What's wrong with loading this JSON? - json

What's wrong with loading this JSON?
Select a new object, set its ID, add and save it. Trying to reload the JSON object results in an empty canvas.
http://jsfiddle.net/Sugv4/14/
function loadCanvas() {
canvas.clear();
window.alert(js);
canvas.loadFromDatalessJSON(js)
canvas.renderAll();
}

Try put this in Javascript code:
var canvas;
$(function () {
canvas = window._canvas = new fabric.Canvas('c');
fabric.Labeledrect = fabric.util.createClass(fabric.Rect, {
type: 'labeledRect',
initialize: function (options) {
options || (options = {});
this.callSuper('initialize', options);
this.set('label', options.label);
this.set('id', options.id);
},
toObject: function () {
return fabric.util.object.extend(this.callSuper('toObject'), {
label: this.get('label'),
id: this.get('id')
});
},
_render: function (ctx) {
this.callSuper('_render', ctx);
ctx.font = '10px Helvetica';
ctx.fillStyle = '#333';
ctx.fillText(this.label, -this.width / 2, -this.height / 2 + 10);
ctx.fillText(this.id, -this.width / 2, -this.height / 2 + 30);
}
});
fabric.Labeledrect.fromObject = function (object, callback) {
return new fabric.Labeledrect(object);
}
fabric.Labeledrect.async = true;
});
function voegObjectToe() {
var myObjects = document.getElementById("myObjects");
var kenmerk = myObjects.options[myObjects.selectedIndex].text;
//nieuw object
var rect = new fabric.Labeledrect({
left: canvas.width / 2,
top: canvas.height / 2
});
if (kenmerk == 'Camper') {
rect.set({
width: 80,
height: 50,
fill: '#faa',
label: 'Camper',
id: document.getElementById("myObject").value
});
} else if (kenmerk == 'Caravan') {
rect.set({
width: 80,
height: 60,
fill: '#3ac',
label: 'Caravan',
id: document.getElementById("myObject").value
});
} else if (kenmerk == 'Auto') {
rect.set({
width: 70,
height: 40,
fill: '#bbb',
label: 'Auto',
id: document.getElementById("myObject").value
});
} else if (kenmerk == "Boot") {
rect.set({
width: 150,
height: 60,
fill: '#8d1',
label: 'Boot',
id: document.getElementById("myObject").value
});
}
canvas.add(rect);
rect.set({
label: kenmerk + ' ' + rect.width * 7 + ' cm',
rx: 8,
ry: 8
});
canvas.renderAll();
}
function saveCanvas() {
js = JSON.stringify(canvas.toDatalessJSON());
}
function loadCanvas() {
//window.alert(js);
canvas.clear();
canvas.loadFromDatalessJSON(js);
canvas.renderAll();
}

Related

konva.js transformer crop box behavior problem

Is there any way to do the same with the cropbox action in the link below?
I am using the latest version of konva, but it seems that the link does not work after version 4.
https://codepen.io/kade87/pen/vYavQMp?editors=1011
How can I use it to work like a link in the latest version?
We must solve this problem. Or is there a javascript crop library that supports both pc and mobile? If so, please recommend. However, most of the libraries didn't work the way we wanted.
<script src="https://unpkg.com/konva#^4/konva.min.js"></script>
<div id="container"></div>
<script>
// noprotect
const stage = new Konva.Stage({
container: 'container',
width: window.innerWidth,
height: window.innerHeight
});
const layer = new Konva.Layer();
stage.add(layer);
Konva.Image.fromURL('https://i.imgur.com/ktWThtZ.png', img => {
img.setAttrs({
width: stage.width(),
height: stage.height(),
opacity: 0.5
});
layer.add(img)
})
Konva.Image.fromURL('https://i.imgur.com/ktWThtZ.png', img => {
var group = new Konva.Group({
clipFunc: (ctx) => {
ctx.save();
ctx.translate(fakeShape.x(), fakeShape.y())
ctx.rotate(Konva.getAngle(fakeShape.rotation()))
ctx.rect(0, 0, fakeShape.width() * fakeShape.scaleX(), fakeShape.height() * fakeShape.scaleY());
ctx.restore()
}
})
layer.add(group);
img.setAttrs({
width: stage.width(),
height: stage.height(),
});
group.add(img);
var fakeShape = new Konva.Rect({
width: 100,
height: 100,
x: 100,
y: 100,
fill: 'rgba(0,0,0,0)',
draggable: true
})
layer.add(fakeShape);
var tr = new Konva.Transformer({
enabledAnchors: ['top-left', 'bottom-right'],
rotateEnabled: false,
keepRatio: false,
flipEnabled: true,
node: fakeShape,
boundBoxFunc: (oldBox, newBox) => {
if(newBox.width < 50) {
newBox.width = 50
// newBox.x = oldBox.x
}
if(newBox.height < 50) {
newBox.height = 50
// newBox.y = oldBox.y
}
return newBox
}
});
layer.add(tr);
layer.draw();
});
</script>

JoinJS - fromJSON method error: "dia.ElementView: markup required"

I have a problem that I can't solve. I want to use JointJS fromJSON function to reconstruct the flowchart from a JSON (previously exported using JoinJS's toJSON function.
The problem is that the call to the fromJSON function always returns the following error:
Whether I call it inside the hook mounted () or call it from the click of a button.
For completeness I also want to say that I am using Vue.js.
The code I'm using instead is the following:
<template>
<div class="wrapper">
<button v-on:click="getGraphJSON">Get graph JSON</button>
<button v-on:click="resetGraphJSON">Restore graph from JSON</button>
<div id="myholder"></div>
</div>
</template>
<script>
const _ = require('lodash')
const joint = require('jointjs')
const g = require('../../node_modules/jointjs/dist/geometry.js')
const backbone = require('../../node_modules/backbone/backbone.js')
const $ = require('../../node_modules/jquery/dist/jquery.js')
import '../../node_modules/jointjs/dist/joint.css';
var CustomRectangle = joint.shapes.standard.Rectangle.define('CustomRectangle', {
type: 'CustomRectangle',
attrs: {
body: {
rx: 10, // add a corner radius
ry: 10,
strokeWidth: 1,
fill: 'cornflowerblue'
},
label: {
textAnchor: 'left', // align text to left
refX: 10, // offset text from right edge of model bbox
fill: 'white',
fontSize: 18
}
}
}, {
markup: [{
tagName: 'rect',
selector: 'body',
}, {
tagName: 'text',
selector: 'label'
}]
}, {
createRandom: function() {
var rectangle = new this();
var fill = '#' + ('000000' + Math.floor(Math.random() * 16777215).toString(16)).slice(-6);
var stroke = '#' + ('000000' + Math.floor(Math.random() * 16777215).toString(16)).slice(-6);
var strokeWidth = Math.floor(Math.random() * 6);
var strokeDasharray = Math.floor(Math.random() * 6) + ' ' + Math.floor(Math.random() * 6);
var radius = Math.floor(Math.random() * 21);
rectangle.attr({
body: {
fill: fill,
stroke: stroke,
strokeWidth: strokeWidth,
strokeDasharray: strokeDasharray,
rx: radius,
ry: radius
},
label: { // ensure visibility on dark backgrounds
fill: 'black',
stroke: 'white',
strokeWidth: 1,
fontWeight: 'bold'
}
});
return rectangle;
}
});
export default {
name: 'JointChartRestorable',
data() {
return {
graph: null,
paper: null,
// graphJSON: JSON.parse('{"cells":[{"type":"standard.Rectangle","position":{"x":100,"y":30},"size":{"width":100,"height":40},"angle":0,"id":"049776c9-7b6d-4aaa-8b02-1edc3bea9852","z":1,"attrs":{"body":{"fill":"blue"},"label":{"fill":"white","text":"Rect #1"}}},{"type":"standard.Rectangle","position":{"x":400,"y":30},"size":{"width":100,"height":40},"angle":0,"id":"b6e77973-1195-4749-99e1-728549329b11","z":2,"attrs":{"body":{"fill":"#2C3E50","rx":5,"ry":5},"label":{"fontSize":18,"fill":"#3498DB","text":"Rect #2","fontWeight":"bold","fontVariant":"small-caps"}}},{"type":"standard.Link","source":{"id":"049776c9-7b6d-4aaa-8b02-1edc3bea9852"},"target":{"id":"b6e77973-1195-4749-99e1-728549329b11"},"id":"4ed8e3b3-55de-4ad2-b79e-d4848adc4a58","labels":[{"attrs":{"text":{"text":"Hello, World!"}}}],"z":3,"attrs":{"line":{"stroke":"blue","strokeWidth":1,"targetMarker":{"d":"M 10 -5 0 0 10 5 Z","stroke":"black","fill":"yellow"},"sourceMarker":{"type":"path","stroke":"black","fill":"red","d":"M 10 -5 0 0 10 5 Z"}}}}],"graphCustomProperty":true,"graphExportTime":1563951791966}')
// graphJSON: JSON.parse('{"cells":[{"type":"examples.CustomRectangle","position":{"x":90,"y":30},"size":{"width":100,"height":40},"angle":0,"id":"faa7f957-4691-4bb2-b907-b2054f7e07de","z":1,"attrs":{"body":{"fill":"blue"},"label":{"text":"Rect #1"}}}]}')
graphJSON: JSON.parse('{"cells":[{"type":"CustomRectangle","position":{"x":100,"y":30},"size":{"width":100,"height":40},"angle":0,"id":"f02da591-c03c-479f-88cf-55c291064ca8","z":1,"attrs":{"body":{"fill":"blue"},"label":{"text":"Rect #1"}}}]}')
};
},
methods: {
getGraphJSON: function() {
this.graphJSON = this.graph.toJSON();
console.log(JSON.stringify(this.graphJSON));
this.graph.get('graphCustomProperty'); // true
this.graph.get('graphExportTime');
},
resetGraphJSON: function() {
if(this.graphJSON !== undefined && this.graphJSON !== null && this.graphJSON !== '') {
this.graph.fromJSON(this.graphJSON);
// this.paper.model.set(this.graphJSON);
} else {
alert('Devi prima cliccare sul tasto "Get graph JSON" almeno una volta');
}
}
},
mounted() {
this.graph = new joint.dia.Graph();
this.graph.fromJSON(this.graphJSON);
// this.graph.set('graphCustomProperty', true);
// this.graph.set('graphExportTime', Date.now());
this.paper = new joint.dia.Paper({
el: document.getElementById('myholder'),
model: this.graph,
width: '100%',
height: 600,
gridSize: 10,
drawGrid: true,
background: {
color: 'rgba(0, 255, 0, 0.3)'
},
// interactive: false, // disable default interaction (e.g. dragging)
/*elementView: joint.dia.ElementView.extend({
pointerdblclick: function(evt, x, y) {
joint.dia.CellView.prototype.pointerdblclick.apply(this, arguments);
this.notify('element:pointerdblclick', evt, x, y);
this.model.remove();
}
}),
linkView: joint.dia.LinkView.extend({
pointerdblclick: function(evt, x, y) {
joint.dia.CellView.prototype.pointerdblclick.apply(this, arguments);
this.notify('link:pointerdblclick', evt, x, y);
this.model.remove();
}
})*/
});
/*this.paper.on('cell:pointerdblclick', function(cellView) {
var isElement = cellView.model.isElement();
var message = (isElement ? 'Element' : 'Link') + ' removed';
eventOutputLink.attr('label/text', message);
eventOutputLink.attr('body/visibility', 'visible');
eventOutputLink.attr('label/visibility', 'visible');
});*/
/***************************************************/
/************** GRAPH ELEMENT SAMPLE ***************/
/***************************************************/
// var rect = new joint.shapes.standard.Rectangle();
// var rect = new CustomRectangle();
// rect.position(100, 30);
// rect.resize(100, 40);
// rect.attr({
// body: {
// fill: 'blue'
// },
// label: {
// text: 'Rect #1',
// fill: 'white'
// }
// });
// rect.addTo(this.graph);
/***************************************************/
/************** GRAPH ELEMENT SAMPLE ***************/
/***************************************************/
}
}
</script>
Right now I'm using a custom element, previously defined, but I've also done tests using the standard Rectangle element of JointJS.
Can anyone tell me if I'm doing something wrong?
Many thanks in advance.
Markup object could not be found in element that's reason why this error is getting. After it's imported jointjs to the vueJS project through jointjs or rabbit dependency;
import * as joint from 'jointjs' or import * as joint from 'rabbit'
window.joint = joint;
joint should be adjusted as global in environment by using window.

HTML Canvas Clears and Reappears

I have a html canvas that I draw a rect on, when I clear the canvas the screen clears but when you move the mouse the rect reappears. I stretch the rect vertically. Here is a code pen example of what is happening, you have to double click on the canvas for the rect to appear. https://codepen.io/tjquinn/pen/BYZQqo
HTML
<div id="app">
<div class="cv">
<canvas v-on:mousedown="mouseDown" v-on:mousemove="mouseMove" v-on:mouseup="mouseUp" #dblclick="dclick" id="rect" class="rect" width="150" height="700"></canvas>
<button v-on:click="clear">
Clear
</button>
</div>
</div>
JS
methods: {
checkCloseEnough: function (p1, p2) {
return Math.abs(p1 - p2) < this.closeEnough;
},
getVal: function (x) {
this.canvas2 = document.getElementById('rect');
this.ctx2 = this.canvas2.getContext('2d');
this.st = this.canvas2.height;
this.ic = (this.st / x);
},
draw: function () {
this.ctx2.fillStyle = "#222222";
this.ctx2.fillRect(this.ctx2.rect.startX, this.ctx2.rect.startY, this.ctx2.rect.w, this.ctx2.rect.h);
this.drawHandles();
},
drawHandles: function () {
this.drawCircle(this.ctx2.rect.startX + this.ctx2.rect.w/2, this.ctx2.rect.startY, this.closeEnough); //top left corner
//drawCircle(rect.startX + rect.w, rect.startY, closeEnough);
//drawCircle(rect.startX + rect.w, rect.startY + rect.h, closeEnough);
this.drawCircle(this.ctx2.rect.startX + this.ctx2.rect.w/2, this.ctx2.rect.startY + this.ctx2.rect.h, this.closeEnough);
},
drawCircle: function (x, y, radius) {
this.ctx2.fillStyle = "#FF0000";
this.ctx2.beginPath();
this.ctx2.arc(x, y, radius, 0, 2 * Math.PI);
this.ctx2.closePath();
this.ctx2.fill();
},
checkCloseEnough: function (p1, p2) {
return Math.abs(p1 - p2) < this.closeEnough;
},
mouseDown: function (event) {
this.mouseX = event.pageX - this.canvas2.offsetLeft;
this.mouseY = event.pageY - this.canvas2.offsetTop;
// if there isn't a rect yet
if (this.ctx2.rect.w === undefined) {
this.ctx2.rect.startX = this.mouseY;
this.ctx2.rect.startY = this.mouseX;
this.dragBR = true;
}
if (this.checkCloseEnough(this.mouseX, this.ctx2.rect.startX + this.ctx2.rect.w/2) && this.checkCloseEnough(this.mouseY, this.ctx2.rect.startY)) {
this.dragTL = true;
}
else if (this.checkCloseEnough(this.mouseX, this.ctx2.rect.startX + this.ctx2.rect.w/2) && this.checkCloseEnough(this.mouseY, this.ctx2.rect.startY + this.ctx2.rect.h)) {
this.dragBR = true;
}
else {
// handle not resizing
}
this.ctx2.clearRect(0, 0, this.canvas2.width, this.canvas2.height);
this.draw();
},
mouseMove: function (event) {
this.mouseX = event.pageX - this.canvas2.offsetLeft;
this.mouseY = event.pageY - this.canvas2.offsetTop;
if (this.dragTL) {
//rect.w += rect.startX - mouseX;
this.ctx2.rect.h += this.ctx2.rect.startY - this.mouseY;
//rect.startX = mouseX;
this.ctx2.rect.startY = this.mouseY;
}
else if (this.dragBR) {
//rect.w = Math.abs(rect.startX - mouseX);
this.ctx2.rect.h = Math.abs(this.ctx2.rect.startY - this.mouseY);
}
this.ctx2.clearRect(0, 0, this.canvas2.width, this.canvas2.height);
this.draw();
},
mouseUp: function () {
this.dragTL = false;
this.dragTR = false;
this.dragBL = false;
this.dragBR = false;
},
dclick: function (e) {
console.log("Fires");
e.preventDefault();
this.ctx2.rect = {
startX: 25,
startY: 100,
w: (this.canvas2.width - 50),
h: 300,
}
this.draw();
this. ln = this.lines;
this.getVal(10);
},
clear: function () {
this.cv2 = 'rect';
this.canvas2 = document.getElementById(this.cv2);
this.ctx2 = this.canvas2.getContext('2d');
console.log(this.ctx2.clearRect(0, 0, this.canvas2.width, this.canvas2.height));
console.log("Clear should run");
},
}
})
It turns out the error was in my logic that was pointed out by Kamal Singh, I needed to add clear flags to my methods so that they do not run if the screen has been cleared.
<html>
<head>
<title>Test</title>
<script src="vue.min.js"></script>
</head>
<body>
<div id="app">
<div class="cv">
<canvas style='border:1px solid;' v-on:mousedown="mouseDown" v-on:mousemove="mouseMove" v-on:mouseup="mouseUp" #dblclick="dclick" id="rect" class="rect" width="150" height="700"></canvas>
<button v-on:click="clear">
Clear
</button>
</div>
</div>
<script>
new Vue({
el: '#app',
data: function() {
return {
rect : {},
drag : false,
closeEnough : 10,
st : 0,
ic : 0,
mouseX : 0,
mouseY : 0,
dragTL : false,
dragBL : false,
dragTR : false,
dragBR : false,
cv2: '',
ln: 0,
cleared: true
}
},
mounted: function () {
this.getVal(10);
this.draw();
},
methods: {
checkCloseEnough: function (p1, p2) {
return Math.abs(p1 - p2) < this.closeEnough;
},
getVal: function (x) {
this.canvas2 = document.getElementById('rect');
this.ctx2 = this.canvas2.getContext('2d');
this.st = this.canvas2.height;
this.ic = (this.st / x);
},
draw: function () {
this.ctx2.fillStyle = "#222222";
this.ctx2.fillRect(this.ctx2.rect.startX, this.ctx2.rect.startY, this.ctx2.rect.w, this.ctx2.rect.h);
this.drawHandles();
},
drawHandles: function () {
this.drawCircle(this.ctx2.rect.startX + this.ctx2.rect.w/2, this.ctx2.rect.startY, this.closeEnough); //top left corner
//drawCircle(rect.startX + rect.w, rect.startY, closeEnough);
//drawCircle(rect.startX + rect.w, rect.startY + rect.h, closeEnough);
this.drawCircle(this.ctx2.rect.startX + this.ctx2.rect.w/2, this.ctx2.rect.startY + this.ctx2.rect.h, this.closeEnough);
},
drawCircle: function (x, y, radius) {
this.ctx2.fillStyle = "#FF0000";
this.ctx2.beginPath();
this.ctx2.arc(x, y, radius, 0, 2 * Math.PI);
this.ctx2.closePath();
this.ctx2.fill();
},
checkCloseEnough: function (p1, p2) {
return Math.abs(p1 - p2) < this.closeEnough;
},
mouseDown: function (event) {
if(this.cleared) return;
this.mouseX = event.pageX - this.canvas2.offsetLeft;
this.mouseY = event.pageY - this.canvas2.offsetTop;
// if there isn't a rect yet
if (this.ctx2.rect.w === undefined) {
this.ctx2.rect.startX = this.mouseY;
this.ctx2.rect.startY = this.mouseX;
this.dragBR = true;
}
if (this.checkCloseEnough(this.mouseX, this.ctx2.rect.startX + this.ctx2.rect.w/2) && this.checkCloseEnough(this.mouseY, this.ctx2.rect.startY)) {
this.dragTL = true;
}
else if (this.checkCloseEnough(this.mouseX, this.ctx2.rect.startX + this.ctx2.rect.w/2) && this.checkCloseEnough(this.mouseY, this.ctx2.rect.startY + this.ctx2.rect.h)) {
this.dragBR = true;
}
else {
// handle not resizing
}

Quintus Game Development

I am trying to pause between levels in this game but the pause feature wont work. Any help would be great. Currently the code just keeps getting stuck in a loop and prints out Next Level.
The level system is supposed to work when this.p.levelData.nextLevel is true but it keeps looping.
Any help would be great.
Quintus.ZombiesGameplay = function(Q) {
//game level
Q.Sprite.extend('Level', {
init: function(p) {
this._super(p, {
asset: '/assets/images/background.png',
type: Q.SPRITE_GROUND,
x: 90 + 1024/2,
y: 768/2,
w: 1024,
h: 768,
sunFrequency: {min: 3,max: 10}, //min and max number of seconds for sun to appear
});
this.timeNextSun = this.getTimeNextSun(); //time for the next sun to appear
//level data
this.zombieIndex = 0; //current index from zombies array
this.numZombies = this.p.levelData.zombies.length;
this.levelTime = 0; //keep track of the level duration
//save the position of each plant in a grid
this.plantsGrid = new Array(new Array(7), new Array(7), new Array(7), new Array(7), new Array(7), new Array(7));
this.on('touch');
Q.audio.play('/assets/audio/ZombiesOnYourLawn.mp3');
},
step: function(dt) {
//update level duration
this.levelTime += dt;
//check for level passed
if(this.p.levelData.duration < this.levelTime) {
if(this.p.levelData.nextLevel) {
// Q.stageScene("level", {levelData: Q.assets[this.p.levelData.nextLevel]});
// Q.stage().pause();
// Q.stage().unpause();
// debugger;
nextLevel();
// pauseGame();
// unPauseGame();
}else {
endGame();
// Q.stageScene('level', {levelData: Q.assets['/assets/data/level1.json']});
// Q.stage().pause();
// Q.stage().unpause();
}
}
//create zombies at the defined times
if(this.zombieIndex < this.numZombies) {
var currentZombie = this.p.levelData.zombies[this.zombieIndex];
if(this.levelTime >= currentZombie.time) {
var zombieData = Q.zombieTypes[currentZombie.type];
var newZombie = new Q.Zombie(
Q._extend(zombieData, {y: currentZombie.row * 120 + 60})
);
this.stage.insert(newZombie);
this.zombieIndex++;
}
}
//update sun generation timing
this.timeNextSun -= dt;
if(this.timeNextSun <= 0) {
this.timeNextSun = this.getTimeNextSun();
//create sun in the sun stage
Q.stage(1).insert(new Q.Sun());
}
},
touch: function(touch) {
//if a plant is selected
if(Q.state.get('currentPlant')) {
//get plantsGrid coordinates
var row = Math.floor((touch.y)/120);
var col = Math.floor((touch.x - 240)/120);
if(row >= 0 && row < this.plantsGrid.length && col >= 0 && col < this.plantsGrid[0].length) {
if(!this.plantsGrid[row][col] && Q.state.get('sun') >= Q.state.get('currentPlant').cost) {
Q.state.dec('sun', Q.state.get('currentPlant').cost);
var newPlant = new Q.Plant(Q._extend({x: 240 + 60 + col*120, y: 60 + row*120}, Q.state.get('currentPlant')));
this.stage.insert(newPlant);
this.plantsGrid[row][col] = newPlant;
newPlant.p.gridRow = row;
newPlant.p.gridCol = col;
}
}
}
},
getTimeNextSun: function() {
return this.p.sunFrequency.min + Math.random()*(this.p.sunFrequency.max - this.p.sunFrequency.min);
},
});
}
function nextLevel(){
console.log('NEXT LEVEL');
Q.stageScene("nextLevel",1, { label: "LEVEL COMPLETED!" });
Q.scene('nextLevel',function(stage) {
var container = stage.insert(new Q.UI.Container({
x: Q.width/2, y: Q.height/2, fill: "rgba(0,0,0,0.5)"
}));
var nextLevelButton = container.insert(new Q.UI.Button({ x: 0, y: 0, fill: "#CCCCCC",
label: "Next Level" }))
var label = container.insert(new Q.UI.Text({x:10, y: -10 - nextLevelButton.p.h, fill: "#FFFFFF",
label: stage.options.label }));
nextLevelButton.on("click",function() {
alert("test");
Q.stageScene("level", {levelData: Q.assets[this.p.levelData.nextLevel] });
});
container.fit(20);
});
pauseGame();
};
function endGame(){
console.log('YOU WON!');
Q.stageScene("endGame",1, { label: "You Have Won The Game!" });
Q.scene('endGame',function(stage) {
var container = stage.insert(new Q.UI.Container({
x: Q.width/2, y: Q.height/2, fill: "rgba(0,0,0,0.5)"
}));
var button = container.insert(new Q.UI.Button({ x: 0, y: 0, fill: "#CCCCCC",
label: "Play Again" }))
var label = container.insert(new Q.UI.Text({x:10, y: -10 - button.p.h, fill: "#FFFFFF",
label: stage.options.label }));
button.on("click",function() {
Q.clearStages();
Q.stageScene('level', {levelData: Q.assets['/assets/data/level1.json']});
});
container.fit(20);
});
// pauseGame();
};
function pauseGame(){
console.log("Game Paused");
Q.stage().pause()
};
function unPauseGame(){
Q.stage().unpause()
};

Fabric.js clipping individual objects dynamically

I am dynamically adding a rect element to crop/clip (using clipTo) a selected element,
It works perfect at the first time but when i add a second element to the canvas and begin to crop the second element the first element looses the crop/clip. Below is my code, there are 2 buttons 1 to start crop/clip (places a dynamic rect over the element to be cropped) second to do the cropping/clipping.
$('#crop').on('click', function (event) {
var left = el.left - object.left;
var top = el.top - object.top;
left *= 1;
top *= 1;
var width = el.width * 1;
var height = el.height * 1;
object.clipTo = function (ctx)
{
ctx.rect(-(el.width/2)+left, -(el.height/2)+top, parseInt(width*el.scaleX), parseInt(el.scaleY*height));
}
for(var i=0; i<$("#layers li").size();i++)
{
canvas.item(i).selectable= true;
}
disabled = true;
canvas.remove(canvas.getActiveObject());
lastActive = object;
canvas.renderAll();
});
$('#startCrop').on('click',function(){
canvas.remove(el);
if(canvas.getActiveObject())
{
object=canvas.getActiveObject();
if (lastActive && lastActive !== object) {
lastActive.clipTo = null;
}
el = new fabric.Rect
({
fill: 'rgba(0,0,0,0.3)',
originX: 'left',
originY: 'top',
stroke: '#ccc',
strokeDashArray: [2, 2],
opacity: 1,
width: 1,
height: 1,
borderColor: '#36fd00',
cornerColor: 'green',
hasRotatingPoint:false
});
el.left=canvas.getActiveObject().left;
selection_object_left=canvas.getActiveObject().left;
selection_object_top=canvas.getActiveObject().top;
el.top=canvas.getActiveObject().top;
el.width=canvas.getActiveObject().width*canvas.getActiveObject().scaleX;
el.height=canvas.getActiveObject().height*canvas.getActiveObject().scaleY;
canvas.add(el);
canvas.setActiveObject(el);
for(var i=0; i<$("#layers li").size();i++)
{
canvas.item(i).selectable= false;
}
}
else{
alert("Please select an object or layer");
}
});
Is this what you're looking for? http://jsfiddle.net/86bTc/4/
You set the lastActive.clipTo = null;
try this code
function crop()
{
if (!fabric.Canvas.supports('toDataURL')) {
alert('This browser doesn\'t provide means to serialize canvas to an image');
}
else {
var obj = canvas.getActiveObject();
fabric.Image.fromURL(canvas.toDataURL({
format: 'png',
left: obj.left + 1,
top: obj.top + 1,
width: obj.width * obj.scaleX,
height: obj.height * obj.scaleY,
}), function (img) {
canvas.remove(obj);
canvas.remove(ao);
canvas.add(img);
canvas.renderAll();
})
}
}
;
function Select() {
ao = canvas.getActiveObject();
if (!ao)
return;
canvas.bringToFront(ao);
ao.selectable = false;
canvas.add(new fabric.Rect({
left: 200,
top: 200,
width: 200,
height: 200,
fill: 'transparent',
stroke: '#000000',
hasRotatingPoint: false,
strokeDashArray: [5, 5],
cornerSize: 8,
}));
}