CreateJs Canvas's shape losses its co-ordinates on Windows Phone - html

am making a Createjs and html5 project in which I am drawing a shape(Red circle), when I click over the circle it gives alert. It works fine on all desktops and android phones. Except when I open this in a windows phone it works fine on the normal screen but when I zoom the screen it loses it working, an alert is shown when I click anywhere on the screen(maybe where the co-ordinates of the shape resides) but not when I click over the shape(Circle),,
Your help is appreciated
my demo.html
<!DOCTYPE html>
<html>
<head><title></title>
<script type="text/javascript" src="createjs-2013.12.12.min.js"></script>
<script type="text/javascript" src="jquery-1.11.0.min.js"></script>
<script type="text/javascript">
function init() {
var stage = new createjs.Stage("demoCanvas");
var circle = new createjs.Shape();
createjs.Touch.enable(stage);
circle.graphics.beginFill("red").drawCircle(0, 0, 50);
circle.x = 100;
circle.y = 100;
circle.addEventListener("click", function(evt) { /*$("span#log").text(circle.x);*/ alert('clicked'); });
stage.addChild(circle);
stage.update();
}
</script>
</head>
<body onLoad="init();">
<span id="log"></span>
<br>
<canvas id="demoCanvas" width="500" height="300">
alternate content
</canvas>
</body>
</html>..
Here's the project

Not sure if this is relevant as haven't looked at sample code, but I think createjs.Touch.enable works on Stage instances rather than DisplayObjects
See here

I do alot of Research over this topic, and at the end i came to this point that this the
BUG in IE11 . Hope Microsoft helps to solve this.

Related

HTML5 canvas game won't even preload on Newgrounds on pc, but it works on iPad.

I'm trying to make a game with flash cs6 and createjs. When I test it locally (meaning, I click on the .html file in the output) it works just fine and as intended.
Then I uploaded it on Newgrounds and previewed it with my pc (windows 8.1, google chrome) and the game got stuck on a white screen - meaning the preloading function isn't working properly?
Then I previewed it on my iPad (always from Newgrounds), and it worked on Safari - even though there was no audio.
Then I tried reuploading it on Newgrounds - but this time I removed all the sound from the game - and it works even when previewed on my computer.
From all this, I've deduced that there must be some conflicting code that involves audio preloading when I try to start the game with my pc on Newgrounds. My questions are:
1) When I preview my game on Newgrounds, why won't it even load if there's audio in it and I use my pc? (Remember, it works if I preview it on newgrounds with my iPad, and it works even on my pc if I completely remove the sound files)
2) Why is it that the audio won't work on the Ipad? I added a onclick function at the very first frame of the game to start the sound, as suggested elsewhere; the function works but the sound won't start.
Thanks in advance for your help, please note that I have NO experience with Javascript (all I ever coded with is Actionscript) but I'm willing to learn and trying my best.
Here's the code I have in my index.html file:
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>CreateJS export from testgame</title>
<script src="http://code.createjs.com/easeljs-0.6.0.min.js"></script>
<script src="http://code.createjs.com/tweenjs-0.4.0.min.js"></script>
<script src="http://code.createjs.com/movieclip-0.6.0.min.js"></script>
<script src="http://code.createjs.com/preloadjs-0.3.0.min.js"></script>
<script src="http://code.createjs.com/soundjs-0.4.0.min.js"></script>
<script src="testgame.js"></script>
<script>
var canvas, stage, exportRoot;
function init() {
canvas = document.getElementById("canvas");
images = images||{};
var manifest = [
{src:"images/Bitmap10.png", id:"Bitmap10"},
{src:"images/Bitmap12.png", id:"Bitmap12"},
{src:"images/Bitmap13.png", id:"Bitmap13"},
{src:"images/Bitmap14.png", id:"Bitmap14"},
{src:"images/Bitmap15.png", id:"Bitmap15"},
{src:"images/Bitmap16.png", id:"Bitmap16"},
{src:"images/Bitmap17.png", id:"Bitmap17"},
{src:"images/Bitmap18.png", id:"Bitmap18"},
{src:"images/Bitmap19.png", id:"Bitmap19"},
{src:"images/Bitmap20.png", id:"Bitmap20"},
{src:"images/Bitmap21.png", id:"Bitmap21"},
{src:"images/Bitmap22.png", id:"Bitmap22"},
{src:"images/Bitmap23.png", id:"Bitmap23"},
{src:"images/Bitmap24.png", id:"Bitmap24"},
{src:"images/Bitmap30.png", id:"Bitmap30"},
{src:"images/Bitmap31.png", id:"Bitmap31"},
{src:"images/Bitmap32.png", id:"Bitmap32"},
{src:"images/Bitmap33.png", id:"Bitmap33"},
{src:"images/Bitmap34.png", id:"Bitmap34"},
{src:"images/Bitmap35.png", id:"Bitmap35"},
{src:"images/Bitmap36.png", id:"Bitmap36"},
{src:"images/Bitmap37.png", id:"Bitmap37"},
{src:"images/Bitmap38.png", id:"Bitmap38"},
{src:"images/Bitmap39.png", id:"Bitmap39"},
{src:"images/Bitmap4.png", id:"Bitmap4"},
{src:"images/Bitmap5.png", id:"Bitmap5"},
{src:"images/Bitmap6.png", id:"Bitmap6"},
{src:"images/Bitmap7.png", id:"Bitmap7"},
{src:"images/Bitmap8.png", id:"Bitmap8"},
{src:"images/Bitmap9.png", id:"Bitmap9"},
{src:"sounds/siglaintro.mp3", id:"siglaintro"},
{src:"sounds/siglaloop.mp3", id:"siglaloop"}
];
var loader = new createjs.LoadQueue(false);
loader.installPlugin(createjs.Sound);
loader.addEventListener("fileload", handleFileLoad);
loader.addEventListener("complete", handleComplete);
loader.loadManifest(manifest);
}
function handleFileLoad(evt) {
if (evt.item.type == "image") { images[evt.item.id] = evt.result; }
}
function handleComplete() {
exportRoot = new lib.testgame();
stage = new createjs.Stage(canvas);
stage.addChild(exportRoot);
stage.update();
createjs.Ticker.setFPS(24);
createjs.Ticker.addEventListener("tick", stage);
}
function playSound(id, loop) {
createjs.Sound.play(id, createjs.Sound.INTERRUPT_EARLY, 0, 0, loop);
}
</script>
</head>
<body onload="init();" style="background-color:#D4D4D4">
<canvas id="canvas" width="820" height="480" style="background-color:#ffff66"></canvas>
</body>
</html>
Issue solved. All I had to do was to use the most recent versions of the createjs tool in the html code, like this:
<script src="http://code.createjs.com/easeljs-0.7.1.min.js"></script>
<script src="http://code.createjs.com/tweenjs-0.5.1.min.js"></script>
<script src="http://code.createjs.com/movieclip-0.7.1.min.js"></script>
<script src="http://code.createjs.com/preloadjs-0.4.1.min.js"></script>
<script src="http://code.createjs.com/soundjs-0.5.2.min.js"></script>
So, problem solved, please ignore me, just coding around

touch events in attachments iphone not working

JS touch events in an .html file that I mail as an attachment to an iPhone5 (OS9.2), are never executed because a touch on the screen is intercepted by the Mail and interpreted as DONE. I'm new to this. Am I missing something obvious? The following code works in XCodeSimulator but not in a real phone. Is there a workaround? Are .html files unsupported in an attachment, for some reason?
Below is a typical test code I'm using. I prefer to work in vanilla JS, rather than JQuery, but I'd be grateful for any suggestions or advice, whatever.
<!DOCTYPE html>
<html>
<head>
<style>
#mycanvas{
position: absolute;
top:100px;
left:100px;
border:4px solid;
}
</style>
<script>
function init() {
var touchzone = document.getElementById("mycanvas");
touchzone.addEventListener("touchstart",draw,false);
}
function draw() {
var canvas = document.getElementById('mycanvas');
if(canvas.getContext) {
var ctx = canvas.getContext("2d");
ctx.fillRect(event.touches[0].pageX-100, event.touches[0].pageY-100,10,10);
}
}
</script>
</head>
<body onload="init()">
<canvas id="mycanvas" width="500" height="500">
Canvas element not supported.
</canvas>
<h2> Tap inside rectangle to leave a spot. Outside leaves nothing.</h2>
</body></html>
We realized that an .html e-mail attachment cannot work in iOS. Placing the file in Public folder on Dropbox gives it a web address that the phone can link. This works for us so far.

Javascript KineticJS Firefox Issue

Im trying to do a composite operation on layers using KineticJS.
Everything works fine in Chrome, but nothing shows for firefox, or IE10
The code runs through without any errors.
You can see the issue here:
http://clients.lilodesign.com/Lilo/Kinetic/
Chrome you should see a circle with a partial bit of the standard MS Blue Trees image showing through. In Firefox and IE10 you just get a blank screen.
You can view the code by viewing the source. Its all in-line and a very simple example to show the issue.
If you remove the following line:
ctx.globalCompositeOperation = "destination-atop";
Then you see the blue trees image with the ellipse on top of it as expected in all three browsers, so the code does "work".
Has anyone else experienced this and found a workaround?
I have searched and tried a couple of suggested solutions such as:
shape intersection with KineticJS
But all these still only seem to work in Chrome.
Any help or pointers would be appreciated.
Thanks
Tyrone.
We used to be able to cheat by grabbing the context of a layer, but now it’s unreliable (as you’ve discovered).
You can still get verrrrry hacky and do it like this: : http://jsfiddle.net/m1erickson/6fTQU/
But don’t ! (Even this hack doesn’t actually work on images with transparent pixels).
Instead, do it the official way by creating a Kinetic custom Shape Object.
Kinetic Shape gives you an official canvas and context to work with.
As a result, the globalCompositeOperation works fine (reliably!).
Here is code and a Fiddle: http://jsfiddle.net/m1erickson/LtxEe/
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Prototype</title>
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<script src="http://d3lp1msu2r81bx.cloudfront.net/kjs/js/lib/kinetic-v4.5.1.min.js"></script>
<style>
body{ background-color: ivory; }
#container{
border:solid 1px #ccc;
margin-top: 10px;
width:300px;
height:300px;
}
</style>
<script>
$(function(){
var stage = new Kinetic.Stage({
container: 'container',
width: 300,
height: 300
});
var layer = new Kinetic.Layer();
stage.add(layer);
var img=new Image();
img.onload=function(){
buildLayer(img);
}
img.src="https://dl.dropboxusercontent.com/u/139992952/stackoverflow/KoolAidMan.png";
function buildLayer(img){
var myShape=new Kinetic.Shape({
drawFunc:function(canvas){
var ctx=canvas.getContext();
ctx.beginPath();
ctx.drawImage(img,0,0);
ctx.globalCompositeOperation="destination-atop";
ctx.arc(150,150,60,0,Math.PI*2,false);
ctx.closePath();
ctx.fill();
canvas.fillStroke(this);
},
x:0,
y:0,
width:img.width,
height:img.height
});
layer.add(myShape);
layer.draw();
}
}); // end $(function(){});
</script>
</head>
<body>
<div id="container"></div>
</body>
</html>

Fabric.js canvas not catching mouse events on Google Chrome

Googled this a lot and didn't get any useful hint/solution.
I have this simple html page including some CSS styles, jQuery, jQuery-ui and obviously Fabric.js; on document.ready I launch an ajax call and render something on the canvas. Until now everything seems fine but when a I need to catch some mouse events I get nothing. This behaviour is shown only on Chrome (current version 25.0.1364.97); everything works fine on Firefox or Internet Explorer (v. 9).
Here's some of the js code:
$(document).ready(function() {
//setup canvas etc.
eCanvas = new fabric.Canvas('EViewport', {
backgroundColor: 'rgba(255, 50, 50, .3)',
selection: true,
selectionColor: 'blue',
selectionLineWidth: 2
});
EViewport = $("#CanvasContainer");
viewW = EViewport.width();
viewH = EViewport.height();
eCanvas.setWidth(viewW);
eCanvas.setHeight(viewH);
eCanvas.observe('object:selected', function(options) {
if (options.target) {
console.log('an object was selected! ', options.target.type);
}
});
eCanvas.observe('mouse:down', function() {
console.log('mouse click! ');
});
eCanvas.on('mouse:down', function() {
console.log('mouse click! ');
});
eCanvas.on('mousedown', function() {
console.log('mouse click! ');
});
//... render some rectangles and stuff...
});
And here's the html structure (notice that Eviewport.js file contains previously pasted code):
<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="baseCss/jquery-ui.css" type="text/css">
<script type="text/javascript" src="baseJs/jquery.js"></script>
<script type="text/javascript" src="baseJs/jquery-ui.js"></script>
<script type="text/javascript" src="Eviewport.js"></script>
<link type="text/css" rel="stylesheet" href="Eviewport.css">
<script type="text/javascript" src="baseJs/Fabric.js"></script>
</head>
<body>
<div id="MainContainer">
<div id="CanvasContainer">
<canvas id="EViewport">
Canvas is not supported
</canvas>
</div>
</div>
</body>
</html>
Selection features don't work with chrome either while they work on IE and Firefox.
I tried many things (as you can see I tried changing canvas.observe with canvas.on), changed jQuery and jQueryui versions but nothing changed.
Using developer tools on Google Chrome doesn't show much.
There's no z-index on html elements given by CSS, and I tried disabling different js and CSS but that didn't solve the problem.
I noticed that the problem shows also shows on the demo page of Fabric.js (just tried http://fabricjs.com/stickman/); render works, effects also but no mouse events or selection working.
Is this a bug?
Ok, finally found what's not working.
I have a Wacom device attached and looks like latest Chrome version sets a flag about "touch enabled device" and that's breaking my code.
A simple solution can be changing chrome flags (chrome://flags/)
Related posts:
https://github.com/kangax/fabric.js/issues/450

how to prevent double trigger between touch and mouse events

I have built a jquery html5 canvas sketching app that accepts mouse events for desktop (pen tablets just use mouse events). I would also like to allow drawing with the finger on iphone, ipad, andriod devices as a mobile web enabled app. Since mobile devices also trigger mouse click events on their own: Does this mean that I should detect the type of browser and replace all mouse bindings with touch bindings in order to prevent events from double firing?
Here is a stupid example:
<!DOCTYPE html>
<html>
<head>
<script src="jquery.min.js"></script>
</head>
<body>
<canvas id="myCanvas" width="1600px" height="1600px" style="border:1px dashed gray;background-color:white;">
</canvas>
<script>
function brushStart() {
$('#myCanvas').css('background-color','blue');
}
function brushEnd() {
$('#myCanvas').css('background-color','red');
}
function brushMove() {
$('#myCanvas').css('background-color','yellow');
}
$('#myCanvas').bind('mousedown', brushStart);
$('#myCanvas').bind('mouseup', brushEnd);
$('#myCanvas').bind('mousemove', brushMove);
$('#myCanvas')[0].addEventListener('touchstart',brushStart,false);
$('#myCanvas')[0].addEventListener('touchend',brushEnd,false);
$('#myCanvas')[0].addEventListener('touchmove',brushMove,false);
</script>
</body>
</html>
I've used the following to do what you're looking for:
$("#myCanvas").bind("touchstart mousedown", function (event) {
var e = event.originalEvent;
e.preventDefault();
startX = (e.targetTouches != undefined) ? e.targetTouches[0].screenX : e.offsetX;
startY = (e.targetTouches != undefined) ? e.targetTouches[0].screenY : e.offsetY;
});
A couple of points -- you need to access the originalEvent in jQuery in order to work with targetTouches. Also, as I'm sure is apparent, you can substitute any property pair you need for offsetX/Y for the mouse events.