Canvas Image rearrangement and rotation (center) - html

Canvas has an image and rectangle. Image should be rotated around center of canvas therefore I use translate to achive center but translate won't allow to drag the objects(dont know why).
When I drag, image and rectangle should be draggable together. When I rotate, only image should be rotatable and rectangle should be static(intact to rotation).
Anyone can help on the following code?
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var canvasOffset = $("#canvas").offset();
var offsetX = canvasOffset.left;
var offsetY = canvasOffset.top;
var startX;
var startY;
var isDown = false;
var pi2 = Math.PI * 2;
var resizerRadius = 6;
var rr = resizerRadius * resizerRadius;
var draggingResizer = {
x: 0,
y: 0
};
var imageX = 0;
var imageY = 0;
var imageWidth, imageHeight, imageRight, imageBottom;
var draggingImage = false;
var startX;
var startY;
var img = new Image();
img.onload = function() {
imageWidth = img.width;
imageHeight = img.height;
imageRight = imageX + imageWidth;
imageBottom = imageY + imageHeight
draw();
}
img.src = "http://www.w3.org/html/logo/downloads/HTML5_Logo_128.png";
var x = canvas.width / 2, y = canvas.height / 2;
function draw() {
canvas.width = canvas.width;
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.save();
//I have problem here!
//ctx.translate(x + imageX, y + imageY);
ctx.rotate($('#rvalue').val() * Math.PI / 180);
ctx.drawImage(img, imageX, imageY);
ctx.restore();
ctx.rect(imageX + 160, imageY + 30, 120, 40);
ctx.strokeStyle = "red";
ctx.stroke();
}
function hitImage(x, y) {
return (x > imageX && x < imageX + imageWidth && y > imageY && y < imageY + imageHeight);
}
function handleMouseDown(e) {
startX = parseInt(e.clientX - offsetX);
startY = parseInt(e.clientY - offsetY);
draggingImage = hitImage(startX, startY);
}
function handleMouseUp(e) {
draggingImage = false;
draw();
}
function handleMouseOut(e) {
handleMouseUp(e);
}
function handleMouseMove(e) {
if (draggingImage) {
imageClick = false;
mouseX = parseInt(e.clientX - offsetX);
mouseY = parseInt(e.clientY - offsetY);
var dx = mouseX - startX;
var dy = mouseY - startY;
imageX += dx;
imageY += dy;
imageRight += dx;
imageBottom += dy;
startX = mouseX;
startY = mouseY;
draw();
}
}
$("#canvas").mousedown(function(e) {
handleMouseDown(e);
});
$("#canvas").mousemove(function(e) {
handleMouseMove(e);
});
$("#canvas").mouseup(function(e) {
handleMouseUp(e);
});
$("#canvas").mouseout(function(e) {
handleMouseOut(e);
});
$("#rotate").click(function(event) {
var c = parseInt($('#rvalue').val());
$('#rvalue').val(c + 90);
draw();
});
<!DOCTYPE HTML>
<html lang="en"><head>
<meta charset="UTF-8" />
<script src="http://code.jquery.com/jquery-1.9.1.min.js"></script>
<style type="text/css">#canvas { border: 1px solid #000; }</style>
</head>
<body>
<input type=text value="0" id="rvalue" />
<button id=rotate>Rotate</button><br>
<canvas id="canvas" width=600 height=400></canvas>
</body>
</html>

I'm a bit rusty with canvas, but would it help to translate, rotate, translate back, and THEN draw?
ctx.translate( centerx, centery );
ctx.rotate( $('#rvalue').val() * Math.PI / 180 );
ctx.translate( -centerx, -centery );
ctx.drawImage(img, imageX, imageY);

Related

HTML5 Canvas Collision Detection

So I have been looking around and trying tutorials but I can't seem to get any collision detection systems to work. If someone would be able to explain what I am doing wrong or any syntax errors that would be great.
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Bouncing Ball</title>
<style>
#mycanvas {
outline: 1px solid #000;
}
</style>
</head>
<body>
<canvas id="mycanvas" width="1280" height="750"></canvas>
<script>
var canvas = document.getElementById("mycanvas");
var ctx = canvas.getContext('2d');
var xx = 50;
var yy = 100;
var velY = 0;
var velX = 0;
var speed = 6;
var friction = 0.7;
var keys = [];
var velocity = 0;
var acceleration = 1;
function physics() {
velocity+=acceleration;
yy += velocity;
if(yy > 597) {
var temp =0;
temp =velocity/4;
velocity=-temp;
yy = 597;
}
}
function collision(first, second){
return !(first.x > second.x + second.width || first.x + first.width < second.x || first.y > second.y + second.height || first.y + first.height < second.y);
}
var player = {
color: "#2B2117",
x: xx,
y: yy,
width: 75,
height: 75,
draw: function() {
ctx.fillStyle = this.color;
ctx.fillRect(xx, yy, this.width, this.height);
}
}
var floor = {
color: "#A67437",
x: 0,
y: 670,
width: 1280,
height: 80,
draw: function() {
ctx.fillStyle = this.color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
}
var bucket = {
color: "#B25E08",
x: 300,
y: 600,
width: 50,
height: 100,
draw: function() {
ctx.fillStyle = this.color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
}
function update() {
if (keys[39]) {
if (velX < speed) {
velX+=3;
}
}
if (keys[37]) {
if (velX > -speed) {
velX--;
}
}
if (keys[32]) {
velY -= 1.5;
velY += 1;
}
velX *= friction;
xx += velX;
yy += velY;
physics();
ctx.clearRect(0,0,canvas.width, canvas.height);
ctx.rect(0,0,canvas.width, canvas.height);
ctx.fillStyle = "#EEE3B9";
ctx.fill();
floor.draw();
bucket.draw();
player.draw();
if (collision(player, bucket)) {
console.log('collision');
}
setTimeout(update, 10);
}
update();
document.body.addEventListener("keydown", function (e) {
keys[e.keyCode] = true;
});
document.body.addEventListener("keyup", function (e) {
keys[e.keyCode] = false;
});
</script>
</body>
I can only append to what markE already says in his answer (we seem to be working on this simultaneously :) ).
I will first point out a more serious bug in the code:
You are using fill() without a beginPath() first. This will slow down the code loop rapidly. Replace fill() with a fillRect() instead.
Also, there is no need to use clearRect() when the next draw operation fills the entire canvas:
//ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = "#EEE3B9";
ctx.fillRect(0, 0, canvas.width, canvas.height);
You're using global vars xx/yy. One main point of using objects is to avoid global vars. The render method uses the same so it appears to work, but the player's local properties are never updated. Remove global vars and only work with the object's x and y (I would recommend some refactoring so you can pass in the object to the physics() etc. instead of doing global referencing).
var xx = 50;var yy = 100;
To:
var player = {
x: 50, // numbers cannot be referenced, their value
y: 100, // is copied. Use these properties directly instead..
// ...
draw: function() {
ctx.fillStyle = this.color;
ctx.fillRect(this.x, this.y, this.width, this.height); // and here..
}
}
and
function physics() {
//...
player.y += velocity;
if (player.y > 597) {
//...
player.y = 597;
}
}
and in the loop:
player.x += velX;
player.y += velY;
Add preventDefault() in you key handlers to prevent the key moves to affect the brower's window scroll (not all users have a large screen so the left/right key will also affect the scrolling).
document.body.addEventListener("keydown", function(e) {
e.preventDefault();
...
And of course, use requestAnimationFrame to loop the animation.
I would also recommend using a function object that can be instantiated as you have methods in all of them. With a function object you can prototype the draw() method and share it across all the instances without the need of extra memory (and it's good for the internal optimizer as well). This if you plan to draw more than those three objects.
Updated code
var canvas = document.getElementById("mycanvas");
var ctx = canvas.getContext('2d');
var velY = 0;
var velX = 0;
var speed = 6;
var friction = 0.7;
var keys = [];
var velocity = 0;
var acceleration = 1;
function physics() {
velocity += acceleration;
player.y += velocity;
if (player.y > 597) {
var temp = 0;
temp = velocity / 4;
velocity = -temp;
player.y = 597;
}
}
function collision(first, second) {
return !(first.x > second.x + second.width || first.x + first.width < second.x || first.y > second.y + second.height || first.y + first.height < second.y);
}
var player = {
color: "#2B2117",
x: 50,
y: 100,
width: 75,
height: 75,
draw: function() {
ctx.fillStyle = this.color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
}
var floor = {
color: "#A67437",
x: 0,
y: 670,
width: 1280,
height: 80,
draw: function() {
ctx.fillStyle = this.color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
}
var bucket = {
color: "#B25E08",
x: 300,
y: 600,
width: 50,
height: 100,
draw: function() {
ctx.fillStyle = this.color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
}
function update() {
if (keys[39]) {
if (velX < speed) {
velX += 3;
}
}
else if (keys[37]) {
if (velX > -speed) {
velX -= 3;
}
}
else if (keys[32]) {
velY -= 1.5;
velY += 1;
}
velX *= friction;
player.x += velX;
player.y += velY;
physics();
//ctx.clearRect(0, 0, canvas.width, canvas.height); // not really needed
ctx.fillStyle = "#EEE3B9";
ctx.fillRect(0, 0, canvas.width, canvas.height); // as this clears too...
floor.draw();
bucket.draw();
player.draw();
if (collision(player, bucket)) {
console.log('collision');
}
requestAnimationFrame(update);
}
update();
document.body.addEventListener("keydown", function(e) {
e.preventDefault();
keys[e.keyCode] = true;
});
document.body.addEventListener("keyup", function(e) {
e.preventDefault();
keys[e.keyCode] = false;
});
#mycanvas {outline: 1px solid #000;}
<canvas id="mycanvas" width="1280" height="750"></canvas>
There's no problem with your collision function--it will correctly recognize the collision between any 2 un-rotated rectangles.
Visually, your black rect drops to the floor, bounces once or twice and then settles on the floor.
3 issues though...
I do see that your setTimeout is set to trigger every 10ms. That's a bit fast since the display will only refresh about every 1000/60=16.67ms--so your setTimeout should be at least 16.67. Also, You might consider using requestAnimationFrame instead of setTimeout because rAF synchronizes itself with the display and gives better performance.
One design glitch, even if the user constantly holds down the right-key to move the rect towards the bucket as fast as possible, the rect is never given enough "delta X" to hit the bucket.
You are testing collisions with player and bucket but you are not updating the player.x & player.y. Therefore your collision() is only testing the initial player position and not its current position.
// in update()
...
player.x=xx;
player.y=yy;
Demo of refactored code:
var canvas = document.getElementById("mycanvas");
var ctx = canvas.getContext('2d');
var xx = 50;
var yy = 100;
var velY = 0;
var velX = 0;
var speed = 6;
var friction = 0.7;
var keys = [];
var velocity = 0;
var acceleration = 1;
function physics() {
velocity+=acceleration;
yy += velocity;
if(yy > 597) {
var temp =0;
temp =velocity/4;
velocity=-temp;
yy = 597;
}
}
function collision(first, second){
return !(first.x > second.x + second.width || first.x + first.width < second.x || first.y > second.y + second.height || first.y + first.height < second.y);
}
var player = {
color: "#2B2117",
x: xx,
y: yy,
width: 75,
height: 75,
draw: function() {
ctx.fillStyle = this.color;
ctx.fillRect(xx, yy, this.width, this.height);
}
}
var floor = {
color: "#A67437",
x: 0,
y: 670,
width: 1280,
height: 80,
draw: function() {
ctx.fillStyle = this.color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
}
var bucket = {
color: "#B25E08",
x: 50,
y: 600,
width: 50,
height: 100,
draw: function() {
ctx.fillStyle = this.color;
ctx.fillRect(this.x, this.y, this.width, this.height);
}
}
function update() {
if (keys[39]) {
if (velX < speed) {
velX+=3;
}
}
if (keys[37]) {
if (velX > -speed) {
velX--;
}
}
if (keys[32]) {
velY -= 1.5;
velY += 1;
}
velX *= friction;
xx += velX;
yy += velY;
//
player.x=xx;
player.y=yy;
physics();
ctx.clearRect(0,0,canvas.width, canvas.height);
ctx.rect(0,0,canvas.width, canvas.height);
ctx.fillStyle = "#EEE3B9";
ctx.fill();
floor.draw();
bucket.draw();
player.draw();
if (collision(player, bucket)) {
alert('collision when player at:'+player.x+"/"+player.y);
}else{
setTimeout(update, 1000/60*3);
}
}
update();
document.body.addEventListener("keydown", function (e) {
keys[e.keyCode] = true;
});
document.body.addEventListener("keyup", function (e) {
keys[e.keyCode] = false;
});
<canvas id="mycanvas" width="1280" height="750"></canvas>
Copy and paste
<html>
<head>
<title> new </title>
<script>
var ctx1;
var ctx;
var balls = [
{x:50, y:50, r:20, m:1, vx:1, vy:1.5},
{x:200, y:80, r:30, m:1, vx:-1, vy:0.3},
];
function start()
{
ctx1 = document.getElementById("ctx");
ctx = ctx1.getContext("2d");
ctx.strokeStyle = "blue";
ctx.lineWidth = 2;
setInterval(draw, 10);
}
function draw()
{
ctx.clearRect(0, 0, ctx1.width, ctx1.height);
for (var a = 0; a < balls.length; a ++)
{
for (var b = 0; b < balls.length; b ++)
{
if (a != b)
{
var distToBalls = Math.sqrt(Math.pow(balls[a].x - balls[b].x, 2) + Math.pow(balls[a].y - balls[b].y, 2));
if (distToBalls <= balls[a].r + balls[b].r)
{
var newVel = getBallCollision(balls[a], balls[b]);
balls[a].vx = newVel.ball1.vx;
balls[a].vy = newVel.ball1.vy;
balls[b].vx = newVel.ball2.vx;
balls[b].vy = newVel.ball2.vy;
balls[a].x += balls[a].vx;
balls[a].y += balls[a].vy;
balls[b].x += balls[b].vx;
balls[b].y += balls[b].vy;
}
}
}
}
for (var a = 0; a < balls.length; a ++)
{
ctx.beginPath();
ctx.arc(balls[a].x, balls[a].y, balls[a].r, 0, Math.PI*2, true);
ctx.fill();
ctx.closePath();
if (balls[a].x <= balls[a].r) balls[a].vx *= -1;
if (balls[a].y <= balls[a].r) balls[a].vy *= -1;
if (balls[a].x >= ctx1.width - balls[a].r) balls[a].vx *= -1;
if (balls[a].y >= ctx1.height - balls[a].r) balls[a].vy *= -1;
balls[a].x += balls[a].vx;
balls[a].y += balls[a].vy;
}
}
function getBallCollision(b1, b2)
{
var dx = b1.x - b2.x;
var dy = b1.y - b2.y;
var dist = Math.sqrt(dx*dx + dy*dy);
if (Math.abs(dy) + Math.abs(dx) != 0 && dist <= b1.r + b2.r)
{
var colAng = Math.atan2(dy, dx);
var sp1 = Math.sqrt(b1.vx*b1.vx + b1.vy*b1.vy);
var sp2 = Math.sqrt(b2.vx*b2.vx + b2.vy*b2.vy);
var dir1 = Math.atan2(b1.vy, b1.vx);
var dir2 = Math.atan2(b2.vy, b2.vx);
var vx1 = sp1 * Math.cos(dir1 - colAng);
var vy1 = sp1 * Math.sin(dir1 - colAng);
var vx2 = sp2 * Math.cos(dir2 - colAng);
var vy2 = sp2 * Math.sin(dir2 - colAng);
var fvx1 = ((b1.m - b2.m) * vx1 + (2 * b2.m) * vx2) / (b1.m + b2.m);
var fvx2 = ((2 * b1.m) * vx1 + (b2.m - b1.m) * vx2) / (b1.m + b2.m);
var fvy1 = vy1;
var fvy2 = vy2;
b1.vx = Math.cos(colAng) * fvx1 + Math.cos(colAng + Math.PI/2) * fvy1;
b1.vy = Math.sin(colAng) * fvx1 + Math.sin(colAng + Math.PI/2) * fvy1;
b2.vx = Math.cos(colAng) * fvx2 + Math.cos(colAng + Math.PI/2) * fvy2;
b2.vy = Math.sin(colAng) * fvx2 + Math.sin(colAng + Math.PI/2) * fvy2;
return { ball1:b1, ball2:b2 };
}
else return false;
}
</script>
</head>
<body onLoad="start();">
<canvas id="ctx" width="500" height="300" style = "border : 2px solid #854125 ;"> </canvas>
</body>
</html>

Make canvas element orbit around/follow mouse

http://jsfiddle.net/CBY7p/1/
I want to get the cyan dot spin around in the canvas chasing my mouse, but like my mouse has gravity. Think of it like the mouse is a planet and the object is a comet. I tried this code, but it just makes the cyan dot spin like crazy and not follow the mouse too much.
<div class="section">
<div id="intro">
<div id="mouse" style="border-radius: 50%; position: absolute;height: 20px;width: 20px;background-color: blue;"></div>
<canvas id="canvas" style="background:black;">
</canvas>
<script>
var canvas = document.getElementById("canvas");
canvas.width = $(window).width();
canvas.height = $(window).height();
</script>
<script>
var canvas = document.querySelector("#canvas")
var ctx = canvas.getContext("2d");
var mouseX;
var mouseY;
var kule = {
cx : 100,
cy : 100,
vy : 2,
vx : 2,
r : 5,
e : 1,
color : "cyan"
};
function draw() {
var image = new Image();
image.src = "Player.png";
ctx.drawImage(image, 100, 100);
var boundsX = canvas.width;
var boundsY = canvas.height;
//ctx.clearRect(0, 0, bounds, bounds);
ctx.fillStyle = kule.color;
ctx.beginPath();
ctx.arc(kule.cx, kule.cy, kule.r, 0, Math.PI * 2);
ctx.fill();
ctx.closePath();
var deltaX = mouseX - kule.cx;
var deltaY = mouseY - kule.cy;
kule.vy = kule.vy + deltaX/1000;
kule.vx = kule.vx + deltaY/1000;
kule.cx = kule.cx + kule.vx;
kule.cy = kule.cy + kule.vy;
if (kule.cy + kule.r >= boundsY) {
kule.vy = -kule.vy * kule.e;
kule.vy = -(Math.abs(kule.vy)) * kule.e;
}
if (kule.cx + kule.r >= boundsX) {
kule.vx = -kule.vx * kule.e;
kule.vx = -(Math.abs(kule.vx)) * kule.e;
}
if (kule.cy - kule.r <= 0) {
kule.vy = kule.vy * kule.e;
kule.vy = (Math.abs(kule.vy)) * kule.e;
}
if (kule.cx - kule.r <= 0) {
kule.vx = kule.vx * kule.e;
kule.vx = (Math.abs(kule.vx)) * kule.e;
}
}
setInterval(draw, 10);
$(document).on("mousemove",function(event){
mouseX = event.pageX;
mouseY = event.pageY;
$("#mouse").animate(
{
left:mouseX-10,
top:mouseY-10
},0)});
</script>
</div>
I removed some pieces of your code to simplify my answer, but here's the idea :
var startTime = (new Date()).getTime();
var rotationSpeed = 500; // Milliseconds for a full turn
var orbitRadius = 75;
function draw() {
var boundsX = canvas.width;
var boundsY = canvas.height;
ctx.clearRect(0, 0, boundsX, boundsY);
ctx.fillStyle = kule.color;
var currentTime = (new Date()).getTime();
var passedTime = currentTime - startTime;
var angle = Math.PI * 2 * (passedTime / rotationSpeed);
ctx.beginPath();
ctx.arc(mouseX + Math.cos(angle) * orbitRadius, mouseY + Math.sin(angle) * orbitRadius, kule.r, 0, Math.PI * 2);
ctx.fill();
}
Link to jsfiddle

drawing a smooth line on html5 canvas for mobile app using jquery mobile

I am trying to draw on canvas, like drawing using pencil tool in the paint using jquery mobile.
I searched for many links and most of them were for the desktop, i tried to implement the same logic for the mobile app, i am able to obtain only the click events but not able to draw the line on the canvas.
This is what i was trying to implement on the mobile http://jsfiddle.net/loktar/dQppK/23/
This is my code
$(document).on(
'pageshow',
'#canvaspage',
function() {
var painting = false;
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
// ctx.fillStyle="#FF0000";
// ctx.fillRect(0,0,150,75);
// ctx.drawImage(icons-18-black.png)
ctx.canvas.width = window.innerWidth * 0.8;
ctx.canvas.height = window.innerHeight * 0.8;
var imageObj = new Image();
imageObj.onload = function() {
ctx.drawImage(imageObj, 0, 0, ctx.canvas.width * 0.8,
ctx.canvas.height * 0.7);
};
imageObj.src = 'Image.png';
// c.addEventListener('touchstart', function(e) {
$("#myCanvas").on("touchstart",function(e){
painting = true;
e.preventDefault();
ctx.fillStyle = "#FF0000";
lastX = e.pageX - this.offsetLeft;
lastY = e.pageY - this.offsetTop;
});
// c.addEventListener('touchend', function(e) {
$("#myCanvas").on("touchend",function(e){
painting = false;
});
// c.addEventListener('touchmove', function(e) {
$("#myCanvas").on("touchmove",function(e){
if (painting) {
mouseX = e.pageX - this.offsetLeft;
mouseY = e.pageY - this.offsetTop;
// find all points between
var x1 = mouseX,
x2 = lastX,
y1 = mouseY,
y2 = lastY;
var steep = (Math.abs(y2 - y1) > Math.abs(x2 - x1));
if (steep){
var x = x1;
x1 = y1;
y1 = x;
var y = y2;
y2 = x2;
x2 = y;
}
if (x1 > x2) {
var x = x1;
x1 = x2;
x2 = x;
var y = y1;
y1 = y2;
y2 = y;
}
var dx = x2 - x1,
dy = Math.abs(y2 - y1),
error = 0,
de = dy / dx,
yStep = -1,
y = y1;
if (y1 < y2) {
yStep = 1;
}
lineThickness = 5 - Math.sqrt((x2 - x1) *(x2-x1) + (y2 - y1) * (y2-y1))/10;
if(lineThickness < 1){
lineThickness = 1;
}
alert(painting +" " +x1 +" "+x2);
for (var x = x1; x < x2; x++) {
// alert(x +" "+ y +" "+ lineThickness);
if (steep) {
ctx.fillRect(y, x, lineThickness , lineThickness );
} else {
ctx.fillRect(x, y, lineThickness , lineThickness );
}
alert(steep);
error += de;
if (error >= 0.5) {
y += yStep;
error -= 1.0;
}
}
lastX = mouseX;
lastY = mouseY;
}
// ctx.fillRect(0, 0, 150, 75);
e.preventDefault();
}, false);
});
In the above code i am able to obtain all the touch events but the unable to draw the line.
How can i draw the lines on the canvas??..
Thanks:)
You can use sketch.js (http://intridea.github.io/sketch.js/) with a small modification to make it work on mobile. The modification is given in the comment by leonth here: https://github.com/intridea/sketch.js/issues/1; you basically add 3 lines to the plugin on the mousedown/touchstart event:
switch (e.type) {
case 'mousedown':
case 'touchstart':
if (this.painting) { //add
this.stopPainting(); //add
} //add
this.startPainting();
break;
...
Here is a DEMO FIDDLE, try it from mobile device.

Drag & drop image on canvas image

I want to drag & drop text above image. For that I am using canvas. I am using this code
<img id="scream" src="http://127.0.0.1/demo/images.jpg" alt="The Scream" style="display:none;" width="220" height="277"><p>Canvas:</p>
<canvas id="canvas" width="300" height="300" style="border:1px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.</canvas>
var c=document.getElementById("canvas");
var ctx1=c.getContext("2d");
var img=document.getElementById("scream");
ctx1.drawImage(img,10,10);
var canvas;
var ctx;
var x = 75;
var y = 50;
var dx = 5;
var dy = 3;
var WIDTH = 400;
var HEIGHT = 300;
var dragok = false,
text = "Hey there im moving!",
textLength = (text.length * 14)/2;
function rect(x,y,w,h) {
ctx.font = "14px Arial";
ctx.strokeText("Hey there im a moving!!", x, y);
}
function clear() {
ctx.clearRect(0, 0, WIDTH, HEIGHT);
}
function init() {
canvas = document.getElementById("canvas");
ctx = canvas.getContext("2d");
return setInterval(draw, 10);
}
function draw() {
clear();
ctx.fillStyle = "#FAF7F8";
ctx.fillStyle = "#444444";
rect(x - 15, y + 15, textLength, 30);
}
function myMove(e){
if (dragok){
x = e.pageX - canvas.offsetLeft;
y = e.pageY - canvas.offsetTop;
}
}
function myDown(e){
if (e.pageX < x + textLength + canvas.offsetLeft && e.pageX > x - textLength + canvas.offsetLeft && e.pageY < y + 15 + canvas.offsetTop &&
e.pageY > y -15 + canvas.offsetTop){
x = e.pageX - canvas.offsetLeft;
y = e.pageY - canvas.offsetTop;
dragok = true;
canvas.onmousemove = myMove;
}
}
function myUp(){
dragok = false;
canvas.onmousemove = null;
}
init();
canvas.onmousedown = myDown;
canvas.onmouseup = myUp;
I either able to show image or drag & drop text but I want both, please help me where I am wrong. You can check here:- http://jsfiddle.net/FWdSv/11/
When you're clearing the canvas, you're also clearing your image.
So the easy fix is to redraw the image in your draw function:
function draw() {
clear();
ctx.drawImage(img,0,0);
ctx.fillStyle = "#FAF7F8";
ctx.fillStyle = "#444444";
rect(x - 15, y + 15, textLength, 30);
}
Alternatively:
You could display your image underneath your canvas so it's not affected when you clear the canvas.

Ball movement path in canvas, and other ideas you may have?

I've created this animation for my project that had to use any form of physics.
I am a total beginner, too :) Anyway, this is my project now :
Bouncing Balls
You can setup gravity and force, then click play, and just drag and drop to shoot the balls. You can change the values and hit update too see an effect.
My question is, how can I create an effect that when I press ratio button (for example) I can see the path that ball makes? Is it complicated? As I was saying I am a beginner, so no complex code for me :)
Also, doyou have any ideas to make the project better? Any additional "physics" effects? Or maybe you know a website that shows tutorials for simile (please) effects made in HTML5/js so I can add additional effects to my project.
One possibility (as you're clearing the canvas each frame) would be to draw ball paths onto a secondary canvas, which would not be cleared each frame. Then, when you come to clear the first frame, render the second frame after clearing, and before rendering the balls.
The second canvas would of course have to be the same dimensions as the first, so that all of the ball points line up correctly. The second canvas should also have a z-index lower than the first, so that it is only shown when you specifically render it to the first canvas (i.e. when the radio button is checked).
To decrease any lag while the radio is not checked, you could skip drawing the ball paths to the second canvas, although I don't think you would see any great increase in performance.
On each frame update, you would mark the position of each ball with a pixel, or line (from the previous position to the current) on the second canvas.
Looking at your code, you seem pretty competent, so I've skipped writing an example as I think this would be good experience for you :)
Modified 'script.js' source demonstrating solution
window.onload = function(){
$("#canvas").hide();
var howManyPaths = 0;
var showPath=false;
// SLIDERS
var gravitySlider = document.getElementById('gravitySlider');
var gravityVal = document.getElementById('gravityValue');
gravitySlider.onchange = function(){
gravityVal.value = gravitySlider.value;
}
gravityVal.onkeyup = function(){
gravitySlider.value = gravityVal.value;
}
var forceSlider = document.getElementById('forceSlider');
var forceValue = document.getElementById('forceValue');
forceSlider.onchange = function(){
forceValue.value = forceSlider.value;
}
forceValue.onkeyup = function(){
forceSlider.value = forceValue.value;
}
// GLOBAL VARIABLES
var test = false;
var gravityCount = $("#gravity").val();
var forceCount = $("#rectangles").val();
// CSS :
var playCSS = document.getElementById("play");
var restartCSS = document.getElementById("restart");
var clickableCSS = document.getElementById("setup");
var clickableBG = document.getElementById("img");
//restartCSS.style.visibility="hidden";
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var canvas2 = document.getElementById("canvas2");
var ctx2 = canvas2.getContext("2d");
//var ctx;
var gravity = 9.86;
var forceFactor = 0.5;
var mouseDown = false;
var balls = new Array();
var mousePos = new Array();
// EVENT HANDLER
function onMouseDown(evt){
mouseDown = true;
mousePos['downX'] = evt.pageX;
mousePos['downY'] = evt.pageY;
}
function onMouseUp(evt){
mouseDown = false;
setup.style.visibility="visible";
if(test == true && !( mousePos['downX'] < 200 && mousePos['downY'] < 150) ){
restartCSS.style.visibility="visible";
forceFactor = forceCount;
balls.push(new ball(mousePos["downX"],
mousePos["downY"],
(evt.pageX - mousePos["downX"]) * forceFactor,
(evt.pageY - mousePos["downY"]) * forceFactor,
10 + (Math.random() * 10),
0.8,
randomColor()
));
}
ctx2.clearRect(0, 0, canvas2.width, canvas2.height);
}
function onMouseMove(evt){
mousePos['currentX'] = evt.pageX;
mousePos['currentY'] = evt.pageY;
}
function resizeWindow(evt){
//canvas.height = 960;
//canvas.width = 720;
canvas.height = $(window).height()-6;
canvas.width = $(window).width();
canvas2.height = $(window).height()-6;
canvas2.width = $(window).width();
}
$(document).mousedown(onMouseDown);
$(document).mouseup(onMouseUp);
$(document).mousemove(onMouseMove);
$(window).bind("resize", resizeWindow);
// GRAPHICS CODE
function circle(x, y, r, col){
ctx.beginPath();
ctx.arc(x, y, r, 0, Math.PI*2, true);
ctx.closePath;
// fill
ctx.fillStyle = col;
ctx.fill();
// stroke
ctx.lineWidth = r * 0.1;
ctx.strokeStyle = "#000000";
ctx.stroke();
}
function circlePath(x, y)
{
ctx2.clearRect(0, 0, canvas2.width, canvas2.height);
ctx2.fillStyle = '#3f4043';
ctx2.fillRect(x, y, 5, 5);
ctx2.strokeStyle = "black";
ctx2.strokeRect(x, y, 5, 5);
}
function randomColor(){
var letter = "0123456789ABCDEF".split("");
var color = "#";
for(var i=0; i<6; i++){
color += letter[Math.round(Math.random()*15)];
}
return color;
}
function arrow(fromX, fromY, toX, toY, color){
// path
ctx.beginPath();
var headLen = 10;
var angle = Math.atan2(toY - fromY, toX - fromX);
ctx.moveTo(fromX, fromY);
ctx.lineTo(toX, toY);
ctx.lineTo(toX - headLen * Math.cos(angle - Math.PI/6), toY - headLen * Math.sin(angle - Math.PI/6));
ctx.moveTo(toX, toY);
ctx.lineTo(toX - headLen * Math.cos(angle + Math.PI/6), toY - headLen * Math.sin(angle + Math.PI/6));
// style
ctx.lineWith = 1;
ctx.strokeStyle = color;
ctx.lineCap = "butt";
ctx.stroke();
}
function drawBall(){
// Gravity
gravity = gravityCount;
this.speedY += gravity * 0.5; // v = a * t
this.x += this.speedX * 0.05; // s = v * t
this.y += this.speedY * 0.05;
// prawa ściana
if(this.x + this.r > canvas.width){
this.x = canvas.width - this.r;
this.speedX *= -1 * this.bounce;
}
// lewa ściana
if(this.x - this.r < 0){
this.x = this.r;
this.speedX *= -1 * this.bounce;
}
// dolna ściana
if(this.y + this.r > canvas.height){
this.y = canvas.height - this.r;
this.speedY *= -1 * this.bounce;
}
// górna ściana
if(this.y - this.r < 0){
this.y = this.r;
this.speedY *= -1 * this.bounce;
}
// zwalnianie na ziemi
if (this.speedX > 0.25){
this.speedX -= 0.25;
if (this.speedY > 0.25)
this.speedY -= 0.25;
}
if (this.speedX < -0.25){
this.speedX += 0.25;
//if (this.speedY < -0.25)
// this.speedY += 0.25;
}
circle(this.x, this.y, this.r, this.col);;
}
// OBJECTS
function ball(positionX, positionY, sX, sY, radius, b, color){
this.x = positionX;
this.y = positionY;
this.speedX = sX;
this.speedY = sY;
this.r = radius;
this.bounce = b;
this.col = color;
this.draw = drawBall;
}
//GAME LOOP
function gameLoop(){
ctx.clearRect(0, 0, canvas.width, canvas.height);
//grab the context from your destination canvas
//if path drawing is enabled, first draw the path canvas to the display canvas
if (showPath) ctx.drawImage(canvas2,0,0);
if(mouseDown == true){
// ctx.clearRect(0, 0, canvas.width, canvas.height); /* !important !!!!!!!!!!!!!!! */
arrow(mousePos['downX'], mousePos['downY'], mousePos['currentX'], mousePos['currentY'], "red");
}
for(var i=0; i<balls.length; i++){
balls[i].draw();
if (i==balls.length-1) {
//draw path
ctx2.fillStyle = '#3f4043';
ctx2.fillRect(balls[i].x, balls[i].y, 5, 5);
ctx2.strokeStyle = "black";
ctx2.strokeRect(balls[i].x, balls[i].y, 5, 5);
}
}
ctx.fillStyle = "#000000";
ctx.font = "15px Arial";
ctx.fillText("Balls: " + balls.length + " " + gravityCount + " " + forceCount + " " + howManyPaths, 10, canvas.height -10);
}
// START THE GAME
function init(){
//$("#setup").hide();
$("#canvas").show();
$("#canvas2").hide();
ctx = $('canvas')[0].getContext("2d");
canvas.height = $(window).height()-6;
canvas.width = $(window).width();
//canvas.width = 960;
//canvas.height = 720;
canvas2.height = $(window).height()-6;
canvas2.width = $(window).width();
return setInterval(gameLoop, 10);
}
$("#play").click(function() {
test = true;
playCSS.style.visibility="hidden";
gravityCount = $("#gravitySlider").val();
forceCount = $("#forceSlider").val();
init();
});
$("#restart").click(function() {
window.location.href="index.html";
});
$("#refresh").click(function() {
gravityCount = $("#gravitySlider").val();
forceCount = $("#forceSlider").val();
});
$("#showPath").click(function() {
showPath=true;
});
$("#hidePath").click(function() {
showPath=false;
});
}