I was told to ask a more specific question etc....
<!DOCTYPE html>
<html>
<body>
<canvas id="RoomCanvas" width="300" height="200">
<!-- ************************************* -->
<!-- The wall is always here -->
<!-- ************************************* -->
Your browser does not support the HTML5 canvas tag.
</canvas>
<script>
var c = document.getElementById("RoomCanvas");
var ctx = c.getContext("2d");
ctx.clearRect(0, 0, 300, 200);
alert("clear");
doWall("blue", 0);
x = 0;
for (let i = 0; i < 10000; i++) {
x = x + i;
}
alert("left there");
doWall("pink", 47);
function doWall(theColor, xlocation){
ctx.beginPath();
ctx.moveTo(xlocation, xlocation);
ctx.lineTo(xlocation, 100);
ctx.closePath();
ctx.lineWidth = 8;
ctx.strokeStyle = theColor;
ctx.stroke();
}
</script>
</body>
</html>
The Problems:
1 - clear rectangle does not work until the program stops running!
2 - the blue line does not appear until the program stops running!
3 - the pink line does not appear until the program stops running!
My application needs to put the blue line out when the program is doing something. When the program finishes what it is doing the pink line is to be displayed along with the blue line.
What good is a canvas that does not show anything until all the drawing is done?
I hope this better describes the problem. Any help will be greatly appreciated.
Charlie
Here is an example using timeouts
The blue line will draw after 500 milliseconds
The pink line will draw after 2000 milliseconds
var c = document.getElementById("RoomCanvas");
var ctx = c.getContext("2d");
setTimeout(() => { doWall("blue", 10) }, 500);
setTimeout(() => { doWall("pink", 47) }, 2000);
function doWall(theColor, xlocation) {
ctx.beginPath();
ctx.moveTo(xlocation, xlocation);
ctx.lineTo(xlocation, 100);
ctx.closePath();
ctx.lineWidth = 8;
ctx.strokeStyle = theColor;
ctx.stroke();
}
<canvas id="RoomCanvas" width="100" height="100"></canvas>
Here is another example using click events:
var c = document.getElementById("RoomCanvas");
var ctx = c.getContext("2d");
function doWall(theColor, xlocation) {
ctx.beginPath();
ctx.clearRect(0, 0, c.width, c.height)
ctx.moveTo(xlocation, xlocation);
ctx.lineTo(xlocation, 100);
ctx.closePath();
ctx.lineWidth = 8;
ctx.strokeStyle = theColor;
ctx.stroke();
}
<button onclick="doWall('red', 10)">red</button>
<button onclick="doWall('blue', 20)">blue</button>
<button onclick="doWall('pink', 30)">pink</button>
<button onclick="doWall('black', 40)">black</button>
<br>
<canvas id="RoomCanvas" width="100" height="100"></canvas>
Related
I wrote the following code which is similar to my objective but falls short; because I want to fill inside the text in multiple colors; currently only in #FF00FF.
Playground
I think the problem is that I don't know how to use the text "ABC" as the clipping path. Please show me how to do it, or any answer equivalent for my objective.
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>canvas</title>
<script type="text/javascript">
function test() {
var canvas = document.getElementById('sample');
if (canvas.getContext) {
var ctx = canvas.getContext('2d');
ctx.beginPath();
for(let i=1;i<100;i++){
//mock1: ctx.fillStyle = "rgb(" + [i, i, i] + ")";
ctx.moveTo(0,5*i);
ctx.lineTo(380,5*i);
ctx.lineTo(300,5*i+3);
ctx.lineTo(0,5*i+3);
ctx.lineTo(0,5*i);
}
ctx.closePath();
ctx.clip();
ctx.font = "bold 72px 'Sans-selif'";
ctx.fillStyle = "#FF00FF";
ctx.fillText("ABC", 90, 60);
}
}
</script>
</head>
<body onLoad="test()">
<h2>Canvas</h2>
<canvas width="300" height="150" id="sample" style="background-color:yellow;">
</canvas>
</body>
</html>
The 2DCanvas API unfortunately doesn't expose the text's contour in a way it could be used as a Path2D or in methods like clip() or isPointInPath().
However for what you wish to do, you don't need a path, this can be done by using compositing instead of clipping:
var canvas = document.getElementById('sample');
if (canvas.getContext) {
var ctx = canvas.getContext('2d');
// draw the full lines first
ctx.beginPath();
for (let i = 1; i < 100; i++) {
ctx.moveTo(0, 5 * i);
ctx.lineTo(380, 5 * i);
ctx.lineTo(300, 5 * i + 3);
ctx.lineTo(0, 5 * i + 3);
ctx.lineTo(0, 5 * i);
}
ctx.fillStyle = "#00FF00";
ctx.fill();
// with this mode
// every previous pixel that is not under the next drawing
// will get cleared
ctx.globalCompositeOperation = "destination-atop"
ctx.font = "bold 72px 'Sans-serif'";
ctx.fillStyle = "#FF00FF";
ctx.fillText("ABC", 90, 60);
// reset to default mode
ctx.globalCompositeOperation = "source-over"
}
<canvas width="300" height="150" id="sample" style="background-color:yellow;"></canvas>
hello i am trying to make a white circle move across a black box in javascript my circle is not showing up the big black box does but the circle does not show up i dont know why i am loading the page in google chrome here is the code
<html>
<head>
<title>paddle</title>
</head>
<body>
<canvas id="myCanvas" width="800" height="600"></canvas>
<script>
var canvas
var canvasContext
var ballX = 5
window.onload = function() {
var fps = 30;
setInterval(updateAll, 1000)
canvas = document.getElementById("myCanvas");
canvasContext = canvas.getContext("2d")
canvasContext.fillStyle = "black"
canvasContext.fillRect(0, 0, canvas.width, canvas.height)
}
function updateAll() {
ballX++
canvasContext.fillStyle = "white";
canvasContext.beginPath()
canvasContext.arc(ballX, 100, 10, 0, Math.PI*2, true);
canvasContext.stroke()
}
</script>
</body>
</html>
The problem is that you are using stroke to draw the circle but you have not set the stroke style which is by default black. So you are drawing a black circle on a black background. Hence no see circle.
Also it is best to use requestAnimationFrame to animate rather than set interval.
Example animating a circle
requestAnimationFrame(animationLoop);
const ctx = myCanvas.getContext("2d");
var ballX = 5;
var speed = 1
const radius = 10;
const fps = 30;
var frameCount = 0;
function animationLoop() {
if (frameCount % (60 / fps) === 0) {
ctx.fillStyle = "black"
ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
draw();
}
frameCount ++;
requestAnimationFrame(animationLoop);
}
function draw() {
ballX = (ballX + speed) % (ctx.canvas.width + radius * 2);
ctx.strokeStyle = "white";
ctx.lineWidth = 2;
ctx.beginPath()
ctx.arc(ballX - radius, 20, 10, 0, Math.PI * 2);
ctx.stroke()
}
<canvas id="myCanvas" width="600" height="40"></canvas>
I am trying to create an animation where I have a simple red block which changes to a blue block of the same size if I click a button.
I wrote my code but it doesn't work and I don't know what's wrong with it. I think that it is something to do with the 'switch' and 'case' functions(?(I'm not sure if they're called 'functions')) I was wondering if anyone knew what was wrong.
This is my code:
<!DOCTYPE html>
<html>
<body>
<canvas id="myCanvas" width="300" height="150" style="border:1px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.</canvas>
<script>
function switch1(){
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
ctx.beginPath();
ctx.rect(20, 20, 150, 100);
ctx.fillStyle = "red";
ctx.fill();
}
var status = 0;
function switch2(){
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
ctx.beginPath();
ctx.rect(20, 20, 150, 100);
ctx.fillStyle = "blue";
ctx.fill();
}
function backtored(){
var canvas = document.getElementById("myCanvas")
var ctx = canvas.getContext("2d");
ctx.fillStyle = "red";
switch(Number(status)){
ctx.beginPath();
ctx.rect(20,20,150,100);
ctx.fill()
}
}
function swappy(){
switch(Number(status)){
case 0:
switch1();
status = 1;
case 1:
switch2();
status = 0;
}
}
</script>
<body onload="swappy();backtored()">
<button type="button" onclick="swappy()">Change colour</button>
</body>
</html>
When I run it, there is just a blank box with a button next to it saying "Change colour". Can someone please help and alert me to my mistakes.
Thanks
You need to break in your switch statement.
Ex. . .
function swappy(){
switch(Number(status)){
case 0:
switch1();
status = 1;
break;
case 1:
switch2();
status = 0;
break;
}
}
I am in a computer science class at my high school, and for my final project, my partner and I have decided to make 2048. We are not going to have the tiles "move", but instead, the 4x4 board will have "tiles" that are have properties of the number and color of the "tile" as it appears on the board. We are able to get the x and y coordinates of a tile to change, but the canvas will not update. We have had this problem for two weeks now, and have tried everything, but nothing has worked. Our code is posted below.
Please keep in mind that as we have only used javascript for a couple months, and only to do very simple things, our understanding is limited. Thank you for your help.
<!DOCTYPE html>
<html lang = "en">
<body style="background-color:lightgrey;">
<title>2048</title>
<canvas id="myCanvas" width="410" height="410" style="border:1px solid #d3d3d3;">
</canvas>
<script>
var x = 10;
var y = 10;
document.addEventListener('keydown', function(event)
{
if(event.keyCode == 37)//left
{
x -= 100;
console.log("x:"+ x);
}
else if(event.keyCode == 38)//up
{
y -= 100;
console.log("y:"+ y);
}
else if(event.keyCode == 39)//right
{
x += 100;
console.log("x:"+ x);
}
else if(event.keyCode == 40)//down
{
y += 100;
console.log("y:"+ y);
}
});
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
// grey rectangle
ctx.beginPath();
ctx.lineWidth = "2";
ctx.strokeStyle = "grey";
ctx.rect(5, 5, 400, 400);
ctx.stroke();
// blue rectangle
ctx.beginPath();
ctx.lineWidth = "5";
ctx.strokeStyle = "blue";
ctx.rect(x, y, 100, 100);
ctx.stroke();
ctx.fillStyle = "blue";
ctx.fill();
</script>
</body>
</html>
What your game needs is a game loop. So the drawing needs to happen continously, at the moment you draw only one time at the beginning.
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
function draw() {
// clear the canvas so the old rectangles are gone
ctx.clearRect(0, 0, c.width, c.height);
// grey rectangle
ctx.beginPath();
ctx.lineWidth = "2";
ctx.strokeStyle = "grey";
ctx.rect(5, 5, 400, 400);
ctx.stroke();
// blue rectangle
ctx.beginPath();
ctx.lineWidth = "5";
ctx.strokeStyle = "blue";
ctx.rect(x, y, 100, 100);
ctx.stroke();
ctx.fillStyle = "blue";
ctx.fill();
}
// repeat game loop function forever, 30 times per second
window.setInterval(draw, 1000.0 / 30.0)
Notice the use of window.setInterval and ctx.clearRect.
Every time you want to update what is shown on the canvas, you have to 'Draw' again. Your code will run once when the page loads but never draws again so your changes to x and y are never seen.
I added a draw function here that is called on startup and after each keydown.
<!DOCTYPE html>
<html lang = "en">
<body style="background-color:lightgrey;">
<title>2048</title>
<canvas id="myCanvas" width="410" height="410" style="border:1px solid #d3d3d3;">
</canvas>
<script>
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
var x = 10;
var y = 10;
document.addEventListener('keydown', function(event)
{
if(event.keyCode == 37)//left
{
x -= 100;
console.log("x:"+ x);
}
else if(event.keyCode == 38)//up
{
y -= 100;
console.log("y:"+ y);
}
else if(event.keyCode == 39)//right
{
x += 100;
console.log("x:"+ x);
}
else if(event.keyCode == 40)//down
{
y += 100;
console.log("y:"+ y);
}
draw();
});
function draw(){
ctx.clearRect(0, 0, c.width, c.height);
// grey rectangle
ctx.beginPath();
ctx.lineWidth = "2";
ctx.strokeStyle = "grey";
ctx.rect(5, 5, 400, 400);
ctx.stroke();
// blue rectangle
ctx.beginPath();
ctx.lineWidth = "5";
ctx.strokeStyle = "blue";
ctx.rect(x, y, 100, 100);
ctx.stroke();
ctx.fillStyle = "blue";
ctx.fill();
}
draw();
</script>
</body>
</html>
Hello I wanted to know if anyone can provide tips or direction on an issue i'm having with a triangle animation. I have a partial animation that is not continuous, it jitters at the end of the animation. I'm looking for advise how to make a full rotation. If anyone can also assist in how to add multiple rotations that would be amazing.
Thank you ..
<!DOCTYPE html>
<html>
<head>
<title>Triangle Animation Team B</title>
</head>
<body>
<canvas id="canvas" width="900" height="600"></canvas>
<script>
function makeTriangle(x1,y1,x2,y2,x3,y3) {
var canvas = document.getElementById('canvas');
if (canvas.getContext){
var ctx = canvas.getContext('2d');
var Array = ['red','green', 'black'];
var color = Array[Math.floor(Math.random() * 3)];
ctx.beginPath();
ctx.moveTo(x1,y1);
ctx.lineTo(x2,y2);
ctx.lineTo(x3,y3);
ctx.lineTo(x1,y1);
ctx.fillStyle = color;
ctx.fill();
}
}
makeTriangle('400','38','465','76','200','400');
var x = 200;
window.setInterval( function() {
var context = document.getElementById('canvas').getContext('2d');
context.clearRect(0, 0, 1000, 500, 0);
x++;
if (x > 500) x = 300;
makeTriangle('400','38',x,'76','400','200');
}, 20);
</script>
</body>
</html>