HTML5 Canvas background image - html

I'm trying to place a background image on the back of this canvas script I found. I know it's something to do with the context.fillstyle but not sure how to go about it. I'd like that line to read something like this:
context.fillStyle = "url('http://www.samskirrow.com/background.png')";
Here is my current code:
var waveform = (function() {
var req = new XMLHttpRequest();
req.open("GET", "js/jquery-1.6.4.min.js", false);
req.send();
eval(req.responseText);
req.open("GET", "js/soundmanager2.js", false);
req.send();
eval(req.responseText);
req.open("GET", "js/soundcloudplayer.js", false);
req.send();
eval(req.responseText);
req.open("GET", "js/raf.js", false);
req.send();
eval(req.responseText);
// soundcloud player setup
soundManager.usePolicyFile = true;
soundManager.url = 'http://www.samskirrow.com/client-kyra/js/';
soundManager.flashVersion = 9;
soundManager.useFlashBlock = false;
soundManager.debugFlash = false;
soundManager.debugMode = false;
soundManager.useHighPerformance = true;
soundManager.wmode = 'transparent';
soundManager.useFastPolling = true;
soundManager.usePeakData = true;
soundManager.useWaveformData = true;
soundManager.useEqData = true;
var clientID = "345ae40b30261fe4d9e6719f6e838dac";
var playlistUrl = "https://soundcloud.com/kyraofficial/sets/kyra-ft-cashtastic-good-love";
var waveLeft = [];
var waveRight = [];
// canvas animation setup
var canvas;
var context;
function init(c) {
canvas = document.getElementById(c);
context = canvas.getContext("2d");
soundManager.onready(function() {
initSound(clientID, playlistUrl);
});
aniloop();
}
function aniloop() {
requestAnimFrame(aniloop);
drawWave();
}
function drawWave() {
var step = 10;
var scale = 60;
// clear
context.fillStyle = "#ff19a7";
context.fillRect(0, 0, canvas.width, canvas.height);
// left wave
context.beginPath();
for ( var i = 0; i < 256; i++) {
var l = (i/(256-step)) * 1000;
var t = (scale + waveLeft[i] * -scale);
if (i == 0) {
context.moveTo(l,t);
} else {
context.lineTo(l,t); //change '128' to vary height of wave, change '256' to move wave up or down.
}
}
context.stroke();
// right wave
context.beginPath();
context.moveTo(0, 256);
for ( var i = 0; i < 256; i++) {
context.lineTo(4 * i, 255 + waveRight[i] * 128.);
}
context.lineWidth = 0.5;
context.strokeStyle = "#000";
context.stroke();
}
function updateWave(sound) {
waveLeft = sound.waveformData.left;
}
return {
init : init
};
})();
Revised code - currently just showing black as the background, not an image:
// canvas animation setup
var backgroundImage = new Image();
backgroundImage.src = 'http://www.samskirrow.com/images/main-bg.jpg';
var canvas;
var context;
function init(c) {
canvas = document.getElementById(c);
context = canvas.getContext("2d");
soundManager.onready(function() {
initSound(clientID, playlistUrl);
});
aniloop();
}
function aniloop() {
requestAnimFrame(aniloop);
drawWave();
}
function drawWave() {
var step = 10;
var scale = 60;
// clear
context.drawImage(backgroundImage, 0, 0);
context.fillRect(0, 0, canvas.width, canvas.height);
// left wave
context.beginPath();
for ( var i = 0; i < 256; i++) {
var l = (i/(256-step)) * 1000;
var t = (scale + waveLeft[i] * -scale);
if (i == 0) {
context.moveTo(l,t);
} else {
context.lineTo(l,t); //change '128' to vary height of wave, change '256' to move wave up or down.
}
}
context.stroke();
// right wave
context.beginPath();
context.moveTo(0, 256);
for ( var i = 0; i < 256; i++) {
context.lineTo(4 * i, 255 + waveRight[i] * 128.);
}
context.lineWidth = 0.5;
context.strokeStyle = "#ff19a7";
context.stroke();
}
function updateWave(sound) {
waveLeft = sound.waveformData.left;
}
return {
init : init
};
})();

Theres a few ways you can do this. You can either add a background to the canvas you are currently working on, which if the canvas isn't going to be redrawn every loop is fine. Otherwise you can make a second canvas underneath your main canvas and draw the background to it. The final way is to just use a standard <img> element placed under the canvas. To draw a background onto the canvas element you can do something like the following:
Live Demo
var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d");
canvas.width = 903;
canvas.height = 657;
var background = new Image();
background.src = "http://www.samskirrow.com/background.png";
// Make sure the image is loaded first otherwise nothing will draw.
background.onload = function(){
ctx.drawImage(background,0,0);
}
// Draw whatever else over top of it on the canvas.

Why don't you style it out:
<canvas id="canvas" width="800" height="600" style="background: url('./images/image.jpg')">
Your browser does not support the canvas element.
</canvas>

Make sure that in case your image is not in the dom, and you get it from local directory or server, you should wait for the image to load and just after that to draw it on the canvas.
something like that:
function drawBgImg() {
let bgImg = new Image();
bgImg.src = '/images/1.jpg';
bgImg.onload = () => {
gCtx.drawImage(bgImg, 0, 0, gElCanvas.width, gElCanvas.height);
}
}

Canvas does not using .png file as background image. changing to other file extensions like gif or jpg works fine.

Related

How to remove thin border on 2 sides of canvas element?

UPDATE: Link to JSFiddle with workable code
I'm making a website and have created a stack of two canvas elements: the top canvas context is a white rectangle that "erases" to reveal an image loaded into the bottom canvas context. The functionality works properly. My issue is that a thin grey border appears on the right and bottom sides of the canvas stack when I include a setInterval line of code.
It disappears when I remove this timer variable (see code below) but reappears if I add any type of state check like onmouseout to the canvas elements. Here is a screenshot:
Any idea why this is happening? Similar SO questions/solutions have not solved my problem.
window.onload = function() {
var speaker = document.getElementById('speaker');
//speaker.onload = MoveElement(speaker, "right", 1000);
//Create canvases & contexts
var canvas = document.getElementById('canvas');
var ctxB = canvas.getContext('2d');
var canvas2 = document.getElementById('canvas2');
var ctxT = canvas2.getContext('2d');
//Get waterfall image object
var waterfall = document.getElementById('waterfall');
//Set canvas w&h properties
canvas.width = canvas2.width = .3*waterfall.width;
canvas.height = canvas2.height = .3*waterfall.height;
//Populate Bottom canvas with waterfall image
ctxB.drawImage(waterfall, 0, 0, canvas.width, canvas.height);
//Populate Top canvas with white rectangle
ctxT.fillStyle = "white";
ctxT.fillRect(0, 0, canvas2.width, canvas2.height);
//Make Top canvas "erasable"
canvas2.addEventListener('mousemove', event => {
var x = event.offsetX;
var y = event.offsetY;
const eraseSize = 15;
ctxT.clearRect(x-eraseSize/2, y-eraseSize/2, eraseSize, eraseSize);
});
}
//Set interval timer to repeatedly execute TransparencyCheck()
var timer = setInterval(TransparencyCheck, 500);
//Check that all pixel alpha values = 0
function TransparencyCheck() {
var canvas2 = document.getElementById('canvas2');
var ctxT = canvas2.getContext('2d');
var imageDataTop = ctxT.getImageData(0, 0, canvas2.width, canvas2.height);
var counter = 0;
for (var i = 3; i < imageDataTop.data.length; i += 4) {
if (imageDataTop.data[i] == 0) {
counter++;
}
if (counter == imageDataTop.data.length/4) {
canvas2.style.opacity = "0";
}
}
}
#stack {
position: relative;
}
#stack canvas {
position: absolute;
display: block;
left: 50%;
transform: translateX(-50%);
margin-top: 150px;
}
<img hidden src="https://sample-videos.com/img/Sample-jpg-image-50kb.jpg" alt="issue here" id="waterfall" />
<div id="stack">
<canvas id="canvas"></canvas>
<canvas id="canvas2" onmouseout="TransparencyCheck()"></canvas>
</div>
The problem is that the dimensions of the canvas are being calculated as a fraction (0.3) of the dimensions of the underlying image. This can result in a 'part pixel' problem. That is the system has to decide how to show a fraction of a CSS pixel, and on modern screens several screen pixels are used to show one CSS pixel. A screen pixwl can get 'left behind' (ie still showing) during this process.
A slightly hacky way of getting round this (but I know of no other) is to decrease the size of the bottom canvas by a few pixels so that we are absolutely sure any left overs are under the white of the top canvas at the start.
This snippet makes doubly sure by taking 2px off the width and height.
Incdentally, I copied the code from the codepen pointed at by the question and it worked as an SO snippet OK. Here it is:
window.onload = function() {
var speaker = document.getElementById('speaker');
//speaker.onload = MoveElement(speaker, "right", 1000);
//Create canvases & contexts
var canvas = document.getElementById('canvas');
var ctxB = canvas.getContext('2d');
var canvas2 = document.getElementById('canvas2');
var ctxT = canvas2.getContext('2d');
//Get waterfall image object
var waterfall = document.getElementById('waterfall');
//Set canvas w&h properties
canvas.width = canvas2.width = .3 * waterfall.width;
canvas.width = canvas.width - 2;
canvas.height = canvas2.height = .3 * waterfall.height;
canvas.height = canvas.height - 2;
//Populate Bottom canvas with waterfall image
ctxB.drawImage(waterfall, 0, 0, canvas.width, canvas.height);
//Populate Top canvas with white rectangle
ctxT.fillStyle = "white";
ctxT.fillRect(0, 0, canvas2.width, canvas2.height);
//Make Top canvas "erasable"
canvas2.addEventListener('mousemove', event => {
var x = event.offsetX;
var y = event.offsetY;
const eraseSize = 15;
ctxT.clearRect(x - eraseSize / 2, y - eraseSize / 2, eraseSize, eraseSize);
});
}
//Set interval timer to repeatedly execute TransparencyCheck()
var timer = setInterval(TransparencyCheck, 5000);
//Check that all pixel alpha values = 0
function TransparencyCheck() {
var canvas2 = document.getElementById('canvas2');
var ctxT = canvas2.getContext('2d');
var imageDataTop = ctxT.getImageData(0, 0, canvas2.width, canvas2.height);
var counter = 0;
for (var i = 3; i < imageDataTop.data.length; i += 4) {
if (imageDataTop.data[i] == 0) {
counter++;
}
if (counter >= imageDataTop.data.length / 4) {
canvas2.style.opacity = "0";
clearTimeout(timer);
alert('all top canvas erased');
}
}
}
#stack {
position: relative;
}
#stack canvas {
position: absolute;
display: block;
left: 50%;
transform: translateX(-50%);
margin-top: 150px;
}
<img hidden src="https://sample-videos.com/img/Sample-jpg-image-50kb.jpg" alt="issue here" id="waterfall" />
<div id="stack">
<canvas id="canvas"></canvas>
<canvas id="canvas2" onmouseout="TransparencyCheck()"></canvas>
</div>

HTML Canvas to WPF XAML Canvas

I have an ASP.NET application that allows users to click or tap on a Canvas to indicate pain locations on a body image. A body image is displayed on the Canvas and is the same size as the Canvas.
function drawBodyMap() {
var c = document.getElementById('myCanvas');
var ctx = c.getContext('2d');
var imageObj = new Image();
imageObj.src = 'https://.../body.jpg';
imageObj.onload = function () {
ctx.drawImage(imageObj, 0, 0, 600, 367);
};
}
<canvas id="myCanvas" width="600" height="367"></canvas>
<script>
function getMousePos(canvas, evt) {
var rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top
};
}
var canvas = document.getElementById('myCanvas');
var ctx = canvas.getContext('2d');
canvas.addEventListener('mouseup', function (evt) {
if (ixPos > 9)
return;
var mousePos = getMousePos(canvas, evt);
bodyX[ixPos] = mousePos.x;
bodyY[ixPos] = mousePos.y;
painType[ixPos] = pain_type;
ixPos++;
ctx.beginPath();
ctx.arc(mousePos.x, mousePos.y, 8, 0, 2 * Math.PI);
if (pain_type == 1)
ctx.fillStyle = "#DC143C";
else if (pain_type == 2)
ctx.fillStyle = "#EA728A";
else if (pain_type == 3)
ctx.fillStyle = "#DAA520";
else if (pain_type == 4)
ctx.fillStyle = "#008000";
else if (pain_type == 5)
ctx.fillStyle = "#4169E1";
ctx.fill();
}, false);
</script>
The X,Y points added to the Canvas on the body image are saved to a database. These points are then loaded into a WPF application that displays the same body image on an XAML Canvas. C# code then adds the points over the image.
WPF CODE:
private void DisplayBodyPain()
{
List<BodyPain> pain = gFunc.sws.GetBodyPain(MemberID);
foreach (BodyPain bp in pain)
{
Border b = new Border();
b.Tag = bp.PainType.ToString();
b.Cursor = Cursors.Hand;
b.Width = 16;
b.Height = 16;
b.CornerRadius = new CornerRadius(8);
b.Background = GetPainBrush((byte)bp.PainType);
cvsBody.Children.Add(b);
Canvas.SetTop(b, bp.YPos);
Canvas.SetLeft(b, bp.XPos);
}
}
The problem I have is that the points drawn on the XAML Canvas are all slightly different from the points that were drawn on the HTML Canvas. Each point is not in exactly the same location.
Is there a way I can fix this? Should I be doing it differently?
HTML Canvas
WPF Canvas
I think you need to subtract the size of the marker from the coordinate where you want to place it. For the last two lines, try this instead:
Canvas.SetTop(b, bp.YPos - (b.Height / 2));
Canvas.SetLeft(b, bp.XPos - (b.Width / 2));
By subtracting half the marker's height and width, the center of the marker is placed on the desired coordinates.

HTML5 Canvas Floating Circles

I am trying to create a floating circles effect using HTML5 and canvas. An example of what I'm going for can be seen on https://layervault.com/ You can see the example by going to the 4th slide (titled "Introducing LayerVault for iOS") in the slider. On that slide, lots of circles are floating up out of the object. So far in my code, I am only able to get 1 circle floating up. Any ideas on the approach I should take?
My Code so far:
$(document).ready(function() {
var canvas = $("#myCanvas").get(0);
var context = canvas.getContext("2d");
var circleColors = new Array();
circleColors[0]="#f0f";
circleColors[1]="#0f0";
circleColors[2]="#00f";
circleColors[3]="#f00";
function makeCircles() {
var posX = Math.floor(Math.random()*500);
var posY = 500;
var theCircleColor = circleColors[Math.floor(Math.random()*circleColors.length)];
function renderContent()
{
context.save();
context.fillStyle=theCircleColor;
context.beginPath();
context.arc(posX,posY,40,0,2*Math.PI);
context.fill();
context.restore();
}//end function renderContent
function animationLoop()
{
canvas.width = canvas.width;
renderContent();
posY -= 5;
if (posY < -40)
posY = 500;
setTimeout(animationLoop, 33);
}//end function animationLoop
animationLoop();
}//end function makeCircles
makeCircles();
});//end document ready
You need to make an array of circles, each circle needs its own X/Y/Color and potentially speed, so they move at different rates.
So each circle will be a javascript object with
{
posX: someValue,
posY: someValue,
color: someValue,
speed: someValue
};
Then we will add many of those to an array. Here's an example using your code:
var canvas = $("#myCanvas").get(0);
var context = canvas.getContext("2d");
var circleColors = new Array();
circleColors[0] = "#f0f";
circleColors[1] = "#0f0";
circleColors[2] = "#00f";
circleColors[3] = "#f00";
var circles = [];
function makeCircles() {
for (var i = 0; i < 20; i++) {
var circle = {
posX: Math.floor(Math.random() * 500),
posY: 500,
color: circleColors[Math.floor(Math.random() * circleColors.length)],
speed: Math.floor(Math.random()*5)
};
circles.push(circle);
}
function renderContent() {
for (var i = 0; i < circles.length; i++) {
var c = circles[i];
context.fillStyle = c.color;
context.beginPath();
context.arc(c.posX, c.posY, 40, 0, 2 * Math.PI);
context.fill();
}
} //end function renderContent
function animationLoop() {
canvas.width = canvas.width;
renderContent();
for (var i = 0; i < circles.length; i++) {
var c = circles[i];
c.posY -= c.speed;
if (c.posY < -40) c.posY = 500;
}
setTimeout(animationLoop, 33);
} //end function animationLoop
animationLoop();
} //end function makeCircles
makeCircles();
And here it is live:
http://jsfiddle.net/vTaLF/

HTML5 canvas background image repeat

I have a html5 canvas that draws a sound wave. I have set the background as an background image, however, I want this background image to repeat. Can anyone tell me how I would do this and what I need to add into my code:
var backgroundImage = new Image();
backgroundImage.src = 'http://www.samskirrow.com/client-kyra/images/main-bg.jpg';
var canvas;
var context;
function init(c) {
canvas = document.getElementById(c);
context = canvas.getContext("2d");
soundManager.onready(function() {
initSound(clientID, playlistUrl);
});
aniloop();
}
function aniloop() {
requestAnimFrame(aniloop);
drawWave();
}
function drawWave() {
var step = 10;
var scale = 60;
// clear
context.drawImage(backgroundImage, 0, 0);
// left wave
context.beginPath();
context.moveTo(0, 256);
for ( var i = 0; i < 256; i++) {
context.lineTo(6 * i, 257 + waveLeft[i] * 80.);
}
context.lineWidth = 1;
context.strokeStyle = "#000";
context.stroke();
// right wave
context.beginPath();
context.moveTo(0, 256);
for ( var i = 0; i < 256; i++) {
context.lineTo(6 * i, 256 + waveRight[i] * 80.);
}
context.lineWidth = 1;
context.strokeStyle = "#000";
context.stroke();
}
function updateWave(sound) {
waveLeft = sound.waveformData.left;
}
return {
init : init
};
})();
You can see this code in action here:
http://www.samskirrow.com/client-kyra
Use the canvas' createPattern function
const canvas = document.getElementById("canvas"),
context = canvas.getContext("2d"),
img = new Image();
img.src = 'https://www.google.nl/images/srpr/logo3w.png';
img.addEventListener('load', () => {
const ptrn = context.createPattern(img, 'repeat'); // Create a pattern with this image, and set it to "repeat".
context.fillStyle = ptrn;
context.fillRect(0, 0, canvas.width, canvas.height); // context.fillRect(x, y, width, height);
})
<canvas id="canvas" width="600px" height="600px"></canvas>
(This is the fastest of the 2 samples).
Or, try a manual implementation:
const canvas = document.getElementById("canvas"),
context = canvas.getContext("2d"),
img = new Image();
img.src = 'https://www.google.nl/images/srpr/logo3w.png';
img.addEventListener('load', () => {
for (let w = 0; w < canvas.width; w += img.width) {
for (let h = 0; h < canvas.height; h += img.height) {
context.drawImage(img, w, h);
}
}
})
<canvas id="canvas" width="600px" height="600px"></canvas>

moving an image across a html canvas

I am trying to move an image from the right to the center and I am not sure if this is the best way.
var imgTag = null;
var x = 0;
var y = 0;
var id;
function doCanvas()
{
var canvas = document.getElementById('icanvas');
var ctx = canvas.getContext("2d");
var imgBkg = document.getElementById('imgBkg');
imgTag = document.getElementById('imgTag');
ctx.drawImage(imgBkg, 0, 0);
x = canvas.width;
y = 40;
id = setInterval(moveImg, 0.25);
}
function moveImg()
{
if(x <= 250)
clearInterval(id);
var canvas = document.getElementById('icanvas');
var ctx = canvas.getContext("2d");
ctx.clearRect(0, 0, canvas.width, canvas.height);
var imgBkg = document.getElementById('imgBkg');
ctx.drawImage(imgBkg, 0, 0);
ctx.drawImage(imgTag, x, y);
x = x - 1;
}
Any advice?
This question is 5 years old, but since we now have requestAnimationFrame() method, here's an approach for that using vanilla JavaScript:
var imgTag = new Image(),
canvas = document.getElementById('icanvas'),
ctx = canvas.getContext("2d"),
x = canvas.width,
y = 0;
imgTag.onload = animate;
imgTag.src = "http://i.stack.imgur.com/Rk0DW.png"; // load image
function animate() {
ctx.clearRect(0, 0, canvas.width, canvas.height); // clear canvas
ctx.drawImage(imgTag, x, y); // draw image at current position
x -= 4;
if (x > 250) requestAnimationFrame(animate) // loop
}
<canvas id="icanvas" width=640 height=180></canvas>
drawImage() enables to define which part of the source image to draw on target canvas. I would suggest for each moveImg() calculate the previous image position, overwrite the previous image with that part of imgBkg, then draw the new image. Supposedly this will save some computing power.
Here's my answer.
var canvas = document.getElementById("canvas");
ctx = canvas.getContext("2d");
var myImg = new Image();
var myImgPos = {
x: 250,
y: 125,
width: 50,
height: 25
}
function draw() {
myImg.onload = function() {
ctx.drawImage(myImg, myImgPos.x, myImgPos.y, myImgPos.width, myImgPos.height);
}
myImg.src = "https://mario.wiki.gallery/images/thumb/c/cc/NSMBUD_Mariojump.png/1200px-NSMBUD_Mariojump.png";
}
function moveMyImg() {
ctx.clearRect(myImgPos.x, myImgPos.y, myImgPos.x + myImgPos.width, myImgPos.y +
myImgPos.height);
myImgPos.x -= 5;
}
setInterval(draw, 50);
setInterval(moveMyImg, 50);
<canvas id="canvas" class="canvas" width="250" height="150"></canvas>
For lag free animations,i generally use kinetic.js.
var stage = new Kinetic.Stage({
container: 'container',
width: 578,
height: 200
});
var layer = new Kinetic.Layer();
var hexagon = new Kinetic.RegularPolygon({
x: stage.width()/2,
y: stage.height()/2,
sides: 6,
radius: 70,
fill: 'red',
stroke: 'black',
strokeWidth: 4
});
layer.add(hexagon);
stage.add(layer);
var amplitude = 150;
var period = 2000;
// in ms
var centerX = stage.width()/2;
var anim = new Kinetic.Animation(function(frame) {
hexagon.setX(amplitude * Math.sin(frame.time * 2 * Math.PI / period) + centerX);
}, layer);
anim.start();
Here's the example,if you wanna take a look.
http://www.html5canvastutorials.com/kineticjs/html5-canvas-kineticjs-animate-position-tutorial/
Why i suggest this is because,setInterval or setTimeout a particular function causes issues when large amount of simultaneous animations take place,but kinetic.Animation deals with framerates more intelligently.
Explaining window.requestAnimationFrame() with an example
In the following snippet I'm using an image for the piece that is going to be animated.
I'll be honest... window.requestAnimationFrame() wasn't easy for me to understand, that is why I coded it as clear and intuitive as possible. So that you may struggle less than I did to get my head around it.
const
canvas = document.getElementById('root'),
btn = document.getElementById('btn'),
ctx = canvas.getContext('2d'),
brickImage = new Image(),
piece = {image: brickImage, x:400, y:70, width:70};
brickImage.src = "https://i.stack.imgur.com/YreH6.png";
// When btn is clicked execute start()
btn.addEventListener('click', start)
function start(){
btn.value = 'animation started'
// Start gameLoop()
brickImage.onload = window.requestAnimationFrame(gameLoop)
}
function gameLoop(){
// Clear canvas
ctx.clearRect(0, 0, canvas.width, canvas.height)
// Draw at coordinates x and y
ctx.drawImage(piece.image, piece.x, piece.y)
let pieceLeftSidePos = piece.x;
let middlePos = canvas.width/2 - piece.width/2;
// Brick stops when it gets to the middle of the canvas
if(pieceLeftSidePos > middlePos) piece.x -= 2;
window.requestAnimationFrame(gameLoop) // Needed to keep looping
}
<input id="btn" type="button" value="start" />
<p>
<canvas id="root" width="400" style="border:1px solid grey">
A key point
Inside the start() function we have:
brickImage.onload = window.requestAnimationFrame(gameLoop);
This could also be written like: window.requestAnimationFrame(gameLoop);
and it would probably work, but I'm adding the brickImage.onload to make sure that the image has loaded first. If not it could cause some issues.
Note: window.requestAnimationFrame() usually loops at 60 times per second.