Please help I'm so stuck. I've been coding this for almost 1 month now and I'm more confused now than when I started. Here's a snippet :
const $inputs = $("#number input")
const $form = $("#number");
$inputs.on("input", function() {
if (this.value.length == this.maxLength) {
const $next = $(this).next('#number input');
if ($next.length) $next.focus();
if ($inputs.filter(function() {
return this.value !== ""
}).length === $inputs.length) {
$form.submit();
checkInput();
}
}
});
Here's the JSfiddle : https://jsfiddle.net/viwe/18yhtuo6/2/
Desired behaviour : user must enter the time, code must check the user's answer and keep a score of correct and incorrect answers. This must all happen within a given game time. (ideally I would love to have a drop-down menu and select the game time from there (extra) but for now a just need the code to work.
Stuck point : Page reloads every time user submits an answer (Thereby restarting the scores and time left)
A number of things
I created some global vars to hold the time
I moved the createTime code into its own function to be reused
cleaned up some code
The script does not time out - that will be next question for you
https://jsfiddle.net/mplungjan/3mbqw80h/
function createTime() {
// create new date object and randomize the time, storing hr,min and sec in own variables
const now = new Date();
let hours = now.getUTCHours() * Math.random();
let minutes = now.getUTCMinutes() * Math.random();
let seconds = now.getUTCSeconds() * Math.random();
// Format the time variables
hours = Math.round(hours.toLocaleString('en-US', {
hour: 'numeric', // numeric, 2-digit
}));
minutes = Math.round(minutes.toLocaleString('en-US', {
minute: 'numeric', // numeric, 2-digit
}));
seconds = Math.round(seconds.toLocaleString('en-US', {
second: 'numeric', // numeric, 2-digit
}));
return {
hours,
minutes,
seconds
}
}
let time = createTime();
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var radius = canvas.height / 2;
ctx.translate(radius, radius);
radius = radius * 0.90
let correctAnswers = [];
let incorrectAnswers = [];
drawClock();
function drawClock() {
drawFace(ctx, radius);
drawNumbers(ctx, radius);
drawNumbersSecs(ctx, radius);
drawTime(ctx, radius);
}
function drawTime(ctx, radius) {
let {
hours,
minutes,
seconds
} = time;
// console.log(hour)
//hour
// Calculate the angle of the hour hand, and draw it a length
// (50% of radius), and a width (7% of radius):
hours = hours % 12;
hours = (hours * Math.PI / 6) + (minutes * Math.PI / (6 * 60)) + (seconds * Math.PI / (360 * 60));
drawHand(ctx, hours, radius * 0.5, radius * 0.04);
//minute
minutes = (minutes * Math.PI / 30) + (seconds * Math.PI / (30 * 60));
drawHand(ctx, minutes, radius * 0.7, radius * 0.03);
// second
seconds = (seconds * Math.PI / 30);
drawHand(ctx, seconds, radius * 0.9, radius * 0.02);
}
function drawHand(ctx, pos, length, width) {
ctx.beginPath();
ctx.lineWidth = width;
ctx.lineCap = "round";
ctx.moveTo(0, 0);
ctx.rotate(pos);
ctx.lineTo(0, -length);
ctx.stroke();
ctx.rotate(-pos);
}
function drawFace(ctx, radius) {
var grad;
// face
ctx.beginPath();
ctx.arc(0, 0, radius, 0, 2 * Math.PI);
ctx.fillStyle = 'black';
ctx.strokeStyle = 'white';
ctx.fill();
// outer ring
grad = ctx.createRadialGradient(0, 0, radius * 0.95, 0, 0, radius * 1.02);
grad.addColorStop(0, '#333');
// grad.addColorStop(0.5, 'white');
grad.addColorStop(1, '#fff');
ctx.strokeStyle = "white";
ctx.lineWidth = radius * 0.02;
ctx.stroke();
// inner circle
ctx.beginPath();
ctx.arc(0, 0, radius * 0.04, 0, 2 * Math.PI);
ctx.fillStyle = 'white';
ctx.fill();
}
function drawNumbers(ctx, radius) {
var ang;
var num;
// Set the font size (of the drawing object) to 15% of the
// radius:
ctx.font = radius * 0.15 + "px arial";
// Set the text alignment to the middle and the center of the
// print position:
ctx.textBaseline = "middle";
ctx.textAlign = "center";
// Calculate the print position (for 12 numbers) to 85% of the
// radius, rotated (PI/6) for each number:
for (num = 1; num < 13; num++) {
ang = num * Math.PI / 6;
ctx.rotate(ang);
ctx.translate(0, -radius * 0.85);
ctx.rotate(-ang);
ctx.fillText(num.toString(), 0, 0);
ctx.rotate(ang);
ctx.translate(0, radius * 0.85);
ctx.rotate(-ang);
}
}
// Draw the minute / second numbers
function drawNumbersSecs(ctx, radius) {
let ang;
let num;
ctx.font = radius * 0.06 + "px helvetica";
ctx.textBaseline = "middle";
ctx.textAlign = "center";
for (num = 1; num < 61; num++) {
ang = num * Math.PI / 30;
ctx.rotate(ang);
ctx.translate(0, -radius * 1.06);
ctx.rotate(-ang);
ctx.fillText(num.toString(), 0, 0);
ctx.rotate(ang);
ctx.translate(0, radius * 1.06);
ctx.rotate(-ang);
}
}
// Evaluate the user's input
function checkInput() {
let {
hours,
minutes,
seconds
} = time;
let uHr = uHrs.value;
let uMin = uMins.value;
let uSec = uSecs.value;
const m = document.querySelector("h2");
if (uHr == hours && uMin == minutes && uSec == seconds) {
correctAnswers.push({
"time": time,
"answer": {
uHr,
uMin,
uSec
}
})
console.log(correctAnswers);
m.style.background = "green";
m.innerHTML = "correct";
} else {
incorrectAnswers.push({
"time": time,
"answer": {
uHr,
uMin,
uSec
}
})
console.log(incorrectAnswers);
m.style.background = "red";
m.innerHTML = "incorrect"
}
$("#right").html("Correct: " + correctAnswers.length);
$("#wrong").html("Incorrect: " + incorrectAnswers.length);
console.log(correctAnswers.length)
document.getElementById("number").reset();
time = createTime();
setTimeout(drawClock, 1000);
}
// Jump to next input box and run checkInput
$(function() {
const $inputs = $("#number input"),
$form = $("#number");
$inputs.on("input", function() {
if (this.value.length == this.maxLength) {
const $next = $(this).next('#number input');
if ($next.length) $next.select().focus();
if ($inputs.filter(function() {
return this.value.trim() !== ""
}).length === $inputs.length) {
checkInput();
}
}
});
})
* {
margin: 0;
padding: 0;
}
body {
background-color: black;
font-family: 'Courier New', Courier, monospace;
overflow: hidden;
}
.hide {
display: none;
}
.container {
display: block;
position: relative;
max-width: 800px;
left: 30%;
overflow: none;
}
canvas {
margin: 1em;
}
form input {
display: inline-flex;
position: relative;
left: 12.5%;
font-size: 1.3em;
padding: 0.25em;
width: 4em;
margin-bottom: 0.3em;
border-radius: 1em;
text-align: center;
}
#keyframes hello {
0% {
opacity: 0;
}
25% {
opacity: 1;
}
75% {
opacity: 1;
}
100% {
opacity: 1;
}
}
h2 {
position: relative;
max-width: 460px;
text-align: center;
margin: 1em;
padding: 0.5em;
font-size: 1.3em;
border-radius: 1em;
color: #fff;
animation-name: hello;
animation-duration: 4s;
}
#score {
font-size: 1em;
color: white;
text-align: center;
position: relative;
left: 6.75em;
display: block;
width: 100%;
max-width: 250px;
height: auto;
margin: 0.5em;
padding: 0.3em 1em;
border: 2px solid white;
border-radius: 2em;
}
form button {
margin: 0 2em;
padding: 0 0.6em;
}
#right {
color: green;
}
#wrong {
color: red;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<div class="container">
<canvas id="canvas" width="520" height="520"></canvas>
<div>
<form id="number">
<input placeholder="hr" type="number" maxlength="2" value="" id="uHrs" pattern="[1-12]" autofocus />
<input placeholder="min" type="number" maxlength="2" value="" id="uMins" pattern="[0-59]" />
<input placeholder="sec" type="number" maxlength="2" value="" id="uSecs" pattern="[0-59]" />
</form>
</div>
<div id="score">
<h6 id="game_time">Minutes left: </h6>
<h4 id="right">Correct : </h4>
<h4 id="wrong">Incorrect : </h4>
</div>
<h2 id="mark"></h2>
</div>
>
Related
The following code is generating a circle bar by using canvas. Everything works fine.
But when I tried to change the code so that the percent circle and value view
dont rotate/circulate around until they reach the real position/value I run into
problems. The graph should only view the percentage position within the circle
and the value in the mittle of the circle without rotating/couting up to the real end value.
I know I have to change/delete some things in the JS arcMove() function like
deegres += 1 which is responsible for the rotation steps and so on, but if I tried it didnt work like it should.
window.onload = function() {
var can = document.getElementById('canvas'),
spanProcent = document.getElementById('procent'),
c = can.getContext('2d');
var posX = can.width / 2,
posY = can.height / 2,
fps = 1000 / 200,
procent = 0,
oneProcent = 360 / 100,
result = oneProcent * 64;
c.lineCap = 'round';
arcMove();
function arcMove(){
var deegres = 0;
var acrInterval = setInterval (function() {
deegres += 1;
c.clearRect( 0, 0, can.width, can.height );
procent = deegres / oneProcent;
spanProcent.innerHTML = procent.toFixed();
c.beginPath();
c.arc( posX, posY, 70, (Math.PI/180) * 270, (Math.PI/180) * (270 + 360) );
c.strokeStyle = '#b1b1b1';
c.lineWidth = '10';
c.stroke();
c.beginPath();
c.strokeStyle = '#3949AB';
c.lineWidth = '10';
c.arc( posX, posY, 70, (Math.PI/180) * 270, (Math.PI/180) * (270 + deegres) );
c.stroke();
if( deegres >= result ) clearInterval(acrInterval);
}, fps);
}
}
:root {
background: #fff;
}
span#procent {
display: block;
position: absolute;
left: 50%;
top: 50%;
font-size: 50px;
transform: translate(-50%, -50%);
color: #3949AB;
}
span#procent::after {
content: '%';
}
.canvas-wrap {
position: relative;
width: 300px;
height: 300px;
}
<div class="canvas-wrap">
<canvas id="canvas" width="300" height="300"></canvas>
<span id="procent"></span>
</div>
In the arcMove function you have to set degree to result so the interval is done on first call. But if you do not want an animation than you should use a pure css way of displaying it. Checkout the following answer: https://stackoverflow.com/a/41147560/8820118
window.onload = function() {
var can = document.getElementById('canvas'),
spanProcent = document.getElementById('procent'),
c = can.getContext('2d');
var posX = can.width / 2,
posY = can.height / 2,
fps = 1000 / 200,
procent = 0,
oneProcent = 360 / 100,
result = oneProcent * 64;
c.lineCap = 'round';
arcMove();
function arcMove(){
var deegres = result; // change degrees to result, than you won't have the animation.
var acrInterval = setInterval (function() {
deegres += 1;
c.clearRect( 0, 0, can.width, can.height );
procent = deegres / oneProcent;
spanProcent.innerHTML = procent.toFixed();
c.beginPath();
c.arc( posX, posY, 70, (Math.PI/180) * 270, (Math.PI/180) * (270 + 360) );
c.strokeStyle = '#b1b1b1';
c.lineWidth = '10';
c.stroke();
c.beginPath();
c.strokeStyle = '#3949AB';
c.lineWidth = '10';
c.arc( posX, posY, 70, (Math.PI/180) * 270, (Math.PI/180) * (270 + deegres) );
c.stroke();
if( deegres >= result ) clearInterval(acrInterval);
}, fps);
}
}
:root {
background: #fff;
}
span#procent {
display: block;
position: absolute;
left: 50%;
top: 50%;
font-size: 50px;
transform: translate(-50%, -50%);
color: #3949AB;
}
span#procent::after {
content: '%';
}
.canvas-wrap {
position: relative;
width: 300px;
height: 300px;
}
<div class="canvas-wrap">
<canvas id="canvas" width="300" height="300"></canvas>
<span id="procent"></span>
</div>
I am trying to make an object move to click position, like in rpgs like diablo or modern moba games, i needed to find a way to animate to click coordinates and i have found a method that uses pythagorean theorem, i understood and custimized the code to a certain degree, but there is a bug where the ball keeps bouncing in the very end of animation. I know this happens because of the "moves" variable and the loop, but can't understand exactly why.
here's the function that draws the object
function drawPlayer() {
//
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.beginPath();
ctx.arc(player.x, player.y, 12, 0, Math.PI*2);
ctx.fillStyle = 'white';
ctx.fill();
ctx.closePath();
//Calculate variables
let dx = player.newx - player.x;
let dy = player.newy - player.y;
let distance = Math.sqrt(dx*dx + dy*dy);
let moves = distance/player.speed;
let xunits = (player.newx - player.x)/moves;
let yunits = (player.newy - player.y)/moves;
if (moves > 0 ) {
moves--;
player.x += xunits;
player.y += yunits;
console.log(moves);
}
}
const canvas = document.getElementById('canvas1');
const ctx = canvas.getContext('2d');
canvas.addEventListener('click', e => {
setClickCoords(e);
drawPlayer();
})
canvas.width = 300;
canvas.height = 300;
const player = {
x: 0,
y: 0,
newx: 0,
newy: 0,
speed: 1,
radius: 15,
}
function drawPlayer() {
//Draw
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.beginPath();
ctx.arc(player.x, player.y, 12, 0, Math.PI * 2);
ctx.fillStyle = 'white';
ctx.fill();
ctx.closePath();
//Calculate variables
let dx = player.newx - player.x;
let dy = player.newy - player.y;
let distance = Math.sqrt(dx * dx + dy * dy);
let moves = distance / player.speed;
let xunits = (player.newx - player.x) / moves;
let yunits = (player.newy - player.y) / moves;
console.log(moves);
if (moves > 0) {
moves--;
player.x += xunits;
player.y += yunits;
console.log(moves);
}
}
function setClickCoords(e) {
player.newx = e.offsetX;
player.newy = e.offsetY;
document.getElementById('oldcoords').innerHTML = "old Coords " + player.x + " " + player.y;
document.getElementById('newcoords').innerHTML = "new Coords " + player.newx + " " + player.newy;
}
function gameLoop() {
window.setTimeout(gameLoop, 24);
drawPlayer()
}
gameLoop();
body {
background: black;
display: flex;
flex-direction: column;
}
#canvas1 {
border: 3px solid white;
top: 50%;
left: 50%;
position: absolute;
width: 300px;
height: 300px;
transform: translate(-50%, -50%);
}
#oldcoords,
#newcoords {
color: white;
font-size: 18px;
}
<span id="oldcoords"></span>
<span id="newcoords"></span>
<canvas id="canvas1"> </canvas>
Check if moves is between 0 and 1. If it's between, move the ball to the desired position. Currently, the ball goes too far in the direction and has to return in the next animation.
const canvas = document.getElementById('canvas1');
const ctx = canvas.getContext('2d');
canvas.addEventListener('click', e => {
setClickCoords(e);
drawPlayer();
})
canvas.width = 300;
canvas.height = 300;
const player = {
x: 0,
y: 0,
newx: 0,
newy: 0,
speed: 1,
radius: 15,
}
function drawPlayer() {
//Draw
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.beginPath();
ctx.arc(player.x, player.y, 12, 0, Math.PI * 2);
ctx.fillStyle = 'white';
ctx.fill();
ctx.closePath();
//Calculate variables
let dx = player.newx - player.x;
let dy = player.newy - player.y;
let distance = Math.sqrt(dx * dx + dy * dy);
let moves = distance / player.speed;
console.log(moves);
if (moves > 1) {
let xunits = (player.newx - player.x) / moves;
let yunits = (player.newy - player.y) / moves;
moves--;
player.x += xunits;
player.y += yunits;
console.log(moves);
} else if (moves > 0) {
moves = 0;
player.x = player.newx;
player.y = player.newy;
console.log(moves);
}
}
function setClickCoords(e) {
player.newx = e.offsetX;
player.newy = e.offsetY;
document.getElementById('oldcoords').innerHTML = "old Coords " + player.x + " " + player.y;
document.getElementById('newcoords').innerHTML = "new Coords " + player.newx + " " + player.newy;
}
function gameLoop() {
window.setTimeout(gameLoop, 24);
drawPlayer()
}
gameLoop();
body {
background: black;
display: flex;
flex-direction: column;
}
#canvas1 {
border: 3px solid white;
top: 50%;
left: 50%;
position: absolute;
width: 300px;
height: 300px;
transform: translate(-50%, -50%);
}
#oldcoords,
#newcoords {
color: white;
font-size: 18px;
}
<span id="oldcoords"></span>
<span id="newcoords"></span>
<canvas id="canvas1"> </canvas>
I want the triangle to aim towards the center at all time while it is spinning as it is right now
var element = document.getElementById('background');
var ctx = element.getContext("2d");
var camera = {};
camera.x = 0;
camera.y = 0;
var scale = 1.0;
var obj = [];
var t = {};
t.angle = Math.random() * Math.PI * 2; //start angle
t.radius = 200;
t.x = Math.cos(t.angle) * t.radius; // start position x
t.y = Math.sin(t.angle) * t.radius; //start position y
t.duration = 10000; //10 seconds per rotation
t.rotSpeed = 2 * Math.PI / t.duration; // Rotational speed (in radian/ms)
t.start = Date.now();
obj.push(t);
function update() {
for (var i = 0; i < obj.length; i++) {
var delta = Date.now() - obj[i].start;
obj.start = Date.now();
var angle = obj[i].rotSpeed * delta;
// The angle is now already in radian, no longer need to convert from degree to radian.
obj[i].x = obj[i].radius * Math.cos(angle);
obj[i].y = obj[i].radius * Math.sin(angle);
}
}
function draw() {
update();
ctx.clearRect(0, 0, element.width, element.height);
ctx.save();
ctx.translate(0 - (camera.x - element.width / 2), 0 - (camera.y - element.height / 2));
ctx.scale(scale, scale);
ctx.fillStyle = 'blue';
for (var i = 0; i < obj.length; i++) {
/*Style circle*/
ctx.beginPath();
ctx.arc(0, 0, obj[i].radius, 0, Math.PI * 2);
ctx.lineWidth = 60;
ctx.strokeStyle = "black";
ctx.stroke();
//Dot style
ctx.beginPath();
ctx.arc(obj[i].x,obj[i].y,10,0,Math.PI*2);
ctx.moveTo(0 + obj[i].x, 0 + obj[i].y);
ctx.lineTo(75 + obj[i].x, 25 + obj[i].y);
ctx.lineTo(75 + obj[i].x, -25 + + obj[i].y);
ctx.lineWidth = 1.5;
ctx.strokeStyle = "red";
ctx.stroke();
ctx.fillStyle = "red";
ctx.fill();
}
ctx.restore();
requestAnimationFrame(draw);
}
draw();
<canvas id="background" width="500" height="500"></canvas>
Here is a quick fiddle that has all the code already in it just for convenience :)
https://jsfiddle.net/4xwmo5tj/5/
I have already made it spin (the dot is there for now but will be removed later so that can be ignored) the only thing that I still need to do is aim it towards the center at all time. I think I have to use css transform translate for it. but I don't know how to
Use CSS animations.
.outer-circle {
height: 200px;
width: 200px;
background-color: black;
padding: 25px;
position: relative;
border-radius: 50%;
-webkit-animation:spin 4s linear infinite;
-moz-animation:spin 4s linear infinite;
animation:spin 4s linear infinite;
}
.inner-cricle {
width: 150px;
height: 150px;
background: white;
margin: auto;
margin-top: 25px;
border-radius: 50%;
}
.triangle {
width: 0;
height: 0;
border-left: 20px solid transparent;
border-right: 20px solid transparent;
border-top: 20px solid #f00;
position: absolute;
left: 40%;
top: 6%;
}
#-moz-keyframes spin { 100% { -moz-transform: rotate(360deg); } }
#-webkit-keyframes spin { 100% { -webkit-transform: rotate(360deg); } }
#keyframes spin { 100% { -webkit-transform: rotate(360deg); transform:rotate(360deg); } }
<div class="outer-circle">
<div class="triangle"></div><div class="inner-cricle"></div>
</div>
The triangle is not spinning at all. There is just a red dot circle in circumference and triangle inside black circle which is still. So what do you want to do?
The block of the code responsible for the triangle is under // Dot Style. The lines ctx.lineTo plot two dots at (x,y) coordinates. I fiddle around with the two coordinates until the triangle was facing down. Below is the end result:
var element = document.getElementById('background');
var ctx = element.getContext("2d");
var camera = {};
camera.x = 0;
camera.y = 0;
var scale = 1.0;
var obj = [];
var t = {};
t.angle = Math.random() * Math.PI * 2; //start angle
t.radius = 200;
t.x = Math.cos(t.angle) * t.radius; // start position x
t.y = Math.sin(t.angle) * t.radius; //start position y
t.duration = 10000; //10 seconds per rotation
t.rotSpeed = 2 * Math.PI / t.duration; // Rotational speed (in radian/ms)
t.start = Date.now();
obj.push(t);
function update() {
for (var i = 0; i < obj.length; i++) {
var delta = Date.now() - obj[i].start;
obj.start = Date.now();
var angle = obj[i].rotSpeed * delta;
// The angle is now already in radian, no longer need to convert from degree to radian.
obj[i].x = obj[i].radius * Math.cos(angle);
obj[i].y = obj[i].radius * Math.sin(angle);
}
}
function draw() {
update();
ctx.clearRect(0, 0, element.width, element.height);
ctx.save();
ctx.translate(0 - (camera.x - element.width / 2), 0 - (camera.y - element.height / 2));
ctx.scale(scale, scale);
ctx.fillStyle = 'blue';
for (var i = 0; i < obj.length; i++) {
/*Style circle*/
ctx.beginPath();
ctx.arc(0, 0, obj[i].radius, 0, Math.PI * 2);
ctx.lineWidth = 60;
ctx.strokeStyle = "white";
ctx.stroke();
//Dot style
ctx.beginPath();
ctx.arc(obj[i].x, obj[i].y, 10, 0, Math.PI * 2);
ctx.moveTo(0 + obj[i].x, 0 + obj[i].y);
ctx.lineTo(25 + obj[i].x, -75 + obj[i].y);
ctx.lineTo(-25 + obj[i].x, -75 + obj[i].y);
ctx.lineWidth = 1.5;
ctx.strokeStyle = "red";
ctx.stroke();
ctx.fillStyle = "red";
ctx.fill();
}
ctx.restore();
requestAnimationFrame(draw);
}
draw();
#background {
background: #000000;
border: 1px solid black;
}
<canvas id="background" width="500" height="500"></canvas>
Sorry, I can't provide any more specific details. The Cavas API and drawing are not my turfs.
I used this from another stackoverflow question: http://jsfiddle.net/Aapn8/3410/ to create circle progress bars.
Except when I'm trying to create more then 1, nothing happens how can you clean fix this without copying the JavaScript and change just 1 var.
This is my code:
.circleWrapper {
width: 250px;
float: left;
}
.circleText {} .circleTextSmall {} #graph div {
position: relative;
margin: 80px;
width: 220px;
height: 220px;
}
#graph canvas {
display: block;
top: 0;
left: 0;
}
#graph span {
color: #555;
display: block;
line-height: 220px;
text-align: center;
width: 220px;
font-family: sans-serif;
font-size: 40px;
font-weight: 100;
margin-left: 5px;
}
#graph input {
width: 200px;
}
<div class="circleWrapper">
<div class="chart" id="graph" data-percent="50"></div>
<div class="circleText">HTML/CSS</div>
<div class="circleTextSmall">Small text</div>
</div>
<div class="circleWrapper">
<div class="chart" id="graph" data-percent="45"></div>
<div class="circleText">PHP</div>
<div class="circleTextSmall">Small text</div>
</div>
var els = document.getElementsByClassName("chart");
for(var i=0; i < els.length; i++){
var el = els[i];
var options = {
percent: el.getAttribute('data-percent') || 25,
size: el.getAttribute('data-size') || 220,
lineWidth: el.getAttribute('data-line') || 15,
rotate: el.getAttribute('data-rotate') || 0
}
var canvas = document.createElement('canvas');
var span = document.createElement('span');
span.textContent = options.percent + '%';
if (typeof(G_vmlCanvasManager) !== 'undefined') {
G_vmlCanvasManager.initElement(canvas);
}
var ctx = canvas.getContext('2d');
canvas.width = canvas.height = options.size;
el.appendChild(span);
el.appendChild(canvas);
ctx.translate(options.size / 2, options.size / 2); // change center
ctx.rotate((-1 / 2 + options.rotate / 180) * Math.PI); // rotate -90 deg
//imd = ctx.getImageData(0, 0, 240, 240);
var radius = (options.size - options.lineWidth) / 2;
var drawCircle = function(color, lineWidth, percent) {
percent = Math.min(Math.max(0, percent || 1), 1);
ctx.beginPath();
ctx.arc(0, 0, radius, 0, Math.PI * 2 * percent, false);
ctx.strokeStyle = color;
ctx.lineCap = 'round'; // butt, round or square
ctx.lineWidth = lineWidth
ctx.stroke();
};
drawCircle('#efefef', options.lineWidth, 100 / 100);
drawCircle('#555555', options.lineWidth, options.percent / 100);
}
div {
position:relative;
margin:80px;
width:220px; height:220px;
}
canvas {
display: block;
position:absolute;
top:0;
left:0;
}
span {
color:#555;
display:block;
line-height:220px;
text-align:center;
width:220px;
font-family:sans-serif;
font-size:40px;
font-weight:100;
margin-left:5px;
}
input {
width: 200px;
}
span {
}
<div class="chart" data-percent="88"></div>
<div class="chart" data-percent="78"></div>
Use functions
Put your code inside a function which accepts some way of identifying a particular element, then call that function multiple times. Here's a fork of that fiddle as a working example:
function startGraph(el) { // turn it into a function which accepts an element
// (Nothing else has changed)
var options = {
percent: el.getAttribute('data-percent') || 25,
size: el.getAttribute('data-size') || 220,
lineWidth: el.getAttribute('data-line') || 15,
rotate: el.getAttribute('data-rotate') || 0
}
var canvas = document.createElement('canvas');
var span = document.createElement('span');
span.textContent = options.percent + '%';
if (typeof(G_vmlCanvasManager) !== 'undefined') {
G_vmlCanvasManager.initElement(canvas);
}
var ctx = canvas.getContext('2d');
canvas.width = canvas.height = options.size;
el.appendChild(span);
el.appendChild(canvas);
ctx.translate(options.size / 2, options.size / 2); // change center
ctx.rotate((-1 / 2 + options.rotate / 180) * Math.PI); // rotate -90 deg
//imd = ctx.getImageData(0, 0, 240, 240);
var radius = (options.size - options.lineWidth) / 2;
var drawCircle = function(color, lineWidth, percent) {
percent = Math.min(Math.max(0, percent || 1), 1);
ctx.beginPath();
ctx.arc(0, 0, radius, 0, Math.PI * 2 * percent, false);
ctx.strokeStyle = color;
ctx.lineCap = 'round'; // butt, round or square
ctx.lineWidth = lineWidth
ctx.stroke();
};
drawCircle('#efefef', options.lineWidth, 100 / 100);
drawCircle('#555555', options.lineWidth, options.percent / 100);
}
Assuming each element has class="chart" then you can get all the elements and call the function with each one:
// Get all charts:
var myCharts=document.getElementsByClassName("chart");
// For each one..
for (var i in myCharts) {
// Start it:
startGraph(myCharts[i]);
}
You have used the graph ID twice.
You can only use an ID once per document.
The id attribute specifies a unique id for an HTML element (the value must be unique within the HTML document).
More information on this can be found here.
Change the ID to something else and change the JS to interact with both elements.
This can for example be done with getElementsByClassName(). This function returns an array of elements instead of a single element.
I think it is best if you wrap all your functionality in a function with the following signature:
function startGraph(el) {
...
}
and then call the function from this for-loop:
var elements = document.getElementsByClassName("chart");
var i;
for (i = 0; i < x.length; i++) {
startGraph(elements[i]);
}
More information on that can be found here.
All you need to do is to define unique ids in your HTML, and define an array of all your graph elements and loop through the logic, see this as an example:
var elements = [{
'id': 'graph1'
}, {
'id': 'graph2'
}];
for (var i = 0; i < elements.length; i++) {
var el = document.getElementById(elements[i]['id']);
var options = {
percent: el.getAttribute('data-percent') || 25,
size: el.getAttribute('data-size') || 220,
lineWidth: el.getAttribute('data-line') || 15,
rotate: el.getAttribute('data-rotate') || 0
}
var canvas = document.createElement('canvas');
var span = document.createElement('span');
span.textContent = options.percent + '%';
if (typeof(G_vmlCanvasManager) !== 'undefined') {
G_vmlCanvasManager.initElement(canvas);
}
var ctx = canvas.getContext('2d');
canvas.width = canvas.height = options.size;
el.appendChild(span);
el.appendChild(canvas);
ctx.translate(options.size / 2, options.size / 2); // change center
ctx.rotate((-1 / 2 + options.rotate / 180) * Math.PI); // rotate -90 deg
//imd = ctx.getImageData(0, 0, 240, 240);
var radius = (options.size - options.lineWidth) / 2;
var drawCircle = function(color, lineWidth, percent) {
percent = Math.min(Math.max(0, percent || 1), 1);
ctx.beginPath();
ctx.arc(0, 0, radius, 0, Math.PI * 2 * percent, false);
ctx.strokeStyle = color;
ctx.lineCap = 'round'; // butt, round or square
ctx.lineWidth = lineWidth
ctx.stroke();
};
drawCircle('#efefef', options.lineWidth, 100 / 100);
drawCircle('#555555', options.lineWidth, options.percent / 100);
}
div {
position: relative;
margin: 80px;
width: 220px;
height: 220px;
}
canvas {
display: block;
position: absolute;
top: 0;
left: 0;
}
span {
color: #555;
display: block;
line-height: 220px;
text-align: center;
width: 220px;
font-family: sans-serif;
font-size: 40px;
font-weight: 100;
margin-left: 5px;
}
input {
width: 200px;
}
span {}
<div class="chart" id="graph1" data-percent="88"></div>
<div class="chart" id="graph2" data-percent="25"></div>
I am having issues trying to place an image as an object for an "asteroid avoidance" game. I was able to get the game itself to work based on what was written in my book "Foundation: HTML5 Canvas for Games and Entertainment". I want to go one step beyond what was written in the book. I want to replace the triangle shaped ship with that of an image. However, I am unable to figure out where to put the code for this.draw. My professor showed us a way to do it. When I try to implement it into my code it doesn't want to work properly. May I ask for some advice on how to place the image as the ship?
Here is my working code from the book, before I made any this.draw edits:(http://jsbin.com/tukejopofo/1/)
$(document).ready(function() {
var canvas = $("#gameCanvas");
var context = canvas.get(0).getContext("2d");
//canvas dimensions
var canvasWidth = canvas.width();
var canvasHeight = canvas.height();
var playGame;
var asteroids;
var numAsteroids;
var player;
var score;
var scoreTimeout;
var arrowUp = 38;
var arrowRight = 39;
var arrowDown = 40;
var arrowLeft = 37;
//game UI
var ui = $("#gameUI");
var uiIntro = $("#gameIntro");
var uiStats = $("#gameStats");
var uiComplete = $("#gameComplete");
var uiPlay = $("#gamePlay");
var uiReset = $(".gameReset");
var uiScore = $(".gameScore");
var soundBackground = $("#gameSoundBackground").get(0);
var soundThrust = $("#gameSoundThrust").get(0);
var soundDeath = $("#gameSoundDeath").get(0);
var Asteroid = function(x, y, radius, vX) {
this.x = x;
this.y = y;
this.radius = radius;
this.vX = vX;
};
var Player = function(x, y) {
this.x = x;
this.y = y;
this.width = 24;
this.height = 24;
this.halfWidth = this.width / 2;
this.halfHeight = this.height / 2;
this.flameLength1 = 20;
this.flameLength2 = 20;
this.vX = 0;
this.vY = 0;
this.moveRight = false;
this.moveUp = false;
this.moveDown = false;
this.moveLeft = false;
};
//Reset and start the game
function startGame() {
//Reset game stats
uiScore.html("0");
uiStats.show();
//set up initial game settings
playGame = false;
asteroids = new Array();
numAsteroids = 10;
score = 0;
player = new Player(150, canvasHeight / 2, 50, 50);
for (var i = 0; i < numAsteroids; i++) {
var radius = 5 + (Math.random() * 10);
var x = canvasWidth + radius + Math.floor(Math.random() * canvasWidth);
var y = Math.floor(Math.random() * canvasHeight);
var vX = -5 - (Math.random() * 5);
asteroids.push(new Asteroid(x, y, radius, vX));
};
$(window).keydown(function(e) {
var keyCode = e.keyCode;
if (!playGame) {
playGame = true;
soundBackground.currentTime = 0;
soundBackground.play();
animate();
timer();
};
if (keyCode == arrowRight) {
player.moveRight = true;
if (soundThrust.paused) {
soundThrust.currentTime = 0;
soundThrust.play();
}
} else if (keyCode == arrowLeft) {
player.moveLeft = true;
} else if (keyCode == arrowUp) {
player.moveUp = true;
} else if (keyCode == arrowDown) {
player.moveDown = true;
}
});
$(window).keyup(function(e) {
var keyCode = e.keyCode;
if (!playGame) {
playGame = true;
animate();
};
if (keyCode == arrowRight) {
player.moveRight = false;
if (keyCode == arrowRight) {
player.moveRight = false;
soundThrust.pause();
}
} else if (keyCode == arrowUp) {
player.moveUp = false;
} else if (keyCode == arrowDown) {
player.moveDown = false;
} else if (keyCode == arrowLeft) {
player.moveLeft = false;
}
});
//start the animation loop
animate();
};
//initialize the game environment
function init() {
uiStats.hide();
uiComplete.hide();
uiPlay.click(function(e) {
e.preventDefault();
uiIntro.hide();
startGame();
});
uiReset.click(function(e) {
e.preventDefault();
uiComplete.hide();
$(window).unbind("keyup");
$(window).unbind("keydown");
soundThrust.pause();
soundBackground.pause();
clearTimeout(scoreTimeout);
startGame();
});
};
function timer() {
if (playGame) {
scoreTimeout = setTimeout(function() {
uiScore.html(++score);
if (score % 5 == 0) {
numAsteroids += 5;
}
timer();
}, 1000);
};
};
//Animation loop that does all the fun stuff
function animate() {
//Clear
context.clearRect(0, 0, canvasWidth, canvasHeight);
var asteroidsLength = asteroids.length;
for (var i = 0; i < asteroidsLength; i++) {
var tmpAsteroid = asteroids[i];
tmpAsteroid.x += tmpAsteroid.vX;
if (tmpAsteroid.x + tmpAsteroid.radius < 0) { //creates bounderies to prevent player from leaving the canvas
tmpAsteroid.radius = 5 + (Math.random() * 10);
tmpAsteroid.x = canvasWidth + tmpAsteroid.radius;
tmpAsteroid.y = Math.floor(Math.random() * canvasHeight);
tmpAsteroid.vX = -5 - (Math.random() * 5);
}
var dX = player.x - tmpAsteroid.x;
var dY = player.y - tmpAsteroid.y;
var distance = Math.sqrt((dX * dX) + (dY * dY));
if (distance < player.halfWidth + tmpAsteroid.radius) { //checks for collision
soundThrust.pause()
soundDeath.currentTime = 0;
soundDeath.play();
//Game over
playGame = false;
clearTimeout(scoreTimeout);
uiStats.hide();
uiComplete.show();
soundBackground.pause();
$(window).unbind("keyup"); //unbinds keys to stop player movement at the end of the game
$(window).unbind("keydown");
};
context.fillStyle = "rgb(255, 255, 255)";
context.beginPath();
context.arc(tmpAsteroid.x, tmpAsteroid.y, tmpAsteroid.radius, 0, Math.PI * 2, true);
context.fill();
};
player.vX = 0;
player.vY = 0;
if (player.moveRight) {
player.vX = 3;
};
if (player.moveLeft) {
player.vX = -3;
};
if (player.moveUp) {
player.vY = -3;
};
if (player.moveDown) {
player.vY = 3;
};
player.x += player.vX;
player.y += player.vY;
if (player.x - player.halfWidth < 20) {
player.x = 20 + player.halfWidth;
} else if (player.x + player.halfWidth > canvasWidth - 20) {
player.x = canvasWidth - 20 - player.halfWidth;
}
if (player.y - player.halfHeight < 20) {
player.y = 20 + player.halfHeight;
} else if (player.y + player.halfHeight > canvasHeight - 20) {
player.y = canvasHeight - 20 - player.halfHeight;
}
if (player.moveRight) {
context.save();
context.translate(player.x - player.halfWidth, player.y);
if (player.flameLength1 == 20) {
player.flameLength1 = 15;
(player.flameLength2 == 20)
player.flameLength2 = 15;
} else {
player.flameLength1 = 20;
player.flameLength2 = 20;
};
context.fillStyle = "orange";
context.beginPath();
context.moveTo(0, -12);
context.lineTo(-player.flameLength1, -7);
context.lineTo(0, -5);
context.closePath();
context.fill();
context.fillStyle = "orange";
context.beginPath();
context.moveTo(0, 12);
context.lineTo(-player.flameLength2, 7);
context.lineTo(0, 5);
context.closePath();
context.fill();
context.restore();
};
//draw ship
context.fillStyle = "rgb(255, 0, 0)";
context.beginPath();
context.moveTo(player.x + player.halfWidth, player.y);
context.lineTo(player.x - player.halfWidth, player.y - player.halfHeight);
context.lineTo(player.x - player.halfWidth, player.y + player.halfHeight);
context.closePath();
context.fill();
while (asteroids.length < numAsteroids) { //adds asteroids as the difficulty increases
var radius = 5 + (Math.random() * 10)
var x = Math.floor(Math.random() * canvasWidth) + canvasWidth + radius;
var y = Math.floor(Math.random() * canvasHeight);
var vX = -5 - (Math.random() * 5);
asteroids.push(new Asteroid(x, y, radius, vX));
}
if (playGame) {
//run the animation loop again in 33 milliseconds
setTimeout(animate, 24);
};
};
init();
});
* {
margin: 0;
padding: 0;
}
html,
body {
height: 100%;
width: 100%;
}
canvas {
display: block;
}
body {
background: #000;
color: #fff;
font-family: Verdana, Arial, sans-serif;
font-size: 18px;
}
h1 {
font-size: 30px;
}
h6 {
font-size: 15px;
}
p {
margin: 0 20px;
}
a {
color: #fff;
text-decoration: none;
}
a:hover {
text-decoration: underline;
}
a.button {
background: #185da8;
border-radius: 5px;
display: block;
font-size: 30px;
margin: 40px 0 0 350px;
padding: 10px;
width: 200px;
text-align: center;
}
a.button:hover {
background: #2488f5;
color: #fff;
text-decoration: none;
}
#game {
height: 600px;
left: 50%;
margin: -250px 0 0 -500px;
position: relative;
top: 50%;
width: 980px;
}
#gameCanvas {
background: #001022;
border: 5px solid green;
background-image: url(../images/space.jpg);
background-position: center top;
background-repeat: no-repeat;
background-size: cover;
}
#gameUI {
height: 600px;
position: absolute;
width: 980px;
}
#gameIntro,
#gameComplete {
background: rgba(0, 0, 0, 0.5);
margin: 100px 0 0 10px;
padding: 40px 0;
text-align: center;
}
#gameStats {
font-size: 14px;
margin: 20px 0;
}
#gameStats .gameReset {
margin: 20px 20px 0 0;
position: absolute;
right: 0;
top: 0;
}
<body>
<div id="game">
<div id="gameUI">
<div id="gameIntro">
<h1>Debris Fields of Spiral Galaxy</h1>
<h6>A <i>Galaxy Smuggler's Run</i> Game</h6>
<hr>
<p>You are Captain Amadaeus delivering goods to a dependent planet on the other side of a debris field</p>
<p>Click <i>"Play"</i> and then press any key to start.</p>
<p><a id="gamePlay" class="button" href="">Play!</a>
</p>
</div>
<div id="gameStats">
<p><b>Time: </b><span class="gameScore"></span> seconds</p>
<p><a class="gameReset" href="">Reset</a>
</p>
</div>
<div id="gameComplete">
<h1>Game Over!</h1>
<p>You survived for <span class="gameScore"></span> seconds.</p>
<p>Would you like to give it another go?</p>
<p><a class="gameReset button" href="">Play Again?</a>
</p>
</div>
</div>
<canvas id="gameCanvas" width="980" height="600">
</canvas>
<audio id="gameSoundBackground" loop>
<source src="sounds/background.ogg">
<source src="sounds/background.mp3">
</audio>
<audio id="gameSoundThrust" loop>
<source src="sounds/thrust.ogg">
<source src="sounds/thrust.mp3">
</audio>
<audio id="gameSoundDeath">
<source src="sounds/death.ogg">
<source src="sounds/death.mp3">
</audio>
</div>
</body>
and here is my Professor's code for drawing an image:(http://jsbin.com/rapayufafe/1/)
// JS file for the ship
function Ship() {
this.x = 100;
this.y = 100;
this.color = "yellow";
this.fillStyle = "white";
this.vx = 0;
this.vy = 0;
this.ax = 1;
this.ay = 1;
//function "move" that will add velocity to the position of the ship
this.move = function() {
this.x += this.vx;
this.y += this.vy;
}//end move function
//draw the ship
this.draw=function () {
//ship var
var imageObj = new Image();
imageObj.src = "images/ship.png";
//save the current state of the canvas
context.save();
//moving the point of origin (0,0) to the ships x and y coordinates
context.translate(this.x,this.y);
context.lineStyle = this.color;
context.fillStyle = this.fillStyle;
/*context.beginPath();
context.moveTo(25,0);
context.lineTo(-25,25)
context.lineTo(-25,-25)*/
//draw ship
context.drawImage(imageObj,-25,-25,50,50);
context.closePath();
context.stroke();
context.fill();
context.restore();
}//end of draw ship
}//end ship function
/*var asteroidsLength = asteroids.length;
for (var i = 0; i < asteroidsLength; i++) {
var tmpAsteroid = asteroids[i];
context.fillStyle = "gray";
context.beginPath();
context.arc(tmpAsteroid.x, tmpAsteroid.y, tmpAsteroid.radius, 0, Math.PI*2, true);
context.closePath();
context.fill();
};*/
As you can see in your starting code, you have a section looking like this:
//draw ship
context.fillStyle = "rgb(255, 0, 0)";
context.beginPath();
context.moveTo(player.x + player.halfWidth, player.y);
context.lineTo(player.x - player.halfWidth, player.y - player.halfHeight);
context.lineTo(player.x - player.halfWidth, player.y + player.halfHeight);
context.closePath();
context.fill();
Just replace that code with the code for drawing an image.
var imageObj = new Image();
imageObj.src = "images/ship.png";
context.drawImage(imageObj,player.x,player.y);
Although, I'd recommend declaring the imageObj and setting the source at the top of your code where you declare the rest of your variables so that you don't load the image every time you want to draw the ship.