HTML:
<img src="http://lorempixel.com/100/100/">
<img src="http://lorempixel.com/100/100/">
<img src="http://lorempixel.com/100/100/">
<img src="http://lorempixel.com/100/100/">
<canvas id="canvas" width="0" height="0"></canvas>
Javascript:
var images = document.getElementsByTagName('img');
var canvas = document.getElementById('canvas');
for (var i = 0; i < images.length; i++) {
canvas.getContext('2d').drawImage(images[i], canvas.width, canvas.height);
canvas.height = canvas.height + images[i].height;
canvas.width = images[i].width;
}
Here's the fiddle:
https://jsfiddle.net/083bapwz/29/
Why is the canvas not visible or I guess, not even getting drawn? I want it to be drawn one after another, first on top, others followed in bottom.
A couple things.
First, changing the canvas width/height dimensions resets all existing canvas state. It is a hackier (and less supported) form of clearRect.
Take the following snippet for example:
var images = document.getElementsByTagName('img');
var canvas = document.getElementById('canvas');
var canvas2 = document.getElementById('canvas2');
var canvas3 = document.getElementById('canvas3');
var ctx1 = canvas.getContext('2d');
var ctx2 = canvas2.getContext('2d');
var ctx3 = canvas3.getContext('2d');
// wont draw
ctx1.moveTo(0, 0);
ctx1.lineTo(100, 100);
ctx1.stroke();
canvas.width = 300;
// wont draw
ctx2.moveTo(0, 0);
ctx2.lineTo(50, 50);
ctx2.stroke();
canvas2.height = 100;
// will draw
ctx3.moveTo(0, 0);
ctx3.lineTo(100, 100);
ctx3.stroke();
#canvas{border: 1px solid red;}
#canvas2{border: 1px solid blue;}
#canvas3{border: 1px solid green;}
<canvas id="canvas" width="200" height="200"></canvas>
<canvas id="canvas2" width="200" height="200"></canvas>
<canvas id="canvas3" width="200" height="200"></canvas>
In other words, don't resize the canvas since the last image would be the only one to draw.
Second, you are telling the image to draw at the (x, y) position of the canvas.width and canvas.height. This mean you will be drawing the image here:
You need to specify the (top, left) x/y values for the image drawing.
Hope this helps.
EDIT:
Possible solution could be the following demo:
var images = document.getElementsByTagName('img');
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var imageArray = Array.from(images);
// add all image heights together
var canvasHeight = imageArray.reduce(function (acc, img) {
acc += img.height;
return acc;
}, 0);
// just use first image as the width for this example
var canvasWidth = imageArray[0].width;
// set all canvas state prior to draws
canvas.height = canvasHeight;
canvas.width = canvasWidth;
var top = 0;
for (var i = 0; i < imageArray.length; i++) {
var image = imageArray[i];
// use x of 0 to draw on left most of canvas
canvas.getContext('2d').drawImage(image, 0, top);
top += image.height;
}
Related
UPDATE: Link to JSFiddle with workable code
I'm making a website and have created a stack of two canvas elements: the top canvas context is a white rectangle that "erases" to reveal an image loaded into the bottom canvas context. The functionality works properly. My issue is that a thin grey border appears on the right and bottom sides of the canvas stack when I include a setInterval line of code.
It disappears when I remove this timer variable (see code below) but reappears if I add any type of state check like onmouseout to the canvas elements. Here is a screenshot:
Any idea why this is happening? Similar SO questions/solutions have not solved my problem.
window.onload = function() {
var speaker = document.getElementById('speaker');
//speaker.onload = MoveElement(speaker, "right", 1000);
//Create canvases & contexts
var canvas = document.getElementById('canvas');
var ctxB = canvas.getContext('2d');
var canvas2 = document.getElementById('canvas2');
var ctxT = canvas2.getContext('2d');
//Get waterfall image object
var waterfall = document.getElementById('waterfall');
//Set canvas w&h properties
canvas.width = canvas2.width = .3*waterfall.width;
canvas.height = canvas2.height = .3*waterfall.height;
//Populate Bottom canvas with waterfall image
ctxB.drawImage(waterfall, 0, 0, canvas.width, canvas.height);
//Populate Top canvas with white rectangle
ctxT.fillStyle = "white";
ctxT.fillRect(0, 0, canvas2.width, canvas2.height);
//Make Top canvas "erasable"
canvas2.addEventListener('mousemove', event => {
var x = event.offsetX;
var y = event.offsetY;
const eraseSize = 15;
ctxT.clearRect(x-eraseSize/2, y-eraseSize/2, eraseSize, eraseSize);
});
}
//Set interval timer to repeatedly execute TransparencyCheck()
var timer = setInterval(TransparencyCheck, 500);
//Check that all pixel alpha values = 0
function TransparencyCheck() {
var canvas2 = document.getElementById('canvas2');
var ctxT = canvas2.getContext('2d');
var imageDataTop = ctxT.getImageData(0, 0, canvas2.width, canvas2.height);
var counter = 0;
for (var i = 3; i < imageDataTop.data.length; i += 4) {
if (imageDataTop.data[i] == 0) {
counter++;
}
if (counter == imageDataTop.data.length/4) {
canvas2.style.opacity = "0";
}
}
}
#stack {
position: relative;
}
#stack canvas {
position: absolute;
display: block;
left: 50%;
transform: translateX(-50%);
margin-top: 150px;
}
<img hidden src="https://sample-videos.com/img/Sample-jpg-image-50kb.jpg" alt="issue here" id="waterfall" />
<div id="stack">
<canvas id="canvas"></canvas>
<canvas id="canvas2" onmouseout="TransparencyCheck()"></canvas>
</div>
The problem is that the dimensions of the canvas are being calculated as a fraction (0.3) of the dimensions of the underlying image. This can result in a 'part pixel' problem. That is the system has to decide how to show a fraction of a CSS pixel, and on modern screens several screen pixels are used to show one CSS pixel. A screen pixwl can get 'left behind' (ie still showing) during this process.
A slightly hacky way of getting round this (but I know of no other) is to decrease the size of the bottom canvas by a few pixels so that we are absolutely sure any left overs are under the white of the top canvas at the start.
This snippet makes doubly sure by taking 2px off the width and height.
Incdentally, I copied the code from the codepen pointed at by the question and it worked as an SO snippet OK. Here it is:
window.onload = function() {
var speaker = document.getElementById('speaker');
//speaker.onload = MoveElement(speaker, "right", 1000);
//Create canvases & contexts
var canvas = document.getElementById('canvas');
var ctxB = canvas.getContext('2d');
var canvas2 = document.getElementById('canvas2');
var ctxT = canvas2.getContext('2d');
//Get waterfall image object
var waterfall = document.getElementById('waterfall');
//Set canvas w&h properties
canvas.width = canvas2.width = .3 * waterfall.width;
canvas.width = canvas.width - 2;
canvas.height = canvas2.height = .3 * waterfall.height;
canvas.height = canvas.height - 2;
//Populate Bottom canvas with waterfall image
ctxB.drawImage(waterfall, 0, 0, canvas.width, canvas.height);
//Populate Top canvas with white rectangle
ctxT.fillStyle = "white";
ctxT.fillRect(0, 0, canvas2.width, canvas2.height);
//Make Top canvas "erasable"
canvas2.addEventListener('mousemove', event => {
var x = event.offsetX;
var y = event.offsetY;
const eraseSize = 15;
ctxT.clearRect(x - eraseSize / 2, y - eraseSize / 2, eraseSize, eraseSize);
});
}
//Set interval timer to repeatedly execute TransparencyCheck()
var timer = setInterval(TransparencyCheck, 5000);
//Check that all pixel alpha values = 0
function TransparencyCheck() {
var canvas2 = document.getElementById('canvas2');
var ctxT = canvas2.getContext('2d');
var imageDataTop = ctxT.getImageData(0, 0, canvas2.width, canvas2.height);
var counter = 0;
for (var i = 3; i < imageDataTop.data.length; i += 4) {
if (imageDataTop.data[i] == 0) {
counter++;
}
if (counter >= imageDataTop.data.length / 4) {
canvas2.style.opacity = "0";
clearTimeout(timer);
alert('all top canvas erased');
}
}
}
#stack {
position: relative;
}
#stack canvas {
position: absolute;
display: block;
left: 50%;
transform: translateX(-50%);
margin-top: 150px;
}
<img hidden src="https://sample-videos.com/img/Sample-jpg-image-50kb.jpg" alt="issue here" id="waterfall" />
<div id="stack">
<canvas id="canvas"></canvas>
<canvas id="canvas2" onmouseout="TransparencyCheck()"></canvas>
</div>
For example, if I do this on a 400 x 400 canvas with id of offscreen:
<canvas id="offscreen" width="400" height="400">
Your crappy browser does not support this!
</canvas>
var fauxCanvas = document.getElementById('offscreen');
var ctx = fauxCanvas.getContext("2d");
ctx.font = "bold 80px Arial";
ctx.fillStyle = "#000000";
ctx.fillText('Hello World', 10, 60);
The following doesn't work to give me the newly added text height/width!
var rawWidth = parseInt(ctx.width);
console.log("The Raw Width is "+rawWidth);
var rawHeight = parseInt(ctx.height);
console.log("The Raw Height is "+rawHeight);
I have to create a rotation wheel with 12 fields like in the image below link :http://www.resilienciacomunitaria.org/
How i create through which approach?
I used canvas for this but not successful i used d3.js svg but not successful .
<!DOCTYPE html>
<html>
<body>
<canvas id="canvas" width="600" height="600"
style="background-color:#ffff">
</canvas>
<script type="text/javascript">
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var radius = canvas.height /2; //400
//alert(radius);
//draw a circle again and agian
ctx.translate(radius, radius);
radius =radius*0.85;
setInterval(drawCircle, 50);
function drawCircle() {
var pos = .01;
var length = 100;
var width = 40;
drawFace(ctx, radius);
drawHand(ctx, pos, length, width);
}
function drawFace(ctx,radius){
ctx.beginPath();
ctx.arc(0, 0, 50, 0, 2 * Math.PI, false);
ctx.fillStyle = '#ffff';
ctx.strokeStyle = 'blue';
ctx.fill();
ctx.stroke();
ctx.beginPath();
ctx.arc(0, 0, radius, 0, 2 * Math.PI, false);
ctx.strokeStyle = 'yellow';
ctx.fillStyle = 'blue';
ctx.lineWidth = 50;
ctx.fill();
ctx.stroke();
}
function drawHand(ctx, pos, length, width) {
ctx.beginPath();
ctx.lineWidth = 30;
ctx.moveTo(-radius,0);
ctx.lineTo(radius, 0);
ctx.moveTo(-radius,150);
ctx.lineTo(radius, -150);
ctx.moveTo(-radius,-150);
ctx.lineTo(radius, 150);
ctx.moveTo(-radius,380);
ctx.lineTo(radius, -380);
ctx.moveTo(-radius,-380);
ctx.lineTo(radius, 380);
ctx.moveTo(0, -radius);
ctx.lineTo(0, radius);
ctx.stroke();
/*
ctx.globalCompositeOperation='destination-over';
ctx.font="20px Verdana";
ctx.fillStyle = 'white';
ctx.fillText("Explore Zero",180,180);
ctx.stroke();
ctx.globalCompositeOperation='source-over';*/
ctx.rotate(-pos);
}
</script>
</body>
</html>
Thanks in advance
Here's code to get you started:
You can style it to your specific needs
Create an in-memory canvas containing your wheel.
Create an in-memory canvas containing your spike-indicator.
Rotate the canvas and draw the wheel on the main canvas.
Draw the indicator on the main canvas.
Change the rotation angle for the next loop.
Repeat, repeat, repeat using requestAnimationFrame.
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
var PI2=Math.PI*2;
var myData = [1,2,3,4,5,6,7,8,9,10,11,12];
var cx=150;
var cy=150;
var radius=150;
var wheel=document.createElement('canvas');
var wheelCtx=wheel.getContext('2d');
var indicator=document.createElement('canvas');
var indicatorCtx=indicator.getContext('2d');
var angle=PI2-PI2/4;
var myColor = [];
for(var i=0;i<myData.length;i++){ myColor.push(randomColor()); }
makeWheel();
makeIndicator();
requestAnimationFrame(animate);
function makeWheel(){
wheel.width=wheel.height=radius*2+2;
wheelCtx.lineWidth=1;
wheelCtx.font='24px verdana';
wheelCtx.textAlign='center';
wheelCtx.textBaseline='middle';
var cx=wheel.width/2;
var cy=wheel.height/2;
var sweepAngle=PI2/myData.length;
var startAngle=0;
for(var i=0;i<myData.length;i++){
// calc ending angle based on starting angle
var endAngle=startAngle+sweepAngle;
// draw the wedge
wheelCtx.beginPath();
wheelCtx.moveTo(cx,cy);
wheelCtx.arc(cx,cy,radius,startAngle,endAngle,false);
wheelCtx.closePath();
wheelCtx.fillStyle=myColor[i];
wheelCtx.strokeStyle='black';
wheelCtx.fill();
wheelCtx.stroke();
// draw the label
var midAngle=startAngle+(endAngle-startAngle)/2;
var labelRadius=radius*.85;
var x=cx+(labelRadius)*Math.cos(midAngle);
var y=cy+(labelRadius)*Math.sin(midAngle);
wheelCtx.fillStyle='gold';
wheelCtx.fillText(myData[i],x,y);
wheelCtx.strokeText(myData[i],x,y);
// increment angle
startAngle+=sweepAngle;
}
}
function makeIndicator(){
indicator.width=indicator.height=radius+radius/10;
indicatorCtx.font='18px verdana';
indicatorCtx.textAlign='center';
indicatorCtx.textBaseline='middle';
indicatorCtx.fillStyle='skyblue';
indicatorCtx.strokeStyle='blue';
indicatorCtx.lineWidth=1;
var cx=indicator.width/2;
var cy=indicator.height/2;
indicatorCtx.beginPath();
indicatorCtx.moveTo(cx-radius/8,cy);
indicatorCtx.lineTo(cx,cy-indicator.height/2);
indicatorCtx.lineTo(cx+radius/8,cy);
indicatorCtx.closePath();
indicatorCtx.fillStyle='skyblue'
indicatorCtx.fill();
indicatorCtx.stroke();
indicatorCtx.beginPath();
indicatorCtx.arc(cx,cy,radius/3,0,PI2);
indicatorCtx.closePath();
indicatorCtx.fill();
indicatorCtx.stroke();
indicatorCtx.fillStyle='blue';
indicatorCtx.fillText('Prizes',cx,cy);
}
function animate(time){
ctx.clearRect(0,0,cw,ch);
ctx.translate(cw/2,ch/2);
ctx.rotate(angle);
ctx.drawImage(wheel,-wheel.width/2,-wheel.height/2);
ctx.rotate(-angle);
ctx.translate(-cw/2,-ch/2);
ctx.drawImage(indicator,cw/2-indicator.width/2,ch/2-indicator.height/2)
angle+=PI2/360;
requestAnimationFrame(animate);
}
function randomColor(){
return('#'+Math.floor(Math.random()*16777215).toString(16));
}
body{ background-color: ivory; padding:10px; }
canvas{border:1px solid red;}
<canvas id="canvas" width=400 height=300></canvas>
You can just put the "wheel" image on the website and just rotate it.
document.getElementById("TheImage").style.transform = "rotate("+YourAngle+"deg)";
Also you will need to put the "pointer" image on top of "wheel" image. (you will not rotate this one)
This is a fiddle written in 20 minutes, hope it helps.
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
canvas.width = 500;
canvas.height = 500;
var lines = new Array();
lines[0] = new Array();
lines[0] = ["Prize 1","#000000"];
lines[1] = new Array();
lines[1] = ["Prize 2","#ffff00"];
lines[2] = new Array();
lines[2] = ["Prize 3","#ff00ff"];
lines[3] = new Array();
lines[3] = ["Prize 4","#00ffff"];
lines[4] = new Array();
lines[4] = ["Prize 5","#00ff00"];
var TO_RADIANS = Math.PI / 180;
var angle = 360 / lines.length; //to see how far apart the lines need to be
var angle_offset = 0; //this will determine the spinning
var angle_speed = 1; //degrees per cycle
var center_offset = 20; //the radius of your spinner in the middle
function animate() {
ctx.clearRect(0,0,canvas.width,canvas.height);
angle_offset+=angle_speed;
ctx.font="20px Verdana";
ctx.fillStyle="#000000";
for (i=0; i<lines.length; i++) {
ctx.fillStyle=lines[i][1];
ctx.save();
ctx.translate(canvas.width/2, canvas.height/2);
ctx.rotate((angle * i + angle_offset) * TO_RADIANS);
//Here you can also decorate with boxes and stuff
ctx.fillText(lines[i][0],center_offset,0);
ctx.restore();
}
requestAnimationFrame(animate);
}
animate();
<canvas id="canvas"></canvas>
I have defined the two functions to render a circle and a triangle. Very straight forward stuff.
function circle(offset, size){
var color = $("#color option:selected").val();
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
radius = size * 1;
context.beginPath();
context.arc(offset, 2, radius, 0, 2 * Math.PI, false);
context.fillStyle = color;
context.fill();
}
function triangle(offset, size){
var color = $("#color option:selected").val();
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
var width = size * 6;
var height = size * 5;
var padding = 0;
// Draw a path
context.beginPath();
context.moveTo(offset + width/2, padding);
context.lineTo(offset + width, height + padding);
context.lineTo(offset, height + padding);
context.closePath();
// Fill the path
context.fillStyle = color;
context.fill();
}
I am have added the canvas to my page with:
<canvas id="canvas"></canvas>
For some reason I can see the circle and square a not rendering correctly. See attached screen shots.
I can almost guarantee that it is because you are setting the width and height of the Canvas using CSS width and height and not the <canvas> html attributes.
You need to define the width/height either in the canvas tag:<canvas width="500" height="500">
or in code:
var canvas = document.getElementById("canvas");
canvas.width = 500;
canvas.height = 500;
And not by CSS. If you did this:
<canvas style="width: 500px; height: 500px;">
Then you would have a 300x150 canvas (the default size) that was scaled/warped to be 500x500, which is almost certainly what you're getting.
(I wrote the above freehand so there might be a typo, but you get the idea)
I am trying to move an image from the right to the center and I am not sure if this is the best way.
var imgTag = null;
var x = 0;
var y = 0;
var id;
function doCanvas()
{
var canvas = document.getElementById('icanvas');
var ctx = canvas.getContext("2d");
var imgBkg = document.getElementById('imgBkg');
imgTag = document.getElementById('imgTag');
ctx.drawImage(imgBkg, 0, 0);
x = canvas.width;
y = 40;
id = setInterval(moveImg, 0.25);
}
function moveImg()
{
if(x <= 250)
clearInterval(id);
var canvas = document.getElementById('icanvas');
var ctx = canvas.getContext("2d");
ctx.clearRect(0, 0, canvas.width, canvas.height);
var imgBkg = document.getElementById('imgBkg');
ctx.drawImage(imgBkg, 0, 0);
ctx.drawImage(imgTag, x, y);
x = x - 1;
}
Any advice?
This question is 5 years old, but since we now have requestAnimationFrame() method, here's an approach for that using vanilla JavaScript:
var imgTag = new Image(),
canvas = document.getElementById('icanvas'),
ctx = canvas.getContext("2d"),
x = canvas.width,
y = 0;
imgTag.onload = animate;
imgTag.src = "http://i.stack.imgur.com/Rk0DW.png"; // load image
function animate() {
ctx.clearRect(0, 0, canvas.width, canvas.height); // clear canvas
ctx.drawImage(imgTag, x, y); // draw image at current position
x -= 4;
if (x > 250) requestAnimationFrame(animate) // loop
}
<canvas id="icanvas" width=640 height=180></canvas>
drawImage() enables to define which part of the source image to draw on target canvas. I would suggest for each moveImg() calculate the previous image position, overwrite the previous image with that part of imgBkg, then draw the new image. Supposedly this will save some computing power.
Here's my answer.
var canvas = document.getElementById("canvas");
ctx = canvas.getContext("2d");
var myImg = new Image();
var myImgPos = {
x: 250,
y: 125,
width: 50,
height: 25
}
function draw() {
myImg.onload = function() {
ctx.drawImage(myImg, myImgPos.x, myImgPos.y, myImgPos.width, myImgPos.height);
}
myImg.src = "https://mario.wiki.gallery/images/thumb/c/cc/NSMBUD_Mariojump.png/1200px-NSMBUD_Mariojump.png";
}
function moveMyImg() {
ctx.clearRect(myImgPos.x, myImgPos.y, myImgPos.x + myImgPos.width, myImgPos.y +
myImgPos.height);
myImgPos.x -= 5;
}
setInterval(draw, 50);
setInterval(moveMyImg, 50);
<canvas id="canvas" class="canvas" width="250" height="150"></canvas>
For lag free animations,i generally use kinetic.js.
var stage = new Kinetic.Stage({
container: 'container',
width: 578,
height: 200
});
var layer = new Kinetic.Layer();
var hexagon = new Kinetic.RegularPolygon({
x: stage.width()/2,
y: stage.height()/2,
sides: 6,
radius: 70,
fill: 'red',
stroke: 'black',
strokeWidth: 4
});
layer.add(hexagon);
stage.add(layer);
var amplitude = 150;
var period = 2000;
// in ms
var centerX = stage.width()/2;
var anim = new Kinetic.Animation(function(frame) {
hexagon.setX(amplitude * Math.sin(frame.time * 2 * Math.PI / period) + centerX);
}, layer);
anim.start();
Here's the example,if you wanna take a look.
http://www.html5canvastutorials.com/kineticjs/html5-canvas-kineticjs-animate-position-tutorial/
Why i suggest this is because,setInterval or setTimeout a particular function causes issues when large amount of simultaneous animations take place,but kinetic.Animation deals with framerates more intelligently.
Explaining window.requestAnimationFrame() with an example
In the following snippet I'm using an image for the piece that is going to be animated.
I'll be honest... window.requestAnimationFrame() wasn't easy for me to understand, that is why I coded it as clear and intuitive as possible. So that you may struggle less than I did to get my head around it.
const
canvas = document.getElementById('root'),
btn = document.getElementById('btn'),
ctx = canvas.getContext('2d'),
brickImage = new Image(),
piece = {image: brickImage, x:400, y:70, width:70};
brickImage.src = "https://i.stack.imgur.com/YreH6.png";
// When btn is clicked execute start()
btn.addEventListener('click', start)
function start(){
btn.value = 'animation started'
// Start gameLoop()
brickImage.onload = window.requestAnimationFrame(gameLoop)
}
function gameLoop(){
// Clear canvas
ctx.clearRect(0, 0, canvas.width, canvas.height)
// Draw at coordinates x and y
ctx.drawImage(piece.image, piece.x, piece.y)
let pieceLeftSidePos = piece.x;
let middlePos = canvas.width/2 - piece.width/2;
// Brick stops when it gets to the middle of the canvas
if(pieceLeftSidePos > middlePos) piece.x -= 2;
window.requestAnimationFrame(gameLoop) // Needed to keep looping
}
<input id="btn" type="button" value="start" />
<p>
<canvas id="root" width="400" style="border:1px solid grey">
A key point
Inside the start() function we have:
brickImage.onload = window.requestAnimationFrame(gameLoop);
This could also be written like: window.requestAnimationFrame(gameLoop);
and it would probably work, but I'm adding the brickImage.onload to make sure that the image has loaded first. If not it could cause some issues.
Note: window.requestAnimationFrame() usually loops at 60 times per second.