Saturate image where mouse is hovering - javascript

I'm trying to have an image on my website become saturated at the same location the mouse is. When the mouse moves the saturation effect goes with it, and the area previously hovered over becomes grayscale again. I'm thinking this effect could be accomplished using saturate(), however I haven't had any success with it. Additionally, I would like the effect to be circular without hard edges similar to this.
Example of what it would look like (orange arrow indicating where the mouse is).
Any help or insight would be appreciated, thanks!
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8" />
<meta name="viewport" content= "width=device-width, initial-scale=1.0" />
</head>
<script>
const size = 250;
var radius = 30;
var rad = Math.PI / 180;
var canvas = document.querySelector("canvas")
var ctx = canvas.getContext("2d");
canvas.width = size;
canvas.height = size;
var image = new Image();
image.onload = demo
image.src = "https://picsum.photos/250"
function draw_circle(x, y, radius) {
ctx.clearRect(0, 0, size, size);
ctx.drawImage(image, 0, 0); // image to change
ctx.globalCompositeOperation = "saturation";
ctx.beginPath();
ctx.fillStyle = "hsl(0,100%,50%)"; // saturation at 100%
ctx.arc(x, y, radius, 0, 360 * rad, false);
ctx.fill()
ctx.closePath();
ctx.globalCompositeOperation = "source-over"; // restore default comp
}
function demo() {
ctx.drawImage(image, 0, 0); // image to change
canvas.addEventListener('mousemove', function(ev) {
var cx = ev.offsetX
var cy = ev.offsetY
draw_circle(cx, cy, radius)
})
}
</script>
<canvas></canvas>
</html>

Using a canvas we can try. Here's a start inspired by How can I adjust the huse, saturation, and lightness of in image in HTML5 Canvas?.
const size = 250;
var radius = 30;
var rad = Math.PI / 180;
var canvas = document.querySelector("canvas")
var ctx = canvas.getContext("2d");
canvas.width = size;
canvas.height = size;
var image = new Image();
image.onload = demo
image.src = "https://picsum.photos/250"
function draw_circle(x, y, radius) {
ctx.clearRect(0, 0, size, size);
ctx.drawImage(image, 0, 0); // image to change
ctx.globalCompositeOperation = "saturation";
ctx.beginPath();
ctx.fillStyle = "hsl(0,100%,50%)"; // saturation at 100%
ctx.arc(x, y, radius, 0, 360 * rad, false);
ctx.fill()
ctx.closePath();
ctx.globalCompositeOperation = "source-over"; // restore default comp
}
function demo() {
ctx.drawImage(image, 0, 0); // image to change
canvas.addEventListener('mousemove', function(ev) {
var cx = ev.offsetX
var cy = ev.offsetY
draw_circle(cx, cy, radius)
})
}
<canvas></canvas>

This is a simple answer (change the logic of the program as you want):
<!DOCTYPE html>
<html>
<head>
<style>
div.relative {
position: relative;
width: 200px;
height: 150px;
}
.image {
width: 100%;
height: 100%;
}
</style>
<script>
const width = 50;
const height = 50;
function create() {
const element = document.createElement("div");
element.id = "filtered";
element.style.width = `${width}px`;
element.style.height = `${height}px`;
element.style.borderRadius = "50%";
element.style.position = "absolute";
element.style.backgroundColor = "red";
element.style.opacity = "0.2";
element.style.zIndex = "2";
return element;
}
function changePos(e) {
x = e.clientX;
y = e.clientY;
let element = document.getElementById("filtered");
if (!element) {
element = create();
document.getElementById("focusArea").appendChild(element);
}
element.style.left = `${x - width / 2}px`;
element.style.top = `${y - height / 2}px`;
}
function removeElement() {
if (document.getElementById("filtered")) {
document.getElementById("filtered").remove();
}
}
</script>
</head>
<body>
<div
id="focusArea"
onmouseleave="removeElement()"
onmousemove="changePos(event)"
class="relative"
>
<img
src="https://upload.wikimedia.org/wikipedia/commons/thumb/b/b6/Image_created_with_a_mobile_phone.png/800px-Image_created_with_a_mobile_phone.png"
class="image"
/>
</div>
</body>
</html>

Related

Make erase work for thoughscreen (TouchEvent)

i made a simple game where you have to erase a colored layer to reveal a image. But it only works on my desktop, not on something with a thoughscreen (iphone or ipad). I know i have to replace the MouseEvent to TouchEvent but i don't know how since i am a beginner at coding. I hope someone can help me with this!
#canvas {
background-image: url("img/image.jpg");
background-repeat: no-repeat;
width: 800px;
height: 800px;
}
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1, shrink-to-fit=no">
<title>Ellen Langendam</title>
<link href="style.css" rel="stylesheet">
</head>
<body>
<div id="canvas"></div>
<script>
(function() {
// Creates a new canvas element and appends it as a child
// to the parent element, and returns the reference to
// the newly created canvas element
function createCanvas(parent, width, height) {
var canvas = {};
canvas.node = document.createElement('canvas');
canvas.context = canvas.node.getContext('2d');
canvas.node.width = width || 100;
canvas.node.height = height || 100;
parent.appendChild(canvas.node);
return canvas;
}
function init(container, width, height, fillColor) {
var canvas = createCanvas(container, width, height);
var ctx = canvas.context;
// define a custom fillCircle method
ctx.fillCircle = function(x, y, radius, fillColor) {
this.fillStyle = fillColor;
this.beginPath();
this.moveTo(x, y);
this.arc(x, y, radius, 0, Math.PI * 10, false);
this.fill();
};
ctx.clearTo = function(fillColor) {
ctx.fillStyle = fillColor;
ctx.fillRect(0, 0, width, height);
};
ctx.clearTo(fillColor || "#ddd");
// bind mouse events
canvas.node.onmousemove = function(e) {
if (!canvas.isDrawing) {
return;
}
var x = e.pageX - this.offsetLeft;
var y = e.pageY - this.offsetTop;
var radius = 40; // or whatever
var fillColor = '#ff0000';
ctx.globalCompositeOperation = 'destination-out';
ctx.fillCircle(x, y, radius, fillColor);
};
canvas.node.onmousedown = function(e) {
canvas.isDrawing = true;
};
canvas.node.onmouseup = function(e) {
canvas.isDrawing = false;
};
}
var container = document.getElementById('canvas');
init(container, 800, 800, '#99ff99');
})();
</script>
</body>
</html>
Register touch movements with ontouchmove and then interate through the touch points event.touches and use the properties from each of those items to draw your circle, the same way you do it in onmousemove.
I would also suggest turning to using let or const type of variables rather than var as var's can result in unfortunate issues, see: What's the difference between using "let" and "var"?
function createCanvas(parent, width, height) {
var canvas = {};
canvas.node = document.createElement('canvas');
canvas.context = canvas.node.getContext('2d');
canvas.node.width = width || 100;
canvas.node.height = height || 100;
parent.appendChild(canvas.node);
return canvas;
}
function init(container, width, height, fillColor) {
var canvas = createCanvas(container, width, height);
var ctx = canvas.context;
// define a custom fillCircle method
ctx.fillCircle = function(x, y, radius, fillColor) {
this.fillStyle = fillColor;
this.beginPath();
this.moveTo(x, y);
this.arc(x, y, radius, 0, Math.PI * 10, false);
this.fill();
};
ctx.clearTo = function(fillColor) {
ctx.fillStyle = fillColor;
ctx.fillRect(0, 0, width, height);
};
ctx.clearTo(fillColor || "#ddd");
// bind mouse events
canvas.node.onmousemove = function(e) {
if (!canvas.isDrawing) {
return;
}
var x = e.pageX - this.offsetLeft;
var y = e.pageY - this.offsetTop;
var radius = 40; // or whatever
var fillColor = '#ff0000';
ctx.globalCompositeOperation = 'destination-out';
ctx.fillCircle(x, y, radius, fillColor);
};
canvas.node.onmousedown = function(e) {
canvas.isDrawing = true;
};
canvas.node.onmouseup = function(e) {
canvas.isDrawing = false;
};
canvas.node.ontouchmove = function(event) {
for(let index = 0; index < event.touches.length; index++) {
const touch = event.touches[index];
const x = touch.pageX - this.offsetLeft;
const y = touch.pageY - this.offsetTop;
const radius = 40; // or whatever
const fillColor = '#ff0000';
ctx.globalCompositeOperation = 'destination-out';
ctx.fillCircle(x, y, radius, fillColor);
}
};
}
var container = document.getElementById('canvas');
init(container, 800, 800, '#99ff99');
#canvas {
background-image: url("img/image.jpg");
background-repeat: no-repeat;
width: 800px;
height: 800px;
}
<div id="canvas"></div>

trying to add a photo instead of color

(function() {
// Creates a new canvas element and appends it as a child
// to the parent element, and returns the reference to
// the newly created canvas element
function createCanvas(parent, width, height) {
var canvas = {};
canvas.node = document.createElement('canvas');
canvas.context = canvas.node.getContext('2d');
canvas.node.width = width || 100;
canvas.node.height = height || 100;
parent.appendChild(canvas.node);
return canvas;
}
function init(container, width, height, fillColor) {
var canvas = createCanvas(container, width, height);
var ctx = canvas.context;
// define a custom fillCircle method
ctx.fillCircle = function(x, y, radius, fillColor) {
this.fillStyle = fillColor;
this.beginPath();
this.moveTo(x, y);
this.arc(x, y, radius, 0, Math.PI * 2, false);
this.fill();
};
ctx.clearTo = function(fillColor) {
ctx.fillStyle = fillColor;
ctx.fillRect(0, 0, width, height);
};
ctx.clearTo(fillColor || "yel");
// bind mouse events
canvas.node.onmousemove = function(e) {
if (!canvas.isDrawing) {
return;
}
var x = e.pageX - this.offsetLeft;
var y = e.pageY - this.offsetTop;
var radius = 40; // or whatever
var fillColor = '#ff0000';
ctx.globalCompositeOperation = 'destination-out';
ctx.fillCircle(x, y, radius, fillColor);
};
canvas.node.onmousedown = function(e) {
canvas.isDrawing = false;
};
canvas.node.onmouseup = function(e) {
canvas.isDrawing = true;
};
}
var img = document.createElement("img");
img.src= "blm.jpg";
var container = document.getElementById('canvas');
init(container, window.innerWidth, window.innerHeight, 'img');
})();
Hi im trying to make a cover for my canvas instead of just a plain black color on my code. instead i would like my image named "blm.jpg" to replace the plain black. Im not sure how to. Im very new to coding and would really appreciate any help that i can get :) I added the var img = document 5 lines from the bottom and the 4th line from the bottom, im not sure if thats meant to be there either.
thank you for any help in advance :)
Here is a simple example on how to do that, I'm just drawing grids over the background image
var canvas = document.querySelector("canvas"),
ctx = canvas.getContext("2d"),
backgroundImage = document.createElement("img");
backgroundImage.src = "https://openclipart.org/image/400px/svg_to_png/260587/Surreal-Fantastic-Nature.png";
function makeLine(start_x, start_y, end_x, end_y) {
ctx.moveTo(start_x, start_y);
ctx.lineTo(end_x, end_y);
}
function drawGrid(val, color) {
ctx.beginPath();
ctx.strokeStyle = color;
for(var i = 0; i <= canvas.height; i += val) {
makeLine(0, i, canvas.width, i);
}
for(var j = 0; j <= canvas.width; j += val) {
makeLine(j, 0, j, canvas.height);
}
ctx.stroke();
}
// draw it first to make it the background and only when it loads
backgroundImage.onload = function() {
ctx.drawImage(this, 0, 0, canvas.width, canvas.height);
drawGrid(10, "blue");
drawGrid(20, "red");
drawGrid(40, "black");
}
canvas {
border-radius: 3px;
box-shadow: 1px 1px 10px blue;
}
<canvas width="320" height="200">
You may noticed that we need to wait for the image to load for drawing it and draw other stuff, but here is another way by wrapping the whole code into the window.onload method and add our image as an HTML element and hide it of course
window.onload = function() {
var canvas = document.querySelector("canvas"),
ctx = canvas.getContext("2d"),
backgroundImage = document.querySelector("#background-img");
function makeLine(start_x, start_y, end_x, end_y) {
ctx.moveTo(start_x, start_y);
ctx.lineTo(end_x, end_y);
}
function drawGrid(val, color) {
ctx.beginPath();
ctx.strokeStyle = color;
for(var i = 0; i <= canvas.height; i += val) {
makeLine(0, i, canvas.width, i);
}
for(var j = 0; j <= canvas.width; j += val) {
makeLine(j, 0, j, canvas.height);
}
ctx.stroke();
}
// no need for the .onload since the code is executing after everything loads
ctx.drawImage(backgroundImage, 0, 0, canvas.width, canvas.height);
drawGrid(10, "blue");
drawGrid(20, "red");
drawGrid(40, "black");
}
canvas {
border-radius: 3px;
box-shadow: 1px 1px 10px blue;
}
.hidden {
display: none;
}
<canvas width="320" height="200"></canvas>
<img id="background-img" class="hidden" src="https://openclipart.org/image/400px/svg_to_png/260587/Surreal-Fantastic-Nature.png" alt="nature painting">

How can I animate a ball with a background image on the canvas? [duplicate]

This question already has answers here:
clearRect function doesn't clear the canvas
(5 answers)
Closed 4 years ago.
I'm creating a canvas game that has balls that bounce off each other.
I would like the balls to have their own skins where a background image is put onto the arc element.
When the ball isn't bouncing, the image clips just fine and is circular, like the arc. However, when I start to animate the ball, it simply wouldn't move at all because the clip function doesn't allow the image or the arc to be redrawn.
That's when I discovered the save and restore functions in the canvas that have allowed the clip method to be used while animating.
The issue with this is that part of the image doesn't clip properly. Only half of the animation is circular and the other half is the rectangular image. I've tried adjusting the position of the image but this did not lead to the desired result.
I'm not sure why the code is behaving like this and how to fix it so that it's simply an animating ball with an image background.
If someone has some insight into this and perhaps a solution, that would be very much appreciated.
Here is the code and a snippet below:
const x = document.getElementById('canvas');
const ctx = x.getContext('2d');
let slide = 0;
class Balls {
constructor(xPos, yPos, radius) {
this.xPos = xPos;
this.yPos = yPos;
this.radius = radius;
this.imgX = this.xPos - this.radius;
}
}
const img = document.createElement('img');
img.src = 'https://geology.com/google-earth/google-earth.jpg';
Balls.prototype.render = function() {
ctx.save();
ctx.arc(this.xPos, this.yPos, this.radius, 0, Math.PI * 2);
ctx.clip();
ctx.drawImage(img, this.imgX, this.yPos - this.radius, this.radius * 2, this.radius * 2);
};
Balls.prototype.motion = function() {
this.imgX = this.imgX + 1;
this.xPos = this.xPos + 1;
}
let object = new Balls(100, 100, 25);
const animate = () => {
ctx.clearRect(0, 0, canvas.width, canvas.height);
object.render();
object.motion();
ctx.restore();
}
setInterval(animate, 50);
body {
background-color: grey;
}
#canvas {
background-color: white;
}
#mod {
border-radius: 100%
}
<!DOCTYPE html>
<html>
<head>
<title>Page Title</title>
<script src='practice.js'></script>
<link rel="stylesheet" type="text/css" href="practice.css">
</head>
<body>
<canvas id="canvas" height="200" width="800" />
</body>
</html>
You need to call ctx.beginPath(), otherwise, every call to arc() are added to the same and only sub-path. This means that at the end, you are clipping a weird Path made from a lot of arcs: ASCII representation of the Path after 5 frames : ((((( )
const x = document.getElementById('canvas');
const ctx = x.getContext('2d');
let slide = 0;
class Balls {
constructor(xPos, yPos, radius) {
this.xPos = xPos;
this.yPos = yPos;
this.radius = radius;
this.imgX = this.xPos - this.radius;
}
}
const img = document.createElement('img');
img.src = 'https://geology.com/google-earth/google-earth.jpg';
Balls.prototype.render = function() {
ctx.save();
// begin a new sub-path
ctx.beginPath();
ctx.arc(this.xPos, this.yPos, this.radius, 0, Math.PI * 2);
ctx.clip();
ctx.drawImage(img, this.imgX, this.yPos - this.radius, this.radius * 2, this.radius * 2);
};
Balls.prototype.motion = function() {
this.imgX = this.imgX + 1;
this.xPos = this.xPos + 1;
}
let object = new Balls(100, 100, 25);
const animate = () => {
ctx.clearRect(0, 0, canvas.width, canvas.height);
object.render();
object.motion();
ctx.restore();
requestAnimationFrame(animate);
}
animate();
body {
background-color: grey;
}
#canvas {
background-color: white;
}
#mod {
border-radius: 100%
}
<canvas id="canvas" height="200" width="800" />
Also note that for circle masking, you would be better to use compositing than clipping, compositing handles better antialiasing, and doesn't require expensive save/restore.
const x = document.getElementById('canvas');
const ctx = x.getContext('2d');
let slide = 0;
class Balls {
constructor(xPos, yPos, radius) {
this.xPos = xPos;
this.yPos = yPos;
this.radius = radius;
this.imgX = this.xPos - this.radius;
}
}
const img = document.createElement('img');
img.src = 'https://geology.com/google-earth/google-earth.jpg';
Balls.prototype.render = function() {
// begin a new sub-path
ctx.beginPath();
ctx.arc(this.xPos, this.yPos, this.radius, 0, Math.PI * 2);
ctx.fill();
ctx.globalCompositeOperation = 'source-in';
ctx.drawImage(img, this.imgX, this.yPos - this.radius, this.radius * 2, this.radius * 2);
ctx.globalCompositeOperation = 'source-over';
};
Balls.prototype.motion = function() {
this.imgX = this.imgX + 1;
this.xPos = this.xPos + 1;
}
let object = new Balls(100, 100, 25);
const animate = () => {
ctx.clearRect(0, 0, canvas.width, canvas.height);
object.render();
object.motion();
requestAnimationFrame(animate);
}
animate();
body {
background-color: grey;
}
#canvas {
background-color: white;
}
#mod {
border-radius: 100%
}
<canvas id="canvas" height="200" width="800" />

How to scale an image for a canvas pattern?

I want to fill a Canvas with an Image and scale it to a certain width beforehand.
I am trying to achieve an effect where an image in the foreground of the canvas can be erased with the mouse to view an image in the background. This is why I need to use a pattern to fill my canvas instead of just using drawImage(). Everything works apart from the scaling of the foreground image. Here is my code for generating the pattern:
var blueprint_background = new Image();
blueprint_background.src = "myfunurl";
blueprint_background.width = window.innerWidth;
blueprint_background.onload = function(){
var pattern = context.createPattern(this, "no-repeat");
context.fillStyle = pattern;
context.fillRect(0, 0, window.innerWidth, 768);
context.fill();
};
This does exactly what it should do, except that the image keeps its original size.
As you see, I want the image to scale to window.innerWidth (which has the value 1920 when logging it).
If needed, I can provide the rest of the code, but since the error is most likely in this snippet, I decided not to post the rest.
EDIT: Here is my full code with the suggested changes. The front ground image now displays over the full width, however the erasing does not work anymore.
JavaScript (Note that I use jQuery instead of $):
jQuery(document).ready(function() {
var cwidth = window.innerWidth;
var cheight = 768;
function createCanvas(parent, width, height) {
var canvas = {};
canvas.node = document.createElement('canvas');
canvas.context = canvas.node.getContext('2d');
canvas.node.width = width || 100;
canvas.node.height = height || 100;
parent.appendChild(canvas.node);
return canvas;
}
function init(canvas, fillColor) {
var ctx = canvas.context;
canvas.isDrawing = true;
jQuery('#canvas').children().css('position:absolute; top: ' + jQuery('#Top_bar').height() + 'px');
// define a custom fillCircle method
ctx.fillCircle = function(x, y, radius, fillColor) {
this.fillStyle = fillColor;
this.beginPath();
this.moveTo(x, y);
this.arc(x, y, radius, 0, Math.PI * 2, false);
this.fill();
};
// bind mouse events
canvas.onmousemove = function(e) {
if (!canvas.isDrawing) {
return;
}
var x = e.pageX - this.offsetLeft;
var y = e.pageY - jQuery('#Top_bar').outerHeight();
var radius = 30;
var fillColor = '#ff0000';
ctx.globalCompositeOperation = 'destination-out';
ctx.fillCircle(x, y, radius, fillColor);
};
}
var container = document.getElementById('canvas');
jQuery('#canvas').css('position:absolute; top: ' + jQuery('#Top_bar').height() + 'px');
var canvas = createCanvas(container, cwidth, cheight);
init(canvas, '#ddd');
var fgimg = document.getElementById("fgimg");
fgimg.width = cwidth;
var context = canvas.node.getContext("2d");
let canvasP = document.getElementById("pattern");
canvasP.width = window.innerWidth;
canvasP.height = 768;
let ctxP = canvasP.getContext("2d");
ctxP.drawImage( fgimg, 0, 0,window.innerWidth,768 );
context.fillStyle = context.createPattern(canvasP,"no-repeat");
context.fillRect(0,0, canvas.width, canvas.height);
});
CSS:
#canvas {
background:url(http://ulmke-web.de/wp-content/uploads/2019/01/Header-6.jpg);
background-repeat: no-repeat;
background-size: cover;
background-position: center center;
width: 100%;
height: 768px;
}
HTML:
<div id="canvas">
<canvas id="pattern">
</div>
<div style="display:none">
<img id="fgimg" src=" http://ulmke-web.de/wp-content/uploads/2019/01/Header-5.jpg">
</div>
I would use two canvases. On the first one you draw your image and you use this canvas as an image to create the pattern. In order to scale the image you scale the size of the first canvas #pattern in my example.
For example you can do this for a 10/10 image:
canvasP.width = 10;
canvasP.height = 10;
ctxP.drawImage( redpoint, 2.5, 2.5 );
or you can do this for a 20/20 image:
canvasP.width = 20;
canvasP.height = 20;
ctxP.drawImage( redpoint, 5, 5,10,10 );
Furthermore, in my example I'm adding a little margin around the image.
let canvasP = document.getElementById("pattern");
if (canvasP && canvasP.getContext) {
let ctxP = canvasP.getContext("2d");
/*canvasP.width = 10;
canvasP.height = 10;
ctxP.drawImage( redpoint, 2.5, 2.5 ); */
canvasP.width = 20;
canvasP.height = 20;
ctxP.drawImage( redpoint, 5, 5,10,10 );
}
let canvas1 = document.getElementById("canvas");
if (canvas1 && canvas1.getContext) {
let ctx1 = canvas1.getContext("2d");
if (ctx1) {
ctx1.fillStyle = ctx1.createPattern(canvasP,"repeat");
ctx1.fillRect(0,0, canvas1.width, canvas1.height);
}
}
canvas{border:1px solid}
<img id="redpoint" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAUA AAAFCAYAAACNbyblAAAAHElEQVQI12P4//8/w38GIAXDIBKE0DHxgljNBAAO 9TXL0Y4OHwAAAABJRU5ErkJggg==">
<canvas id="pattern"></canvas>
<canvas id="canvas"></canvas>
I hope it helps.

drawImage() not working consistently

When you put a picture named logo.png in the same directory as this html file and try to run it in a web browser the picture only appears 1 times out of 10 refreshes in IE and doesn't appear the first time in Firefox but does appear after further refreshes.
What the heck is going on ?
(drawImage() method is called in the showIntro() function)
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>Example 1 - Title Screen</title>
<script>
window.onload = function () {
var canvas = document.getElementById('myCanvas');
var c = canvas.getContext('2d');
var State = {
_current: 0,
INTRO: 0,
LOADING: 1,
LOADED: 2
}
window.addEventListener('click', handleClick, false);
window.addEventListener('resize', doResize, false);
doResize();
function handleClick() {
State._current = State.LOADING;
fadeToWhite();
}
function doResize() {
canvas.width = document.body.clientWidth;
canvas.height = document.body.clientHeight;
switch (State._current) {
case State.INTRO:
showIntro();
break;
}
}
function fadeToWhite(alphaVal) {
// If the function hasn't received any parameters, start with 0.02
var alphaVal = (alphaVal == undefined) ? 0.02 : parseFloat(alphaVal) + 0.02;
// Set the color to white
c.fillStyle = '#FFFFFF';
// Set the Global Alpha
c.globalAlpha = alphaVal;
// Make a rectangle as big as the canvas
c.fillRect(0, 0, canvas.width, canvas.height);
if (alphaVal < 1.0) {
setTimeout(function () {
fadeToWhite(alphaVal);
}, 30);
}
}
function showIntro() {
var phrase = "Click or tap the screen to start the game";
// Clear the canvas
c.clearRect(0, 0, canvas.width, canvas.height);
// Make a nice blue gradient
var grd = c.createLinearGradient(0, canvas.height, canvas.width, 0);
grd.addColorStop(0, '#ceefff');
grd.addColorStop(1, '#52bcff');
c.fillStyle = grd;
c.fillRect(0, 0, canvas.width, canvas.height);
var logoImg = new Image();
logoImg.src = './logo.png';
// Store the original width value so that we can keep
// the same width/height ratio later
var originalWidth = logoImg.width;
// Compute the new width and height values
logoImg.width = Math.round((50 * document.body.clientWidth) / 100);
logoImg.height = Math.round((logoImg.width * logoImg.height) / originalWidth);
// Create an small utility object
var logo = {
img: logoImg,
x: (canvas.width / 2) - (logoImg.width / 2),
y: (canvas.height / 2) - (logoImg.height / 2)
}
// Present the image
c.drawImage(logo.img, logo.x, logo.y, logo.img.width, logo.img.height);
// Change the color to black
c.fillStyle = '#000000';
c.font = 'bold 16px Arial, sans-serif';
var textSize = c.measureText(phrase);
var xCoord = (canvas.width / 2) - (textSize.width / 2);
c.fillText(phrase, xCoord, (logo.y + logo.img.height) + 50);
}
}
</script>
<style type="text/css" media="screen">
html { height: 100%; overflow: hidden }
body {
margin: 0px;
padding: 0px;
height: 100%;
}
</style>
</head>
<body>
<canvas id="myCanvas" width="100" height="100">
Your browser doesn't include support for the canvas tag.
</canvas>
</body>
</html>
The problem is that you aren't waiting for the image to load when you call drawImage().
You could use something like:
logo.img.onload = function(){
c.drawImage(logo.img, logo.x, logo.y, logo.img.width, logo.img.height);
};
Although make sure you don't start modifying the canvas until this has happened.

Categories