Draw Rectangle with HTML5 canvas like painting program in windows - html

I'm writing a painting application with canvas in HTML5.
I've finished my pencil painting with touching and drawing.
And now i'm trying to make a rectangle. For all the topic i've read, i will have to store all of my finished shape in an array, but if i do that, i will also have to store all the point with normal drawing so that i could draw a rectangle like windows painting.
Please give me another solution to draw rectangle like windows, which old rectangle will be dissappeared and new one will replace before i make a "mouse up".
thanks in advance :)

You will either need to save the previous drawings or use 2 canvases.
If you want to save the previous drawings...
In mousedown:
Save the mouse position (startX/startY).
Set a flag indicating that a drag has started (isDown=true)
In mousemove:
if isDown==false, don't do anything (return)
otherwise, clear the canvas
redraw all your previous drawings (from your saved points array, etc)
draw the current rect from the start to mouse position -- context.strokeRect(startX,startY,mouseX-startX,mouseY-startY)
In mouseup:
clear the drag flag (isDown=false)
If you want to use 2 canvases...
As an alternative to storing every previous drawing, you can use 2 canvases. One canvas is used to draw the current rectangle and a second canvas to keep all the previously draw items Here's an example using 2 canvases so you don't have to store previous drawings: jsfiddle.net/m1erickson/V9J5J/

Related

HTML5 - Canvas, layers, copy

so what I want to achieve is drawing a rectangle with either a color/fillRect or with clearRect and then copy it to the other canvas layer under the one I was drawing on. Also I want to set a background to this layer with opacity.
What I've tried is setting background with fillStyle and fillRect and it went fine. Also I could draw the rectangle with fillRect on the upper canvas which had no background and then copy the rectangle to the other one with drawImage.
Problem was when I tried to create a rectangle with clearRect and copy it. As I noticed I can only clearRect with another rectangle. But then I have to set a background to the upper canvas, which is ok, but when I copy it to the other one it gets darker and darker every time (well of course..)
So how is this possible?
When you work with alpha channel you will as you already noticed accumulate alpha channel values as long as alpha < 255. The only way to "reset" this is to start fresh so-to-speak.
Here are a couple of options to get around this -
Option 1
Don't copy anything from the draft canvas to the main canvas but store all points and shapes into a 2-dimensional array or an array consisting of the shape objects with its points, color, line width and so forth.
When you need to update the main canvas, clear both canvases and then re-render all the shapes to the main one.
Option 2
If all shapes on the main canvas is suppose to have the same opacity then use a third off-screen canvas. Draw everything to this canvas non-transparent (this last is important).
When updating main canvas clear it, set globalAlpha on it and then draw the off-screen canvas to it.
So we'll probably need some example code, because I'm not 100% sure what your trying to do... your using 2 canvas objects, drawing on the top canvas, and copying that to the bottom canvas... something like?:
ctx2.drawImage(canvas1,0,0);
then your clearing the top canvas:
ctx1.clearRect(0,0,canvas1.width,canvas1.height);
and doing your draw routine again? are you trying to get some sort of trail effect or something?

HTML Canvas: How to address latency between user interaction and draw events?

I'm working on a game that allows players to click on a card and drag it across the screen in any random direction. There are a total of 64 100x80 overlapping cards on a 800x800 canvas at any one time and each one is a procedural draw. As some of you probably suspect, canvas doesn't like redrawing that entire canvas for every move. To work around this, I'm utilizing a buffer canvas to draw the card and then attempting to paint that buffer canvas to the main canvas using drawImage(). To ensure there is no drawing buildup, I clear the region of the canvas associated with where I plan to drawImage() using a clearRect().
The problem I'm experiencing is that because the (x,y) coordinates used for the clearRect() and drawImage() are coming from the location of the mouse, if the user moves too fast, the coordinates will differ from the time drawImage() was last executed to the time clearRect() is called during the next draw sequence. The result is residual draw from the last sequence - proportionate to how fast the card is being dragged.
I tried maintaining the (x,y) coordinates from the drawImage() and using those (instead of the current mouse location) for the clearRect() in the next sequence. However, now instead of residual draw being shown, residual we have residual clear (erase).
Thoughts on how I can address this?
NOTE: My animation rate is handled using RequestAnimationFrame and not SetInterval().
Assuming your canvas is static during the drag drop operation, a pretty easy way to get a good increase in performance would be to just cache the rendering.
In other words, when a drag drop operation begins, save the current canvas into another one. Stop all rendering except for the one involved with dragging the card. Now, whenever you need to repaint, simply repaint from your copy-canvas. Since you're basically just copying from one to another, it should be pretty fast.
On each processing cycle, you would take the current position of the dragged card, fill that with data from the copy, then redraw the dragged card in the new position.
Other approaches you could try would be to use some kind of a placeholder for the drag. For example, consider using a same-sized DIV which you display while dragging. This should have the benefit of not requiring to touch the canvas while dragging and thus also run a better performance for it.

Moving the "camera" of an HTML Canvas element

I'm trying to find a clean way to "move the camera" of a canvas element.
This for my prototype game (side scroller). I'd love to think there's a better solution than moving the whole set of nodes to simulate a "camera" moving around.
Am almost certain to have read a simple how-to (using offsets?) but the fact I don't find anything like that starts to raise doubts... have I imagined reading that!?
Thanks to help me clarify...
J
Presumably you redraw your whole game scene 30 times a second (more or less)
You need to redraw your whole game scene but first translate the Canvas context by some offset.
context.translate(x,y) is precisely what you want. You'll want to read up on the use of that as well as the save() and restore() methods.
When you translate the context, everything drawn afterwards is shifted by that amount.
So you constantly draw something (maybe an enemy) at 50,50 using drawImage(badguy,50,50). Then the player moves, which changes the x of translate to -1 (because the player is moving to the right) instead of 0. You still draw the enemy sprite with the command drawImage(badguy,50,50), but when you draw it the enemy shows up as if it were at 49,50 because of the context.translate(-1,0) command shifting everything before its drawn.
Of course when you get into performance you'll want to be making sure that you are only ever drawing things that can actually be seen on the screen! If your are far down the level with context.translate(-2000,0), you dont want to be drawing objects at 50,50 anymore, only ones that intersect the viewable area.

Drag objects in canvas

Im looking for an easy to use method of assigning drag behavior to multiple objects (images, shapes etc) in canvas. Does anyone have a good way or know of any libraries for dragging objects around? Thanks
Creating your own mouse events takes a little work - ideally you should either create or use some kind of mini-library. I'm thinking of creating something like this in the near future. Anyway, I created a drag and drop demo on jsFiddle showing how to drag images - you can view it here.
You can create draggable images like this:
var myImage = new DragImage(sourcePath, x, y);
Let me know if you have any questions about this. Hope it helps.
EDIT
There was a bug when dragging multiple images. Here is a new version.
Another thing you might want to check out is easeljs it sort of in the style of AS3... mouseEvents dragging etc...
The HTML Canvas—unlike SVG or HTML—uses a non-retained (or immediate) graphics API. This means that when you draw something (like an image) to the canvas no knowledge of that thing remains. The only thing left is pixels on the canvas, blended with all the previous pixels. You can't really drag a subset of pixels; for one thing, the pixels that were 'under' them are gone. What you would have to do is:
Track the mousedown event and see if it's in the 'right' location for dragging. (You'll have to keep track of what images/objects are where and perform mouse hit detection.)
As the user drags the mouse, redraw the entire canvas from scratch, drawing the image in a new location each time based on the offset between the current mouse location and the initial mousedown location.
Some alternatives that I might suggest:
SVG
Pure HTML
Multiple layered canvases, and drag one transparent canvas over another.
The HTML Canvas is good for a lot of things. User interaction with "elements" that appear to be distinct (but are not) is not one of those things.
Update: Here are some examples showing dragging on the canvas:
http://developer.yahoo.com/yui/examples/dragdrop/dd-region.html
http://www.redsquirrel.com/dave/work/interactivecanvas/
http://langexplr.blogspot.com/2008/11/using-canvas-html-element.html
None of these have created a separate library for tracking your shapes for you, however.
KineticJS is one such Javascript Library that u can use exclusively for animations
Heres the Link html5canvastutorials
Canvas and jCanvas
You're definitely gonna want to check out jCanvas. It's a super clean wrapper for Canvas, which kicks open a lot of doors without adding code complexity. It makes things like this a breeze.
For example, here's a little sandbox of something close to what you're after, with dragging and redrawing built right in:
Drawing an Arrow Between Two Elements.
I ventured down the road of doing everything with DIVs and jQuery but it always fell short on interactivity and quality.
Hope that helps others, like me.
JP
As you create new objects whether they are windows, cards, shapes or images to be draggable, you can store them in an array of "objects currently not selected". When you click on them or select them or start dragging them you can remove them from the array of "objects not selected". This way you can control what can move in the event of a particular mousedown event or mousemove event by checking if it isn't selected. If it is selected it will not be in the "not selected" array and you can move the mouse pointer over other shapes while dragging shapes without them becoming dragged.
Creating arrays of objects you would like to drag also helps with hierarchy. Canvas draws the pixels belonging to the foremost object last. So if the objects are in an array you simply switch their instance as in element in the array say from objectArray[20] to objectArray[4] as you iterate through the array and draw the objects stored in the array elements you can change whether other objects are seen on top or behind other objects.

How to drag and drop from one HTML5 canvas to another

I'm trying to figure out how to drag and drop an image from one canvas to another canvas. Assuming the canvases are next to each other, would it be possible to seamlessly drag something across the border? If not, is it a better idea to drag a div over the canvas, get its ID, and place it by responding to the mouseup location on the canvas?
You don't drag items on a canvas. A canvas is a non-retained mode (or immediate mode) graphics API. You issue draw commands and you get pixels. Simulating dragging is comprised of tracking the user's mouse movements and choosing to repeatedly clear and re-draw the canvas with different parameters to make some subset of the pixels appear to move as a cohesive object.
Contrast this with HTML or SVG where you actually change position/transform properties of a real DOM object and the watch as the visual representation of your document updates automatically.
If you have two canvases and want to drag something from one to the other, what I would do is:
On mouse down on the 'menu' canvas, create a new canvas programmatically just as large as the object, and (using absolute CSS positioning) place it over top of the item the user clicked on.
Draw the item onto that canvas.
Track the mousemove event on the document, and update the position of the canvas relative to the mouse.
When the user releases the mouse over the destination canvas, throw away (or hide) your tiny 'dragging' canvas, and re-draw the main canvas with the item that was dragged in the appropriate location.
Though, what I'd probably really do here is use SVG. ;)
Check this answer.
It is for multiple select drag & drop, but maybe will be useful.
Why does this need to be 2 canvases? The canvas is your drawing area, you control it. Why do you need 2?