the scrollbar's coord relative to our total area
var toScrollCoords = function(pos, scrollBar) {
var sbBase = scrollBar.vertical ? scrollBar.top : scrollBar.left;
var sbMax = scrollBar.vertical ? scrollBar.height : scrollBar.width;
var areaMax = scrollBar.vertical ? app.HEIGHT - canvas.height : app.WIDTH - canvas.width;
var ratio = pos / areaMax;
return ((sbMax - sbBase) * ratio) + sbBase;
}
scrollbars.scroll = function() {
// check which one of the scrollbars is active
var vertical = this.hovered.vertical;
// until where our cursor can go
var maxCursorPos = this.hovered[vertical ? 'height' : 'width'];
var pos = vertical ? 'top' : 'left';
// check that we're not out of the bounds
this.hovered.cursor[pos] = this.mousePos < 0 ? 0 :
this.mousePos > maxCursorPos ? maxCursorPos : this.mousePos;
// seems ok so tell the app we scrolled
this[pos] = toAreaCoord(this.hovered.cursor[pos], this.hovered);
// redraw everything
app.draw();
}
// because we will hide it after a small time
scrollbars.willHide;
// called by the wheel event
scrollbars.scrollBy = function(deltaX, deltaY) {
// it's not coming from our scrollbars
this.hovered = null;
// we're moving horizontally
if (deltaX) {
var newLeft = this.left + deltaX;
// make sure we're in the bounds
this.left = newLeft > app.WIDTH - canvas.width ? app.WIDTH - canvas.width : newLeft < 0 ? 0 : newLeft;
// update the horizontal cursor
this.horizontal.cursor.left = toScrollCoords(this.left, this.horizontal);
// show our scrollbar
this.horizontal.visible = true;
}
if (deltaY) {
var newTop = this.top + deltaY;
this.top = newTop > app.HEIGHT - canvas.height ? app.HEIGHT - canvas.height : newTop < 0 ? 0 : newTop;
this.vertical.cursor.top = toScrollCoords(this.top, this.vertical);
this.vertical.visible = true;
}
// if we were called less than the required timeout
clearTimeout(this.willHide);
this.willHide = setTimeout(function() {
scrollbars.willHide = null;
scrollbars.hide();
app.draw();
}, 500);
// redraw everything
app.draw();
};
return scrollbars;
}();
var mousedown = function(e) {
// tell the browser we handle this
e.preventDefault();
// we're over one the scrollbars
if (app.scrollbars.hovered) {
// new promotion ! it becomes the dragged one
app.scrollbars.dragged = app.scrollbars.hovered;
app.scrollbars.scroll();
}
};
var mousemove = function(e) {
// check the coordinates of our canvas in the document
var rect = canvas.getBoundingClientRect();
var x = e.clientX - rect.left;
var y = e.clientY - rect.top;
// we're dragging something
if (app.scrollbars.dragged) {
// update the mouse position
app.scrollbars.mousePos = app.scrollbars.dragged.vertical ? y : x;
app.scrollbars.scroll();
} else if (app.scrollbars.isHover(x, y)) {
// something has changed, redraw to show or hide the scrollbar
app.draw();
}
e.preventDefault();
};
var mouseup = function() {
// we dropped it
app.scrollbars.dragged = null;
};
var mouseout = function() {
// we're out
if (app.scrollbars.visible()) {
app.scrollbars.hide();
app.scrollbars.dragged = false;
app.draw();
}
};
var mouseWheel = function(e) {
e.preventDefault();
app.scrollbars.scrollBy(e.deltaX, e.deltaY);
};
canvas.addEventListener('mousemove', mousemove);
canvas.addEventListener('mousedown', mousedown);
canvas.addEventListener('mouseup', mouseup);
canvas.addEventListener('mouseout', mouseout);
canvas.addEventListener('wheel', mouseWheel);
range.onchange = function() {
app.WIDTH = app.HEIGHT = this.value;
app.scrollbars.left = 0;
app.scrollbars.top = 0;
app.draw();
};
// an initial drawing
app.draw();
canvas {border: 1px solid;}
span{font-size: .8em;}
<canvas id="canvas" width="200" height="150"></canvas>
<span>
change the total area size
<input type="range" min="250" max="5000000" steps="250" value="5000" id="range" />
</span>
Main advantages :
no limitation for the size of your drawing areas.
you can customize your scrollbars as you wish.
you can control when the scrollbars are enable or not.
you can get the visible area quite easily.
Main caveats:
a bit more code than the CSS solution...
no really, that's a lot of code...
A third way I wrote some time ago for an other question took advantage of the ability to draw an other canvas with ctx.drawImage(). It has its own caveats and advantages, so I let you pick the one you need, but this last one also had a drag and slide feature which can be useful.
So your node drawings don't fit on the canvas size?
You can easily "shrink" your content to fit the visible canvas with just 1 command!
The context.scale(horizontalRescale,verticalRescale) command will shrink every following drawing by your specified horizontalRescale & verticalRescale percentages.
An Important note: You must make horizontalRescale,verticalRescale the same value or your content will be distorted.
The nice thing about using context.scale is that you don't have to change any of the code that draws your nodes ... canvas automatically scales all those nodes for you.
For example, this code will shrink your nodes to 80% of their original size:
var downscaleFactor= 0.80;
context.scale( downscaleFactor, downscaleFactor );
Rather than go through your 200+ lines of code, I leave it to you to calculate downscaleFactor.

Getting pixel data on setInterval with canvas

I want to build an animated alphabet, made up of particles. Basically, the particles transform from one letter shape to another.
My idea is to fill the letters as text on canvas real quickly (like for a frame), get the pixel data and put the particles to the correct location on setInterval. I have this code for scanning the screen right now:
var ctx = canvas.getContext('2d'),
width = ctx.canvas.width,
height = ctx.canvas.height,
particles = [],
gridX = 8,
gridY = 8;
function Particle(x, y) {
this.x = x;
this.y = y;
}
// fill some text
ctx.font = 'bold 80px sans-serif';
ctx.fillStyle = '#ff0';
ctx.fillText("STACKOVERFLOW", 5, 120);
// now parse bitmap based on grid
var idata = ctx.getImageData(0, 0, width, height);
// use a 32-bit buffer as we are only checking if a pixel is set or not
var buffer32 = new Uint32Array(idata.data.buffer);
// using two loops here, single loop with index-to-x/y is also an option
for(var y = 0; y < height; y += gridY) {
for(var x = 0; x < width; x += gridX) {
//buffer32[] will have a value > 0 (true) if set, if not 0=false
if (buffer32[y * width + x]) {
particles.push(new Particle(x, y));
}
}
}
// render particles
ctx.clearRect(0, 0, width, height);
particles.forEach(function(p) {
ctx.fillRect(p.x - 2, p.y - 2, 4, 4); // just squares here
})
But this way I am only showing one word, without any changes throughout the time. Also, I want to set up initially like 200 particles and reorganise them based on the pixel data, not create them on each scan.. How would you rewrite the code, so on every 1500ms I can pass a different letter and render it with particles?
Hopefully the different parts of this code should be clear enough : There are particles, that can draw and update, fillParticle will spawn particles out of a text string, and spawnChars will get a new part of the text rendered on a regular basis.
It is working quite well, play with the parameters if you wish, they are all at the start of the fiddle.
You might want to make this code cleaner, by avoiding globals and creating classes.
http://jsbin.com/jecarupiri/1/edit?js,output
// --------------------
// parameters
var text = 'STACKOVERFLOW';
var fontHeight = 80;
var gridX = 4,
gridY = 4;
var partSize = 2;
var charDelay = 400; // time between two chars, in ms
var spead = 80; // max distance from start point to final point
var partSpeed = 0.012;
// --------------------
var canvas = document.getElementById('cv'),
ctx = canvas.getContext('2d'),
width = ctx.canvas.width,
height = ctx.canvas.height,
particles = [];
ctx.translate(0.5,0.5);
// --------------------
// Particle class
function Particle(startX, startY, finalX, finalY) {
this.speed = partSpeed*(1+Math.random()*0.5);
this.x = startX;
this.y = startY;
this.startX = startX;
this.startY = startY;
this.finalX =finalX;
this.finalY =finalY;
this.parameter = 0;
this.draw = function() {
ctx.fillRect(this.x - partSize*0.5, this.y - partSize*0.5, partSize, partSize);
};
this.update = function(p) {
if (this.parameter>=1) return;
this.parameter += partSpeed;
if (this.parameter>=1) this.parameter=1;
var par = this.parameter;
this.x = par*this.finalX + (1-par)*this.startX;
this.y = par*this.finalY + (1-par)*this.startY;
};
}
// --------------------
// Text spawner
function fillParticle(text, offx, offy, spread) {
// fill some text
tmpCtx.clearRect(0,0,tmpCtx.canvas.width, tmpCtx.canvas.height);
tmpCtx.font = 'bold ' + fontHeight +'px sans-serif';
tmpCtx.fillStyle = '#A40';
tmpCtx.textBaseline ='top';
tmpCtx.textAlign='left';
tmpCtx.fillText(text, 0, 0);
//
var txtWidth = Math.floor(tmpCtx.measureText(text).width);
// now parse bitmap based on grid
var idata = tmpCtx.getImageData(0, 0, txtWidth, fontHeight);
// use a 32-bit buffer as we are only checking if a pixel is set or not
var buffer32 = new Uint32Array(idata.data.buffer);
// using two loops here, single loop with index-to-x/y is also an option
for(var y = 0; y < fontHeight; y += gridY) {
for(var x = 0; x < txtWidth; x += gridX) {
//buffer32[] will have a value > 0 (true) if set, if not 0=false
if (buffer32[y * txtWidth + x]) {
particles.push(new Particle(offx + x+Math.random()*spread - 0.5*spread,
offy + y+Math.random()*spread - 0.5*spread, offx+x, offy+y));
}
}
}
return txtWidth;
}
var tmpCv = document.createElement('canvas');
// uncomment for debug
//document.body.appendChild(tmpCv);
var tmpCtx = tmpCv.getContext('2d');
// --------------------------------
// spawn the chars of the text one by one
var charIndex = 0;
var lastSpawnDate = -1;
var offX = 30;
var offY = 30;
function spawnChars() {
if (charIndex>= text.length) return;
if (Date.now()-lastSpawnDate < charDelay) return;
offX += fillParticle(text[charIndex], offX, offY, spead);
lastSpawnDate = Date.now();
charIndex++;
}
// --------------------------------
function render() {
// render particles
particles.forEach(function(p) { p.draw();
});
}
function update() {
particles.forEach(function(p) { p.update(); } );
}
// --------------------------------
// animation
function animate(){
requestAnimationFrame(animate);
ctx.clearRect(0, 0, width, height);
render();
update();
//
spawnChars();
}
// launch :
animate();