createPattern(backgroundImg, "repeat"); returns null - html

var backgroundImg = new Image(50, 50);
backgroundImg.src = "img/grass.png";
var backgroundPattern = screen.createPattern(backgroundImg, "repeat");
backgroundPattern is null. Why??

Because you need to give the image time to load. For this, use the onload handler on the Image instance. Note that this is asynchronous so you need to have that in mind for the rest of the code:
var backgroundPattern;
var backgroundImg = new Image(50, 50);
backgroundImg.onload = function() {
// provided screen holds the 2D context of the canvas:
backgroundPattern = screen.createPattern(this, "repeat");
// execute next part of your code from here...
// next();
};
backgroundImg.src = "img/grass.png";

Related

Cocos2d-x JS getting variables from scene or layer

I'm currently having issues with the following problem.
I'm trying to access the layer inside the scene and thereby the elements that I set in that layer. In this case I want access to the conv_label in the Layer to set the text.
I'm doing this via a ConversationClass which extends cc.Class.
When I try to access the layer via the variable it doesn't work or with getChildByName or Tag it doesn't work (value is always null).
This is a method inside the ConversationClass, I can console log the currentscene without any problem, but any variable I set doesn't appear in the current scene. in this case the name was "conv_layer", I can access the children by just using array calls, but that's not really a good way it seems and quite confusing.
This I tried:
currentscene.children[0].children[3] will give me the right element.
currentscene.conv_layer.getChildByName("text") says conv_layer does not exist
currentscene.children[0].getChildByName("text") returns null
Does anyone know how to solve this issue or can tell me where my thinking went wrong?
Not sure of it matters, but I call the scene (for now) in the following way.
cc.LoaderScene.preload(conversation_load, function() {
cc.director.runScene(new ConversationScene());
this.startGame();
}, this);
This is where I want access
startConversation: function(conversation) {
this._conversationObject = conversation;
this._currentScene = cc.director.getRunningScene();
console.log(this._currentScene); // Shows current scene object (doesn't have conv_layer property)
if(scene !== null)
this._currentConversationLayer = scene.conv_layer; // Returns null
},
This is my scene:
var ConversationScene = cc.Scene.extend({
conv_layer: null,
onEnter: function() {
this._super();
this.conv_layer = new ConversationLayer();
this.conv_layer.setName('conversation');
this.conv_layer.setTag(1);
this.addChild(this.conv_layer);
}
});
and this is my layer:
var ConversationLayer = cc.Layer.extend({
ctor: function() {
this._super();
this.init();
},
init: function() {
this._super();
var winSize = cc.director.getWinSize();
GD.current_conversation = conversation1;
this.background = new cc.Sprite();
this.background.anchorX = 0.5;
this.background.anchorY = 0.5;
this.background.setPositionX(winSize.width / 2);
this.background.setPositionY(winSize.height / 2);
this.addChild(this.background);
this.girl = new cc.Sprite();
this.girl.anchorX = 0;
this.girl.anchorY = 0;
this.addChild(this.girl);
this.text_background = new cc.Sprite(resources.conversation_interactive_assets, cc.rect(0,0,1920/GD.options.scale,320/GD.options.scale));
this.text_background.anchorX = 0.5;
this.text_background.anchorY = 0;
this.text_background.setPositionX(winSize.width / 2);
this.text_background.setPositionY(0);
this.addChild(this.text_background);
// Left
this.conv_label = new cc.LabelBMFont("", resources.font);
this.conv_label.anchorX = 0;
this.conv_label.anchorY = 0;
this.conv_label.setPositionX((winSize.width - this.text_background.width) / 2 + 20);
this.conv_label.setPositionY(this.text_background.height - 30);
this.conv_label.color = cc.color.BLACK;
this.conv_label.setName('text');
this.addChild(this.conv_label);
}
});
The issue was the loading order of everything.
It seems scenes are loaded in async, so the next function would be called but no layer would exist at that point.
Solved it by doing creation inside the class itself and calling onSceneEnter.

Adding static image to Lightswitch HTML 2013 Browse Screen

In my case, I have color coded some tiles in the HTML client and I want to add a simple color code key. I have the PNG file I want to use.
I do not require the ability to upload or change the image.
This link seems to achieve what I am looking for, but I am not sure where to implement. Does all of this code go into the PostRender of the Image Control I created?
Add image to lightswitch using local property and file location
Here is what the PostRender of the simple Image data item I created as an Image Local Property, and then dragged into the Solution Designer. It was basically copied from the link above, but I did change the name of the image file to match mine, and I have already added the item to the Content\Images folder structure and it shows in the file view:
myapp.BrowseOrderLines.ColorKey_postRender = function (element, contentItem) {
// Write code here.
function GetImageProperty(operation) {
var image = new Image();
var canvas = document.createElement("canvas");
var ctx = canvas.getContext("2d");
// XMLHttpRequest used to allow external cross-domain resources to be processed using the canvas.
// unlike crossOrigin = "Anonymous", XMLHttpRequest works in IE10 (important for LightSwitch)
// still requires the appropriate server-side ACAO header (see https://developer.mozilla.org/en-US/docs/Web/HTML/CORS_enabled_image)
var xhr = new XMLHttpRequest();
xhr.onload = function () {
var url = URL.createObjectURL(this.response);
image.onload = function () {
URL.revokeObjectURL(url);
canvas.width = image.width;
canvas.height = image.height;
ctx.drawImage(image, 0, 0);
var dataURL = canvas.toDataURL("image/png");
operation.complete(dataURL.substring(dataURL.indexOf(",") + 1));
};
image.src = url;
};
xhr.open('GET', this.imageSource, true);
xhr.responseType = 'blob';
xhr.send();
};
myapp.BrowseOrderLines.ColorKey_postRender = function (element, contentItem) {
// Write code here.
msls.promiseOperation
(
$.proxy(
GetImageProperty,
{ imageSource: "content/images/Key.png" }
)
).then(
function (result) {
contentItem.screen.ImageProperty = result;
}
);
};
}
Currently, the Image control does show on the screen in the browser, and is the custom size I choose, but it is just a light blue area that does not display my image file.
I am not sure if I have embedded the image? I am not sure if that is a missing step?
Thank you!!
The easiest method of testing this approach would be to change your postRender to the following (which embeds the helper function within the postRender function):
myapp.BrowseOrderLines.ColorKey_postRender = function (element, contentItem) {
function GetImageProperty(imageSource) {
return msls.promiseOperation(
function (operation) {
var image = new Image();
var canvas = document.createElement("canvas");
var ctx = canvas.getContext("2d");
// XMLHttpRequest used to allow external cross-domain resources to be processed using the canvas.
// unlike crossOrigin = "Anonymous", XMLHttpRequest works in IE10 (important for LightSwitch)
// still requires the appropriate server-side ACAO header (see https://developer.mozilla.org/en-US/docs/Web/HTML/CORS_enabled_image)
var xhr = new XMLHttpRequest();
xhr.onload = function () {
var url = URL.createObjectURL(this.response);
image.onload = function () {
URL.revokeObjectURL(url);
canvas.width = image.width;
canvas.height = image.height;
ctx.drawImage(image, 0, 0);
var dataURL = canvas.toDataURL("image/png");
operation.complete(dataURL.substring(dataURL.indexOf(",") + 1));
};
image.onerror = function () {
operation.error("Image load error");
};
image.src = url;
};
xhr.open('GET', imageSource, true);
xhr.responseType = 'blob';
xhr.send();
}
);
};
GetImageProperty("content/images/Key.png").then(function onComplete(result) {
contentItem.screen.ImageProperty = result;
}, function onError(error) {
msls.showMessageBox(error);
});
};
This assumes that you named the local property ImageProperty as per my original post and the Image control on your screen is named ColorKey.
In the above example, I've also taken the opportunity to slightly simplify and improve the code from my original post. It also includes a simple error handler which may flag up if there is a problem with loading the image.
If this still doesn't work, you could test the process by changing the image source file-name to content/images/user-splash-screen.png (this png file should have been added as a matter of course when you created your LightSwitch HTML project).
As the GetImageProperty function is a helper routine, rather than embedding it within the postRender you'd normally place it within a JavaScript helper module. This will allow it to be easily reused without repeating the function's code. If you don't already have such a library and you're interested in implementing one, the following post covers some of details involved in doing this:
Lightswitch HTML global JS file to pass variable

HTML5 web audio controls

I have music play example http://www.smartjava.org/examples/webaudio/example3.html
And i need to show html5 audio player (with controls) for this song. How i can do it?
Javascript code from example below:
// create the audio context (chrome only for now)
// create the audio context (chrome only for now)
if (! window.AudioContext) {
if (! window.webkitAudioContext) {
alert('no audiocontext found');
}
window.AudioContext = window.webkitAudioContext;
}
var context = new AudioContext();
var audioBuffer;
var sourceNode;
var analyser;
var javascriptNode;
// get the context from the canvas to draw on
var ctx = $("#canvas").get()[0].getContext("2d");
// create a gradient for the fill. Note the strange
// offset, since the gradient is calculated based on
// the canvas, not the specific element we draw
var gradient = ctx.createLinearGradient(0,0,0,300);
gradient.addColorStop(1,'#000000');
gradient.addColorStop(0.75,'#ff0000');
gradient.addColorStop(0.25,'#ffff00');
gradient.addColorStop(0,'#ffffff');
// load the sound
setupAudioNodes();
loadSound("http://www.audiotreasure.com/mp3/Bengali/04_john/04_john_04.mp3");
function setupAudioNodes() {
// setup a javascript node
javascriptNode = context.createScriptProcessor(2048, 1, 1);
// connect to destination, else it isn't called
javascriptNode.connect(context.destination);
// setup a analyzer
analyser = context.createAnalyser();
analyser.smoothingTimeConstant = 0.3;
analyser.fftSize = 512;
// create a buffer source node
sourceNode = context.createBufferSource();
sourceNode.connect(analyser);
analyser.connect(javascriptNode);
sourceNode.connect(context.destination);
}
// load the specified sound
function loadSound(url) {
var request = new XMLHttpRequest();
request.open('GET', url, true);
request.responseType = 'arraybuffer';
// When loaded decode the data
request.onload = function() {
// decode the data
context.decodeAudioData(request.response, function(buffer) {
// when the audio is decoded play the sound
playSound(buffer);
}, onError);
}
request.send();
}
function playSound(buffer) {
sourceNode.buffer = buffer;
sourceNode.start(0);
}
// log if an error occurs
function onError(e) {
console.log(e);
}
// when the javascript node is called
// we use information from the analyzer node
// to draw the volume
javascriptNode.onaudioprocess = function() {
// get the average for the first channel
var array = new Uint8Array(analyser.frequencyBinCount);
analyser.getByteFrequencyData(array);
// clear the current state
ctx.clearRect(0, 0, 1000, 325);
// set the fill style
ctx.fillStyle=gradient;
drawSpectrum(array);
}
function drawSpectrum(array) {
for ( var i = 0; i < (array.length); i++ ){
var value = array[i];
ctx.fillRect(i*5,325-value,3,325);
// console.log([i,value])
}
};
I think what you want is to use an audio tag for your source and use createMediaElementSource to pass the audio to webaudio for visualization.
Beware that createMediaElementSource checks for CORS access so you must have appropriate cross-origin access for this to work. (It looks like your audio source doesn't return the appropriate access headers for this to work.)

HTML Canvas - Updating the canvas periodically

I have a canvas which I use to draw a plot periodically. I have a function that receives data periodically, and it parses the data and plots it on the canvas. For the plotting I use Chart.js.
But I am not able to update the plot periodically. I have confirmed that the data are received correctly and parsed, but the plot is not updating. It updates when I click the page, or if I minimize the browser and maximize it again. The plot would briefly appear and the next time update is called, the plot dissapears.
Here is my code. I am using Firefox.
function start ()
{
// create a new websocket and connect
window.ws = new wsImpl('ws://localhost:8181/consoleappsample', 'my-protocol');
// when data is comming from the server, this metod is called
ws.onmessage = function (evt)
{
ParseIncomingData(evt.data);
};
// when the connection is established, this method is called
ws.onopen = function ()
{
inc.innerHTML = 'Connected<br/>';
textPanel.style.background = "#00FF00";
};
// when the connection is closed, this method is called
ws.onclose = function ()
{
inc.innerHTML = 'Connection closed<br/>';
textPanel.style.background = "#FF0000";
}
var periodicFuncID = setInterval( function() { ws.send(1); }, 2000);
}
function ParseIncomingData(data)
{
var splitContents = data.split(',');
var inc = document.getElementById('incomming');
var xaxis = new Array();
var yaxis = new Array();
yaxis = splitContents;
var dataType = yaxis.shift();
var data;
for(var i=1; i<=yaxis.length; i++)
{
xaxis.push(i);
}
data =
{
labels : xaxis,
datasets : [
{
//fillColor : "rgba(135,206,250,0.5)",
fillColor : "rgba(0,0,0,0.4)",
strokeColor : "rgba(220,220,220,1)",
pointColor : "rgba(255,165,0,1)",
pointStrokeColor : "#585858 ",
data : yaxis
}
]
}
var canvas= document.getElementById('Plot');
var ctx = canvas.getContext("2d");
var myLine = new Chart(ctx).Line(data);
}
window.onload = start;
Most of the code is unrelated to my problem but I just wanted to know if there is something wrong in the way I handle.
Thank you.

mootools variable scope

how to access outer function's argument 'parent' ??? please see comments in code
!!last edit : This question is misleading, my problem is caused by wrong input argument
renderData : function(parent, children){
children.each(function(e, index){
var li = new Element('li');
var hasChildren = false;
if(e.children && e.children.length >0){
var img = new Element('img');
img.src = 'a1.png';
img.inject(li);
hasChildren = true;
}
if(e.icon){
var img = new Element('img');
img.src = e.icon;
img.inject(li);
}else{
var img = new Element('img');
img.src = 'b1.png';
img.inject(li);
}
li.set('html',e.text);
console.log(this);
// how to access outer function's argument 'parent' ???
li.inject(parent);
if(hasChildren){
var ul = new Element('ul');
this.renderData(ul, e.childRen);
ul.inject(e);
}
}.bind(this));
within an each loop:
array.each(function(el) {
this.method(); // this == (instance / scope)
}, this); // where **this** is your parent scope.
another acceptable way is:
var self = this;
...
array.each(function(el) {
self.method(); // fine.
}); // where this is your parent scope.
http://mootools.net/docs/core/Types/Array#Array:Array-each
although, using .bind(this) should work too... http://www.jsfiddle.net/dimitar/fFy4J/ - so what is the problem?
if i understood correctly, your problem is that you cant do li.inject(parent)
there's no reason why you can't access 'parent' since it's been passed as a parameter to the function renderData()
I've tried this simple test
var test;
window.addEvent('domready', function(){
test = new TestClass();
});
var TestClass = new Class({
Implements: [Options, Events],
initialize: function(){
this.renderData($('parent'),$$('span'))
},
renderData : function(parent, children){
children.each(function(e, index){
console.log(parent);
}.bind(this));
}
});
and it works fine... but i'm no really sure what's the problem on your code