html canvas clipping noisy edges [duplicate] - html

I've created a program to generate planet sprites. I'm doing that by creating a circular path, running ctx.clip() to keep all the following layers inside of the circle, then drawing a black and transparent texture layer, then a randomly colored rectangle over the full canvas, then a shadow and glow on top of it all. The issue is that a colored line also appears under the circle after clipping, and I'm not sure why. I need this removed.
Here is a fiddle. The last line sets the code to loop every half second: https://jsfiddle.net/tzkwmzqu/4/

I am not sure I do understand your problem, but I will assume that you are talking about the anti-aliasing problem.
Currently, you are drawing a lot over your clipped area.
At each draw, new anti-aliasing artifacts will come to smooth the latest drawing. At the end, what should have been semi-transparent pixels are now fully opaque ones.
In the other hand, with globalCompositeOperation like 'destination-in', you need only one drawing to make the compositing (~clipping). So you don't accumulate artifacts. But even if you did, gCO is global and since it takes transparency into account, the accumulation would be less important.
var ctx1 = clip.getContext('2d');
var ctx2 = gCO.getContext('2d');
var ctx3 = gCO2.getContext('2d');
ctx1.beginPath();
ctx1.arc(150, 150, 150, 0, Math.PI*2)
ctx1.clip();
// drawing multiple times on this clipped area will increase artifacts
ctx1.fillRect(0,0,300, 150);
ctx1.fillRect(0,0,300, 150);
ctx1.fillRect(0,0,300, 150);
ctx1.fillRect(0,0,300, 150);
ctx2.beginPath();
ctx2.arc(150, 150, 150, 0, Math.PI*2)
ctx2.fillRect(0,0,300, 150);
ctx2.globalCompositeOperation = 'destination-in';
//With gCO you only draw once, but even if you did draw multiple times, there would still be less artifacts
ctx2.fill();
ctx2.fill();
ctx2.fill();
ctx2.fill();
ctx2.globalCompositeOperation = 'source-over';
ctx3.beginPath();
ctx3.arc(150, 150, 150, 0, Math.PI*2)
ctx3.fillRect(0,0,300, 150);
ctx3.globalCompositeOperation = 'destination-in';
// only one drawing needed:
ctx3.fill();
ctx3.globalCompositeOperation = 'source-over';
ctx1.fillStyle = ctx2.fillStyle = ctx3.fillStyle = "white";
ctx1.fillText('clipping', 120, 100);
ctx2.fillText('compositing', 120, 100);
ctx3.fillText('single compositing', 120, 100);
canvas{
border: 1px solid;
}
<canvas id="clip"></canvas><canvas id="gCO"></canvas><canvas id="gCO2"></canvas>
A few unrelated notes about your code :
closePath does not mark the end of your path declaration, only a new beginPath() call does. ctx.fillStyle = 'transparent'; ctx.fill() won't do anything. Only putImageData, clearRect methods and globalCompositeOperation + drawing method can produce transparent pixels.
So here is all the above in one snippet :
/* Load images */
var texture = new Image();
texture.src = "http://i.imgur.com/0qMwa8p.png";
var shadow = new Image();
shadow.src = "http://i.imgur.com/pX3HVFY.png";
/* Create the canvas and context references */
var canvas = document.getElementById("game");
canvas.style.width = (canvas.width = 512) + "px";
canvas.style.height = (canvas.height = 512) + "px";
var ctx = canvas.getContext("2d");
/* render */
function render() {
/* Size of planets */
var scale = Math.random() + 1
// We don't need to save/restore the canvas state now,
// simply remember to set the gCO back to 'source-over'
// here it done at the end of the function
/* Clear canvas for redraw */
ctx.clearRect(0, 0, canvas.width, canvas.height);
/* Place texture onto planet */
ctx.globalAlpha = Math.random() * .5 + .5;
ctx.drawImage(texture, (Math.round(Math.random() * 256) - 128 * scale), (Math.round(Math.random() * 256) - 128 * scale), texture.naturalWidth * scale, texture.naturalHeight * scale)
/* Color Planet */
ctx.globalAlpha = 1;
ctx.globalCompositeOperation = "multiply";
var color = "hsl(" + Math.random() * 256 + ", 100%, 50%)"
ctx.fillStyle = color;
ctx.fillRect(0, 0, canvas.width, canvas.height)
/* Give planet its shine and shadow */
ctx.globalCompositeOperation = "source-over";
ctx.drawImage(shadow, Math.round(Math.random() * 200 - 128 * scale), Math.round(Math.random() * 200 - 128 * scale), shadow.naturalWidth * scale, shadow.naturalHeight * scale)
// instead of clipping, use gCO
ctx.globalCompositeOperation = 'destination-in';
ctx.beginPath();
ctx.arc(256, 256, 128 * scale, 0, 2 * Math.PI);
ctx.fill();
// reset gCO
ctx.globalCompositeOperation = 'source-over';
}
render()
window.interval = setInterval(render, 500)
#game {
border: 1px solid black;
background-color: black;
}
<canvas id="game"></canvas>

Related

HTML5 canvas rotation not centered at origin [duplicate]

Hi I want to rotate this shape around its center when I move my mouse, but currently it's rotating around (0, 0). How to change my code?
Source code (also see jsfiddle):
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
class Circle {
constructor(options) {
this.cx = options.x;
this.cy = options.y;
this.radius = options.radius;
this.color = options.color;
this.angle = 0;
this.toAngle = this.angle;
this.binding();
}
binding() {
const self = this;
window.addEventListener('mousemove', (e) => {
self.update(e.clientX, e.clientY);
});
}
update(nx, ny) {
this.toAngle = Math.atan2(ny - this.cy, nx - this.cx);
}
render() {
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.save();
ctx.beginPath();
ctx.lineWidth = 1;
if (this.toAngle !== this.angle) {
ctx.rotate(this.toAngle - this.angle);
}
ctx.strokeStyle = this.color;
ctx.arc(this.cx, this.cy, this.radius, 0, Math.PI * 2);
ctx.stroke();
ctx.closePath();
ctx.beginPath();
ctx.fillStyle = 'black';
ctx.fillRect(this.cx - this.radius / 4, this.cy - this.radius / 4, 20, 20);
ctx.closePath();
ctx.restore();
}
}
var rotatingCircle = new Circle({
x: 150,
y: 100,
radius: 40,
color: 'black'
});
function animate() {
rotatingCircle.render();
requestAnimationFrame(animate);
}
animate();
All good answers, well frustratingly no... they fail to mention that the solution only works if the current transform is at it default. They fail to mention how to get back to the default state and save and restore states.
To get the default transformation state
ctx.setTransform(1,0,0,1,0,0);
To save and restore all states
ctx.save();
ctx.transform(10,0,0,2,200,100); // set some transform state
ctx.globalAlpha = 0.4;
ctx.restore(); // each save must be followed by a restore at some point
and they can be nested
ctx.save(); // save default state
ctx.globalAlpha = 0.4;
ctx.save(); // save state with alpha = 0.4
ctx.transform(10,0,0,2,200,100); // set some transform state
ctx.restore(); // restore to alpha at 0.4
ctx.restore(); // restore to default.
setTransform completely replaces the current transformation. while transform, scale, rotate, translate, multiply the existing transform with the appropriate transform. This is handy if you have an object attached to another, and want the transformation of the first to apply to the second, and additional transforms to the second but not to the first.
ctx.rotate(Math.PI /2); // Rotates everything 90 clockwise
ctx.rotate(Math.PI /2); // Rotates everything another 90 clockwise so that
// everything is 180 from default
ctx.translate(1,1); // move diagonally down by 1. Origin is now at 1,1
ctx.translate(1,1); // move diagonally down by 1. Origin is now at 2,2
ctx.translate(1,1); // move diagonally down by 1. Origin is now at 3,3
ctx.translate(1,1); // move diagonally down by 1. Origin is now at 4,4
ctx.scale(2,2); // scale by 2 everything twice as big
ctx.scale(2,2); // scale by 2 everything four times as big
And an alternative that does not require the default transform state of ctx
// scaleX, scaleY are scales along axis x,y
// posX, posY is position of center point
// rotate is in radians clockwise with 0 representing the x axis across the screen
// image is an image to draw.
ctx.setTransform(scaleX,0,0,scaleY, posX, posY);
ctx.rotate(rotate);
ctx.drawImage(image,-image.width / 2, -image.height / 2);
Or if not a image but a object
ctx.setTransform(scaleX,0,0,scaleY, posX, posY);
ctx.rotate(rotate);
ctx.translate(-object.width / 2, -object.height / 2);
You need to:
first translate to the point of rotation (pivot)
then rotate
then either:
A: draw in at (0,0) using (-width/2, -height/2) as relative coordinate (for centered drawings)
B: translate back and use the object's absolute position and subtract relative coordinates for centered drawing
Modified code:
ctx.beginPath();
ctx.lineWidth = 1;
ctx.translate(this.cx, this.cy); // translate to pivot
if (this.toAngle !== this.angle) {
ctx.rotate(this.toAngle - this.angle);
}
ctx.strokeStyle = this.color;
ctx.arc(0, 0, this.radius, 0, Math.PI * 2); // render at pivot
ctx.closePath(); // must come before stroke() btw.
ctx.stroke();
ctx.beginPath();
ctx.fillStyle = 'black';
ctx.fillRect(-this.radius / 4, -this.radius / 4, 20, 20); // render at pivot
Modified Fiddle
Bonus tip: you're currently using save()/restore() calls to maintain the transformation matrix. Another way could be to set the matrix using absolute values initially replacing the save()/restore() - so instead of the first translate():
ctx.setTranform(1,0,0,1,this.cx, this.cy); // translate to pivot
You can also set things like styles on an individual basis for each. Regardless, it doesn't change the core solution though.
You have to first translate to the circle centre, make the rotation and then translate back
Do this before rendering the circle and the square
ctx.translate(this.cx, this.cy);
ctx.rotate(this.toAngle - this.angle);
ctx.translate(-this.cx, -this.cy);
jsfiddle below:
https://jsfiddle.net/1st8Lbu8/2/

Create pattern with canvas

I would like to create a pettern with canvas. The Picture which should be used should also be gernerated first. I already did something like this with this code:
document.addEventListener('DOMContentLoaded', function () {
async function draw() {
var canvas = document.getElementById('canvas1')
var ctx = canvas.getContext("2d");
var canvas = ctx.createImageData(500, 300);
ctx.fillStyle = "#7289DA";
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Select the color of the stroke
ctx.strokeStyle = '#74037b';
// Draw a rectangle with the dimensions of the entire canvas
ctx.strokeRect(0, 0, canvas.width, canvas.height);
ctx.font = 'bold 70px sans-serif';
// Select the style that will be used to fill the text in
ctx.save();
ctx.rotate(1.7*Math.PI);
ctx.fillStyle = '#23272A';
ctx.fillText('Text', -70, 300);
ctx.restore();
// Actually fill the text with a solid color
}
draw();
});
<canvas id="canvas" width="1500" height="900">Beispiel für eine Kachelung eines Musters in Canvas.</canvas>
Now I want to create some kind of grid with it, it should look like this
How can I do that?
The best way would be using two for loops to go over the x and y values! You can surround the part that draws text with these loops and use the changing x and y values instead of hard-coded ones.
async function draw() {
var canvas = document.getElementById('canvas1')
var ctx = canvas.getContext("2d");
var canvas = ctx.createImageData(500, 300);
ctx.fillStyle = "#7289DA";
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Select the color of the stroke
ctx.strokeStyle = '#74037b';
// Draw a rectangle with the dimensions of the entire canvas
ctx.strokeRect(0, 0, canvas.width, canvas.height);
ctx.font = 'bold 70px sans-serif';
ctx.fillStyle = '#23272A';
// Select the style that will be used to fill the text in
for (var x = 0; x < canvas.width; x += 100 ) { // 100 is the width
for (var y = 0; y < canvas.height; y += 70) { // 70 is the height
ctx.save();
ctx.translate(x, y); // offset the text
ctx.rotate(1.7*Math.PI);
ctx.fillText('Text', -70, 300);
ctx.restore();
// Actually fill the text with a solid color
}
}
}
The reason ctx.translate(x, y) is used instead of ctx.fillText('Text', x - 70, y + 300) is because using fillText would move the grid at an angle instead of just rotating the letters.

CreateJS Radial gradient with matrix

I'm converting a Flash application to HTML5 Canvas. Most of the development is finished but for handling the colors there is a code like this in the flash application:
matrix = new Matrix ();
matrix.createGradientBox (600, ColorHeight * 1200, 0, 80, ColorHeight * -600);
Animation_gradient_mc.clear ();
Animation_gradient_mc.beginGradientFill (fillType, colors, alphas, ratios, matrix, spreadMethod, interpolationMethod, focalPointRatio);
The declaration for a radial gradient in CreateJS is the following:
beginRadialGradientFill(colors, ratios, x0, y0, r0, x1, y1, r1 )
Does anyone know a method to apply a Matrix to a gradient fill?
Any help would be appreciated.
Thanks in advance
Edit
Here are some examples of the gradient I'm trying to reproduce:
As you can see it starts off as a standard radial gradient.
However, it can also appear stretched, I think this is where the matrix helps.
I've attempted to create the same effect by creating a createjs.Graphics.Fill with a matrix but it doesn't seem to be doing anything:
var matrix = new VacpMatrix();
matrix.createGradientBox(
600,
discharge_gradient.color_height * 1200,
0,
80,
discharge_gradient.color_height * -600
);
// test_graphics.append(new createjs.Graphics.Fill('#0000ff', matrix));
console.log('matrix', matrix);
test_graphics.append(new createjs.Graphics.Fill('#ff0000', matrix).radialGradient(
discharge_gradient.colors,
discharge_gradient.ratios,
discharge_gradient.x0,
discharge_gradient.y0,
discharge_gradient.r0,
discharge_gradient.x1,
discharge_gradient.y1,
discharge_gradient.r1
));
var discharge_shape = new createjs.Shape(test_graphics);
I extended the Matrix2d class to add a createGradientBox method using code from the openfl project:
p.createGradientBox = function (width, height, rotation, tx, ty) {
if (_.isUndefined(rotation) || _.isNull(rotation)) {
rotation = 0;
}
if (_.isUndefined(tx) || _.isNull(tx)) {
tx = 0;
}
if (_.isUndefined(ty) || _.isNull(ty)) {
ty = 0;
}
var a = width / 1638.4,
d = height / 1638.4;
// Rotation is clockwise
if (rotation != 0) {
var cos = math.cos(rotation),
sin = math.sin(rotation);
this.b = sin * d;
this.c = -sin * a;
this.a = a * cos;
this.d = d * cos;
} else {
this.b = 0;
this.c = 0;
}
this.tx = tx + width / 2;
this.ty = ty + height / 2;
}
I hope the extra information is useful.
I don't know createJS enough, nor Flash Matrix object, but to make this kind of ovalGradient with the native Canvas2d API, you will need to transform the context's matrix.
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var horizontalScale = .3;
var verticalScale = 1;
var gradient = ctx.createRadialGradient(100/horizontalScale, 100/verticalScale, 100, 100/horizontalScale,100/verticalScale,0);
gradient.addColorStop(0,"green");
gradient.addColorStop(1,"red");
// shrink the context's matrix
ctx.scale(horizontalScale, verticalScale)
// draw your gradient
ctx.fillStyle = gradient;
// stretch the rectangle which contains the gradient accordingly
ctx.fillRect(0,0, 200/horizontalScale, 200/verticalScale);
// reset the context's matrix
ctx.setTransform(1,0,0,1,0,0);
canvas{ background-color: ivory;}
<canvas id="canvas" width="200" height="200"></canvas>
So if you are planning to write some kind of a function to reproduce it, have a look at ctx.scale(), ctx.transform() and ctx.setTransform().
EDIT
As you noticed, this will also shrink your drawn shapes, also, you will have to calculate how much you should "unshrink" those at the drawing, just like I did with the fillRect. (agreed, this one was an easy one)
Here is a function that could help you with more complicated shapes. I didn't really tested it (only with the given example), so it may fail somehow, but it can also give you an idea on how to deal with it :
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
function shrinkedRadial(ctx, shapeArray, xScale, yScale, gradientOpts) {
// scaling by 0 is like not drawing
if (!xScale || !yScale) return;
var gO = gradientOpts;
// apply our scale on the gradient options we passed
var gradient = ctx.createRadialGradient(gO.x0 / xScale, gO.y0 / yScale, gO.r0, gO.x1 / xScale, gO.y1 / yScale, gO.r1);
gradient.addColorStop(gO.c1_pos, gO.c1_fill);
gradient.addColorStop(gO.c2_pos, gO.c2_fill);
// shrink the context's matrix
ctx.scale(xScale, yScale);
ctx.fillStyle = gradient;
// execute the drawing operations' string
shapeArray.forEach(function(str) {
var val = str.split(' ');
var op = shapesRef[val[0]];
if (val[1]) {
var pos = val[1].split(',').map(function(v, i) {
// if even, it should be an y axis, otherwise an x one
return i % 2 ? v / yScale : v / xScale;
});
ctx[op].apply(ctx, pos);
} else {
// no parameters
ctx[op]();
}
});
// apply our gradient
ctx.fill();
// reset the transform matrix
ctx.setTransform(1, 0, 0, 1, 0, 0);
}
// just for shortening our shape drawing operations
// notice how arc operations are omitted, it could be implemented but...
var shapesRef = {
b: 'beginPath',
fR: 'fillRect',
m: 'moveTo',
l: 'lineTo',
bC: 'bezierCurveTo',
qC: 'quadraticCurveTo',
r: 'rect',
c: 'closePath'
};
var gradientOpts = {
x0: 232,
y0: 55,
r0: 70,
x1: 232,
y1: 55,
r1: 0,
c1_fill: 'red',
c1_pos: 0,
c2_fill: 'green',
c2_pos: 1
}
var shapes = ['b', 'm 228,133', 'bC 209,121,154,76,183,43', 'bC 199,28,225,34,233,59', 'bC 239,34,270,29,280,39', 'bC 317,76,248,124,230,133']
// our shape is drawn at 150px from the right so we do move the context accordingly, but you won't have to.
ctx.translate(-150, 0);
shrinkedRadial(ctx, shapes, .3, 1, gradientOpts);
ctx.font = '15px sans-serif';
ctx.fillStyle = 'black';
ctx.fillText('shrinked radialGradient', 3, 20);
// how it looks like without scaling :
ctx.translate(50, 0)
var gO = gradientOpts;
var gradient = ctx.createRadialGradient(gO.x0, gO.y0, gO.r0, gO.x1, gO.y1, gO.r1);
gradient.addColorStop(gO.c1_pos, gO.c1_fill);
gradient.addColorStop(gO.c2_pos, gO.c2_fill);
ctx.fillStyle = gradient;
shapes.forEach(function(str) {
var val = str.split(' ');
var op = shapesRef[val[0]];
if (val[1]) {
var pos = val[1].split(',');
ctx[op].apply(ctx, pos);
} else {
ctx[op]();
}
});
ctx.fill();
ctx.font = '15px sans-serif';
ctx.fillStyle = 'black';
ctx.fillText('normal radialGradient', 160, 20);
<canvas id="canvas" width="400" height="150"></canvas>
A standard matrix would adjust inputs:
Width, angle Horizontal, angle Vertical, Height, pos X, pos Y in that order,
Here you are using gradientBox which is not the usual type of AS3 matrix. Expected input:Width, Height, Rotation, pos X, pos Y
I don't use createJS so I'm gunna guess this (you build on it)...
Your usual beginRadialGradientFill(colors, ratios, x0, y0, r0, x1, y1, r1 )
becomes like below (as though gradientBox matrix is involved):
beginRadialGradientFill(colors, ratios, posX, posY, Rotation, Width, Height, Rotation )

In Chrome, Canvas Arcs are distorted when scaled up

The canvas context.arc() method draws distorted arcs when the context is scaled up. It looks like the arcs are (poorly) approximated with a Bézier curve. Works correctly in Firefox. Untested in IE.
I observed this problem some time ago, but recently it seems to have become much worse (I'm not sure when).
I found a number of canvas issues on StackOverflow, but not this one. If you know it to be a manifestation of an already-reported issue, please forward a link. I've already reported it via Chrome's Help/Report Issue mechanism.
Before I write my own, does anyone have a workaround? ...perhaps an overloaded or alternative 'arc' method?
The following demo is viewable here: http://keveney.com/chrome_arc_bug.html
paint_canvas();
// simulate circle with line segments
//
function regular_polygon(ctx, segments, cx, cy, r) {
var i, a;
ctx.moveTo(cx + r, cy);
for (i = 0; i < segments; i++) {
a = (Math.PI * 2) * i / segments;
ctx.lineTo(cx + r * Math.cos(a), cy + r * Math.sin(a));
}
ctx.closePath();
ctx.stroke();
}
function paint_canvas() {
var ctx;
// draw unscaled circle using canvas 'arc' method
//
ctx = document.getElementById('canv').getContext('2d');
ctx.beginPath();
ctx.strokeStyle = "#000";
ctx.lineWidth = 1.25;
ctx.arc(250, 250, 200, 0, 2 * Math.PI, false);
ctx.stroke();
// draw enclosing polygons
//
ctx.beginPath();
ctx.strokeStyle = "#c00";
regular_polygon(ctx, 36, 250, 250, 215);
regular_polygon(ctx, 36, 250, 250, 185);
// the same but scaled up from smaller units
//
ctx = document.getElementById('canv2').getContext('2d');
ctx.beginPath();
ctx.strokeStyle = "#000";
ctx.scale(100, 100);
ctx.lineWidth = 1.25 / 100;
ctx.arc(2.5, 2.5, 2, 0, 2 * Math.PI, false);
ctx.stroke();
ctx.beginPath();
ctx.strokeStyle = "#c00";
regular_polygon(ctx, 36, 2.5, 2.5, 2.15);
regular_polygon(ctx, 36, 2.5, 2.5, 1.85);
}
body {
background-color: #F4F4F4;
width: 800px;
margin-left: auto;
margin-right: auto;
}
canvas {
background-color: #FFFFFF;
}
<p>Chrome arc scaling bug</p>
<canvas id="canv" height=500 width=500></canvas>
<canvas id="canv2" height=500 width=500></canvas>
<p>expected: Both images should be identical.</p>
<p>actual: Arc in second image is badly distorted.</p>
<p>Issue reported 6/17/2015.</p>
<p>tested with 43.0.2357.124 (64-bit)</p>
<p>This issue was observed some time ago, but has gotten worse in recent releases of Chrome. Not tested on Internet Explorer. If you find a convenient solution,
please notify Matt Keveney, matt#keveney.com</p>
This effect stems from an approximation of a circle with a small radius, it looks more like a square than a circle.
If you knowingly will make this kind of circles, I'd recommend making a function that draws a circle with a radius which will generate a good approximation of a circle that will scale well (I chose a radius of 10 in my example below), then adjust the parameters to achieve the wanted circle.
function drawSmallArc(x,y,r,scale) {
var adjust = 10/r;
ctx.save();
ctx.beginPath();
ctx.strokeStyle = "#00f";
ctx.scale(scale/adjust, scale/adjust);
ctx.lineWidth = 1.25 / scale * adjust;
ctx.arc(x*adjust, y*adjust,r*adjust,0,2 * Math.PI, false);
ctx.stroke();
ctx.restore();
}
In action below
var c = document.getElementById("canvas");
var ctx = c.getContext("2d");
//Two referense circles.
ctx.beginPath();
ctx.strokeStyle = "#0f0"; //green
ctx.lineWidth = 1.25;
ctx.arc(250, 250, 180, 0, 2 * Math.PI, false);
ctx.stroke();
ctx.beginPath();
ctx.strokeStyle = "#0f0"; //green
ctx.lineWidth = 1.25;
ctx.arc(250, 250, 220, 0, 2 * Math.PI, false);
ctx.stroke();
//Red circle using OP's original circle
ctx.save();
ctx.beginPath();
ctx.strokeStyle = "#f00"; //Red
ctx.lineWidth = 1.25 / 100;
ctx.scale(100,100);
ctx.arc(2.5, 2.5, 2, 0, 2 * Math.PI, false);
ctx.stroke();
ctx.restore();
//blue circle with better approximation of circle.
drawSmallArc(2.5,2.5,2,100);
function drawSmallArc(x,y,r,scale) {
var adjust = 10/r;
ctx.save();
ctx.beginPath();
ctx.strokeStyle = "#00f";
ctx.scale(scale/adjust, scale/adjust);
ctx.lineWidth = 1.25 / scale * adjust;
ctx.arc(x*adjust, y*adjust,r*adjust,0,2 * Math.PI, false);
ctx.stroke();
ctx.restore();
}
<canvas id="canvas" height=500 width=500></canvas>
I have worked around the problem for now, using a high-count polygon. Mine is not a fully-compatible drop-in replacement for arc, so it will not be repeated here. It is much like the function used in the above sample code to render the red reference polygons.
I remain interested in a better solution, or a Chrome update that fixes the problem, in case anyone finds it.

Animate a Fill Circle using Canvas

Basically I want to be able to Fill a Circle using canvas, but it animate to a certain percentage.
I.e only have the circle fill up 80% of the way.
My canvas knowledge isn't amazing, Here is an image i made in photoshop to display what i want.
I want the circle to start empty and then Fill up to say 70% of the circle.
Is this possible with Canvas, if so? can anyone shed some light on how to do it?
Here is a fiddle of what I've managed
http://jsfiddle.net/6Vm67/
var canvas = document.getElementById('Circle');
var context = canvas.getContext('2d');
var centerX = canvas.width / 2;
var centerY = canvas.height / 2;
var radius = 80;
context.beginPath();
context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
context.fillStyle = '#13a8a4';
context.fill();
context.lineWidth = 10;
context.strokeStyle = '#ffffff';
context.stroke();
Any help would be massively appreciated
Clipping regions make this very easy. All you have to do is make a circular clipping region and then fill a rectangle of some size to get a "partial circle" worth of fill. Here's an example:
var canvas = document.getElementById('Circle');
var context = canvas.getContext('2d');
var centerX = canvas.width / 2;
var centerY = canvas.height / 2;
var radius = 80;
var full = radius*2;
var amount = 0;
var amountToIncrease = 10;
function draw() {
context.save();
context.beginPath();
context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
context.clip(); // Make a clipping region out of this path
// instead of filling the arc, we fill a variable-sized rectangle
// that is clipped to the arc
context.fillStyle = '#13a8a4';
// We want the rectangle to get progressively taller starting from the bottom
// There are two ways to do this:
// 1. Change the Y value and height every time
// 2. Using a negative height
// I'm lazy, so we're going with 2
context.fillRect(centerX - radius, centerY + radius, radius * 2, -amount);
context.restore(); // reset clipping region
context.beginPath();
context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
context.lineWidth = 10;
context.strokeStyle = '#000000';
context.stroke();
// Every time, raise amount by some value:
amount += amountToIncrease;
if (amount > full) amount = 0; // restart
}
draw();
// Every second we'll fill more;
setInterval(draw, 1000);
http://jsfiddle.net/simonsarris/pby9r/
This is a little more dynamic, object-oriented version, so you can configure the options as the circle radius, border width, colors, duration and step of animation, you can also animate the circle to a certain percentage. It was quite fun to write this.
<canvas id="Circle" width="300" height="300"></canvas>
<script>
function Animation( opt ) {
var context = opt.canvas.getContext("2d");
var handle = 0;
var current = 0;
var percent = 0;
this.start = function( percentage ) {
percent = percentage;
// start the interval
handle = setInterval( draw, opt.interval );
}
// fill the background color
context.fillStyle = opt.backcolor;
context.fillRect( 0, 0, opt.width, opt.height );
// draw a circle
context.arc( opt.width / 2, opt.height / 2, opt.radius, 0, 2 * Math.PI, false );
context.lineWidth = opt.linewidth;
context.strokeStyle = opt.circlecolor;
context.stroke();
function draw() {
// make a circular clipping region
context.beginPath();
context.arc( opt.width / 2, opt.height / 2, opt.radius-(opt.linewidth/2), 0, 2 * Math.PI, false );
context.clip();
// draw the current rectangle
var height = ((100-current)*opt.radius*2)/100 + (opt.height-(opt.radius*2))/2;
context.fillStyle = opt.fillcolor;
context.fillRect( 0, height, opt.width, opt.radius*2 );
// clear the interval when the animation is over
if ( current < percent ) current+=opt.step;
else clearInterval(handle);
}
}
// create the new object, add options, and start the animation with desired percentage
var canvas = document.getElementById("Circle");
new Animation({
'canvas': canvas,
'width': canvas.width,
'height': canvas.height,
'radius': 100,
'linewidth': 10,
'interval': 20,
'step': 1,
'backcolor': '#666',
'circlecolor': '#fff',
'fillcolor': '#339999'
}).start( 70 );
</script>