HTML5 canvas background image repeat - html

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>

Related

HTML5 canvas drawing on background scalling

i have problem i have background image and changing it scale and position with mousewheel and can drawing with mousedown and mousemove events. me example: http://jsfiddle.net/74MCQ/ Now see first drawing and second zoom we don't see drawing lines. I need make like a paint if drawing on me select position and if zoom i need see equal position with equal zoom scale.
You need a way to store the drawings of your user, either within another canvas, or by storing coordinates.
I suggest you store coordinates, below here's some code that will store the lines within an array, each line being an array of coordinates like : [x0, y0, x1, y1, x2, y2, ... ].
Edit : now i simplified the things, the coordinates are stored relative to the center of canvas.
See the fiddle, it is mostly working.
fiddle :
http://jsfiddle.net/gamealchemist/74MCQ/4/
function getMousePos(canvas, evt) {
var rect = canvas.getBoundingClientRect();
var x = evt.clientX - rect.left;
var y = evt.clientY - rect.top;
var sx = (x-cw/2)/scale;
var sy = (y-ch/2)/scale;
return {
x: x,
y: y,
sx : sx,
sy:sy
};
}
/****** PAINT ******/
var isDrawing = false;
var color = "#000000";
var brushWidth = 10;
//var previousEvent = false;
ctx.strokeStyle = '#000000';
var currentLine = null;
var allLines = [];
$("#canvas").mousedown(function (e) {
var mousePos = getMousePos(canvas, e);
ctx.moveTo(mousePos.x, mousePos.y);
isDrawing = true;
if (currentLine) allLines.push(currentLine);
currentLine = [];
currentLine.push(mousePos.sx, mousePos.sy);
});
$("#canvas").mouseup(function () {
isDrawing = false;
if (currentLine) allLines.push(currentLine);
currentLine = null;
});
$("#canvas").mouseout(function () {
isDrawing = false;
if (currentLine) allLines.push(currentLine);
currentLine = null;
});
$("#canvas").mousemove(function (e) {
if (isDrawing === true) {
var mousePos = getMousePos(canvas, e);
currentLine.push(mousePos.sx, mousePos.sy);
//paint tools, effects
ctx.lineWidth = 10;
ctx.strokeStyle = color;
ctx.shadowBlur = 1;
ctx.shadowColor = 'rgb(0, 0, 0)';
ctx.lineTo(mousePos.x, mousePos.y);
ctx.stroke();
}
});
function drawStoredLines() {
var thisLine;
for (var i = 0; i < allLines.length; i++) {
thisLine = allLines[i];
drawLine(thisLine);
}
}
function drawLine(ptArray) {
if (ptArray.length <= 2) return;
ctx.beginPath();
ctx.moveTo(ptArray[0], ptArray[1]);
for (var p = 2; p < ptArray.length; p += 2) {
ctx.lineTo(ptArray[p], ptArray[p + 1]);
}
ctx.lineWidth = 10;
ctx.strokeStyle = color;
ctx.shadowBlur = 1;
ctx.shadowColor = 'rgb(0, 0, 0)';
ctx.stroke();
}
Notice that i couldn't resist reducing your 175 lines code to select the scale to a 25 lines one :-)
var zoomSteps = [0.1, 0.2, 0.4, 0.6, 0.8, 1.0, 1.5, 2.0, 3.0, 4.0];
var zoomIndex = zoomSteps.indexOf(1);
function doScroll(e) {
e = window.event || e;
var delta = Math.max(-1, Math.min(1, (e.wheelDelta || -e.detail)));
zoomIndex = zoomIndex + delta;
if (zoomIndex < 0) zoomIndex = 0;
if (zoomIndex >= zoomSteps.length) zoomIndex = zoomSteps.length - 1;
scale = zoomSteps[zoomIndex];
imageWidthZoomed = imageWidth * scale;
imageHeightZoomed = imageHeight * scale;
var mousePos = getMousePos(canvas, e);
draw(mousePos.x, mousePos.y, scale);
}

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;
});
}

Moving already Drawn shape on html5 canvas

I'm having trouble keeping one object on my canvas. The initially drawn box rendered it in the correct position, but it disappears when I drag it:
var canvas = document.getElementById('canvas'),
context = canvas.getContext('2d'),
eraseAllButton = document.getElementById('eraseAllButton'),
strokeStyleSelect = document.getElementById('strokeStyleSelect'),
guidewireCheckbox = document.getElementById('guidewireCheckbox'),
drawingSurfaceImageData,
mousedown = {},
rubberbandRect = {},
dragging = false,
guidewires = guidewireCheckbox.checked,
w = 90, h = 90;
count = 0;
boxesXCo = 0;
boxesYCo = 0;
i = 0;
// Functions..........................................................
function drawGrid(color, stepx, stepy) {
context.save()
context.strokeStyle = color;
context.lineWidth = 0.5;
context.clearRect(0, 0, context.canvas.width, context.canvas.height);
for (var i = stepx + 0.5; i < context.canvas.width; i += stepx) {
context.beginPath();
context.moveTo(i, 0);
context.lineTo(i, context.canvas.height);
context.stroke();
}
for (var i = stepy + 0.5; i < context.canvas.height; i += stepy) {
context.beginPath();
context.moveTo(0, i);
context.lineTo(context.canvas.width, i);
context.stroke();
}
context.restore();
}
function windowToCanvas(x, y) {
var bbox = canvas.getBoundingClientRect();
return { x: x - bbox.left * (canvas.width / bbox.width),
y: y - bbox.top * (canvas.height / bbox.height) };
}
// Save and restore drawing surface...................................
function saveDrawingSurface() {
drawingSurfaceImageData = context.getImageData(0, 0,
canvas.width,
canvas.height);
}
function restoreDrawingSurface() {
context.putImageData(drawingSurfaceImageData, 0, 0);
}
function drawRubberbandShape(loc) {
context.beginPath();
context.moveTo(mousedown.x, mousedown.y);
//context.lineTo(loc.x, loc.y);
context.stroke();
}
function updateRubberband(loc) {
//updateRubberbandRectangle(loc);
context.restore();
drawRubberbandShape(loc);
}
// Guidewires.........................................................
function drawHorizontalLine (y) {
context.beginPath();
context.moveTo(0,y+0.5);
context.lineTo(context.canvas.width,y+0.5);
context.stroke();
}
function drawVerticalLine (x) {
context.beginPath();
context.moveTo(x+0.5,0);
context.lineTo(x+0.5,context.canvas.height);
context.stroke();
}
function drawGuidewires(x, y) {
context.save();
context.strokeStyle = 'rgba(0,0,230,0.4)';
context.lineWidth = 0.5;
drawVerticalLine(x);
drawHorizontalLine(y);
context.restore();
}
// Canvas event handlers..............................................
canvas.onmousedown = function (e) {
var loc = windowToCanvas(e.clientX, e.clientY);
e.preventDefault(); // prevent cursor change
context.restore();
saveDrawingSurface();
mousedown.x = loc.x;
mousedown.y = loc.y;
dragging = true;
if (i ==0)
i++;
else if(((mousedown.x<=(boxesXCo+w)&&(mousedown.x>=boxesXCo))&&
((mousedown.y<=(boxesYCo+h)&&(mousedown.y>=boxesYCo)))))
i--;
};
canvas.onmousemove = function (e) {
var loc;
if (dragging) {
e.preventDefault(); // prevent selections
loc = windowToCanvas(e.clientX, e.clientY);
restoreDrawingSurface();
//updateRubberband(loc);
if(guidewires) {
drawGuidewires(loc.x, loc.y);
}
}
if(((mousedown.x<=(boxesXCo+w)&&(mousedown.x>=boxesXCo))&&
((mousedown.y<=(boxesYCo+h)&&(mousedown.y>=boxesYCo))))
&& (dragging)&&(i == 1 )){
context.restore();
restoreDrawingSurface();
context.fillStyle = strokeStyleSelect.value;
context.fillRect(e.clientX,e.clientY,w,h);
};
//Trying to implement moving shapes but need to store values of drawn objs
};
canvas.onmouseup = function (e) {
loc = windowToCanvas(e.clientX, e.clientY);
restoreDrawingSurface();
updateRubberband(loc);
dragging = false;
if(i == 0);
else {
saveDrawingSurface();
restoreDrawingSurface();
context.fillRect(e.clientX,e.clientY, w, h);
boxesXCo = e.clientX;
boxesYCo = e.clientY;
context.restore();
i++;}
/*else if(i == 1)
{
context.restore();
}*/
//context.fillRect(mousedown.x,mousedown.y,w,h,"FF0982");
};
// Controls event handlers.......................................
eraseAllButton.onclick = function (e) {
context.clearRect(0, 0, canvas.width, canvas.height);
drawGrid('lightgray', 10, 10);
saveDrawingSurface();
count =0;
context.restore();
};
strokeStyleSelect.onchange = function (e) {
context.strokeStyle = strokeStyleSelect.value;
context.fillStyle = strokeStyleSelect.value;
};
guidewireCheckbox.onchange = function (e) {
guidewires = guidewireCheckbox.checked;
};
// Initialization................................................
context.strokeStyle = strokeStyleSelect.value;
context.fillStyle = strokeStyleSelect.value;
drawGrid('lightgray', 10, 10);
//context.fillRect(mousedown.x,mousedown.y,(mousedown.x+50),(mousedown.x+50),"FF0982");
//context.drawRect(mousedown.x-50,mousedown.y-50,mousedown.x+50,mousedown.y+50);
thanx again
Rather than drawing to canvas on each mouse movement, use window.requestFrameAnimation to draw constantly.
At a guess, I'd assume either the browser rendering is interfering or the coordinates are out but I can't run your code to make sure.
I've written some pseudo code that shows what I do for rendering things. You'll need to implement this for yourself, it won't run out of the box, it's just intended as a guide.
var Box = function() {
};
Box.prototype = {
x: 0,
y: 0,
draw: function (canvas) {
// draw the item on the canvas
}
};
var box = new Box();
window.requestAnimationFrame(function() {
box.draw(canvas);
window.requestAnimationFrame();
});
canvas.onmousemove = function(e) {
if (dragging) {
box.x = e.clientX;
box.y = e.clientY;
}
}

HTML5 Canvas background image

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.

Draw a grid on an HTML 5 canvas element

I've been searching everywhere and couldn't find how to draw a grid on an HTML5 Canvas. I'm new to HTML5 and canvas.
I know how to draw shapes but this drawing grid is taking forever to understand.
Can someone help me on this?
The answer is taken from here Grid drawn using a <canvas> element looking stretched
Just edited it a little, hope it helps
// Box width
var bw = 400;
// Box height
var bh = 400;
// Padding
var p = 10;
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
function drawBoard(){
for (var x = 0; x <= bw; x += 40) {
context.moveTo(0.5 + x + p, p);
context.lineTo(0.5 + x + p, bh + p);
}
for (var x = 0; x <= bh; x += 40) {
context.moveTo(p, 0.5 + x + p);
context.lineTo(bw + p, 0.5 + x + p);
}
context.strokeStyle = "black";
context.stroke();
}
drawBoard();
body {
background: lightblue;
}
#canvas {
background: #fff;
margin: 20px;
}
<div>
<canvas id="canvas" width="420px" height="420px"></canvas>
</div>
// Box width
var bw = 270;
// Box height
var bh = 180;
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
function drawBoard(){
context.lineWidth = 10;
context.strokeStyle = "rgb(2,7,159)";
for (var x = 0; x < bw; x += 90) {
for (var y = 0; y < bh; y += 90) {
context.strokeRect(x+10, y+10, 90, 90);
}
}
}
drawBoard();
This code allows for a scalable / resize grid
const canvas = document.getElementById('canvas')
const ctx = canvas.getContext('2d')
canvas.width = window.innerWidth
canvas.height = window.innerHeight
function drawBoard()
{
// canvas dims
const bw = window.innerWidth
const bh = window.innerHeight
const lw = 1 // box border
const boxRow = 10 // how many boxes
const box = bw / boxRow // box size
ctx.lineWidth = lw
ctx.strokeStyle = 'rgb(2,7,159)'
for (let x=0;x<bw;x+=box)
{
for (let y=0;y<bh;y+=box)
{
ctx.strokeRect(x,y,box,box)
}
}
}
let rTimeout = null
window.addEventListener('resize', (e) =>
{
clearTimeout(rTimeout)
ctx.clearRect(0, 0, window.innerWidth, window.innerHeight)
rTimeout = setTimeout(function(){drawBoard()}, 33)
})
drawBoard()
<canvas id="canvas"></canvas>