Infinite image movement using canvas - javascript

class Obstacle {
constructor(image, x, y, w, h) {
this.image = image;
this.x = x;
this.y = y;
this.w = w;
this.h = h;
this.dx = gameSpeed;
}
animate() {
this.x += this.dx;
this.draw();
this.dx = gameSpeed;
}
draw() {
//////1
var pat = ctx.createPattern(landImage, "repeat-x");
ctx.fillStyle = pat;
ctx.fillRect(this.x, this.y, this.w, this.h);
//////2
ctx.drawImage(pat, this.x, this.y, this.w, this.h);
}
}
function update() {
requestAnimationFrame(update);
ctx.clearRect(0, 0, canvas.width, canvas.height);
... etc code...
terrain.animate();
}
function start() {
...etc code...
terrain = new Obstacle(landImage, 0, canvas.height - 20, 20000, 20);
update();
}
start();
Terrain image
Question
I'm trying to make a t-rex game. I want to make the ground constantly move when Dino (runner) moves.
It is not the ctx.translate() function that moves the image in my code, but The 'this.dx' coordinate value of the Class is moved using the requestAnimationframe() function.
The First Code written as '/////2' does not move the ground indefinitely.
A solution code written as '/////1', but it did not work.
How can I implement land that moves indefinitely?

I found the answer myself. I hope this question helps those who read it.
Reference : https://jongbeom-dev.tistory.com/109
It was a problem to store as much as the part where the background image disappears in the offset variable and draw as much as the corresponding coordinate value.
//left //right divided into two parts and drew a background image.
animate() {
this.x += this.dx;
this.draw();
this.dx = gameSpeed;
//그림의 최대길이는 2380 * 23 (px)
if (offset > 2300) offset = 0;
else offset += this.dx;
}
draw() {
// left
ctx.drawImage(
this.image,
2380 - offset,
0,
offset,
23,
0,
canvas.height - this.h,
offset,
this.h
);
// right
ctx.drawImage(
this.image,
0,
0,
2380 - offset,
23,
offset,
canvas.height - this.h,
2380 - offset,
this.h
);
}

Related

Moving trail after my image in HTML5 Canvas & Javascript

I am trying to move an image in HTML5 canvas but when it moves it creates a long trail/line behind it. I'm not sure how to have just the image move without a long trail line appearing. Any help would be greatly appreciated
//Create bullets
class Projectile {
constructor({position, velocity}){
this.position = position
this.velocity = velocity
this.width = 5
this.height = 10
this.color = "red";
}
draw() {
ctx.fillStyle = this.color;
ctx.fillRect(this.position.x, this.position.y, this.width, this.height);
}
update() {
this.draw()
this.position.x += this.velocity.x
this.position.y += this.velocity.y
}
}
const projectiles = [new Projectile({
position: {
x: 300,
y: 300
},
velocity: {
x: 0,
y: 0
}
})]
function animate() {
projectiles.forEach(projectile => {
projectile.update()
})
}
animate()
You have to clear the canvas between the update draw calls, otherwise the projectiles get drawn over and over again. You can use clearRect or empty the canvas on your own like this:
ctx.fillStyle = 'black'; //try out 'rgba(0,0,0,0.9)'
ctx.fillRect(0,0,canvas.width,canvas.height);

Why is the drawn line not clearing from canvas?

Link to JSFiddle for entire code: https://jsfiddle.net/u4mk0gdt/
I read the Mozilla docs on save() and restore() and I thought that "save" saved the current state of the entire canvas and "restore" restored the canvas to the most recent "save" state. Hence I placed the saves and restores in such a way that it should clear the white line that is drawn to canvas after is is drawn. However when I run this code the white line is never cleared from the canvas and is drawn continually without clearing.
ctx.restore();
ctx.save(); // <--should save blank canvas
//DRAW LINE
ctx.moveTo(tMatrix.x1, tMatrix.y1);
ctx.lineTo(w/2,h/2);
ctx.strokeStyle = "white";
ctx.stroke();
ctx.restore(); // <-- should restore to the "save()" above
ctx.save(); // <-- <--should save blank canvas again
As you can see, I made a lot of modifications to your code:
console.log("rotating_recs");
// create canvas and add resize
var canvas, ctx;
function createCanvas() {
canvas = document.createElement("canvas");
canvas.style.position = "absolute";
canvas.style.left = "0px";
canvas.style.top = "0px";
canvas.style.zIndex = 1000;
document.body.appendChild(canvas);
}
function resizeCanvas() {
if (canvas === undefined) {
createCanvas();
}
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
ctx = canvas.getContext("2d");
}
resizeCanvas();
window.addEventListener("resize", resizeCanvas);
var Player = function(x, y, height, width, rot) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.rot = rot;
this.objWinX = 0; //translate the window object and then apply to this
this.objWinY = 0;
this.draw = function() {
//rotate by user.rot degrees, from the players center
ctx.translate(this.x + this.width / 2, this.y + this.height / 2)
ctx.rotate(this.rot * Math.PI / 180)
ctx.translate(-this.x - this.width / 2, -this.y - this.height / 2)
ctx.fillStyle = "grey";
ctx.fillRect(this.x, this.y, this.height, this.width);
ctx.translate(this.x + this.width / 2, this.y + this.height / 2)
ctx.rotate(-this.rot * Math.PI / 180)
ctx.translate(-this.x - this.width / 2, -this.y - this.height / 2)
}
}
var user = new Player(0, 0, 40, 40, 0);
var user2 = new Player(0, 0, 40, 40, 0);
let rot = 0;
function update(time) {
var w, h;
w = canvas.width; // get canvas size incase there has been a resize
h = canvas.height;
ctx.clearRect(0, 0, w, h); // clear the canvas
//MIDDLE RECT
/*
if you don't want this you can just translate by w/2 and h/2, but I would recommend just making the p layers position the middle
*/
user.x = w / 2 - 20;
user.y = h / 2 - 20;
user.rot += 0.5 // or whatever speed
user.draw(); //draw player -- look at the draw function I added some stuff
//LINE
/*
I don't know what you are trying to do, but I just drew the line to the user2's position,
if this doesn't work for your scenario you can change it back
*/
ctx.beginPath()
ctx.moveTo(user2.x + user2.width/2, user2.y + user2.height/2);
ctx.lineTo(w / 2, h / 2);
ctx.strokeStyle = "white";
ctx.stroke();
//FAST SPIN RECT
/*
There are multiple ways to do this, the one that I think you should do, is actually change the position of user two, this uses some very simple trigonometry, if you know this, this is a great way to do this, if not, you can do it how you did previously, and just translate to the center, rotate, and translate back. Similar to what I did with the player draw function. I am going to demonstrate the trig way here:
*/
user2.rot += 5
rot += 2;
user2.x = w/2 + (w/2) * Math.cos(rot * (Math.PI/180))
user2.y = h/2 + (w/2) * Math.sin(rot * (Math.PI/180))
user2.draw();
//RED RECT
ctx.fillStyle = 'red';
ctx.fillRect(140, 60, 40, 40);
requestAnimationFrame(update); // do it all again
}
requestAnimationFrame(update);
While I think you should add some of these modifications into you code, they are not super necessary. To fix you line problem, all you had to do was add ctx.beginPath() before you drew it. The demonstration that I made was not very good (hence demonstration), and you probably shouldn't use it exactly, but definitely look over it. The modified code for you line drawing would look like:
//LINE
ctx.beginPath()
ctx.moveTo(tMatrix.x1, tMatrix.y1);
ctx.lineTo(w/2,h/2);
ctx.strokeStyle = "white";
ctx.stroke();
ctx.restore();
ctx.save();
Hope this helps :D
Sorry for bad spelling

why isnt the background clearing the circle?

I want a ball falling, with gravity. But the background won't clear the previous circle. (the falling part isnt implemented yet) why doesnt it erase the last drawn object?
let c, ctx;
let met;
let colorArray = ["green", "yellow", "orange", "red"];
window.onload = function(){
c = document.getElementById("boom");
ctx = c.getContext("2d");
c.width = window.innerWidth - 165;
c.height = window.innerHeight;
setup();
draw();
}
function setup(){
met = new Meteor(200, 400, 10, 0, 5);
}
function draw(){
window.requestAnimationFrame(draw);
ctx.fillStyle = colorArray[Math.floor(Math.random() * colorArray.length)];
ctx.fillRect(0, 0, c.width, c.height);
met.draw();
met.fall();
};
class Meteor {
constructor(x, y, r, xSpeed, ySpeed){
this.xPos = x;
this.yPos = y;
this.radius = r;
this.xSpeed = xSpeed;
this.ySpeed = ySpeed;
this.color = "blue";
this.acceleration = 0.5;
}
draw(){
ctx.fillStyle = this.color;
ctx.arc(this.xPos, this.yPos, this.radius, 0, 2 * Math.PI);
//ctx.fill();
ctx.stroke();
}
fall(){
this.yPos += (this.ySpeed);
}
}
Also, if you have any tips on how to make it have gravity, please don't hesitate to tell me. Ive been struggling with it for a while now.
In draw() add this before the call to met.draw():
ctx.clearRect(0, 0, window.innerWidth, window.innterHeight)
This will clear the screen every frame.
For gravity, add a dt parameter to your draw function, then pass it to met.draw() like this:
function draw(dt){
window.requestAnimationFrame(draw);
ctx.fillStyle = colorArray[Math.floor(Math.random() * colorArray.length)];
ctx.fillRect(0, 0, c.width, c.height);
ctx.clearRect(0, 0, window.innerWidth, window.innterHeight) // Clear screen here
met.draw(dt);
met.fall();
};
Then in the Meteor class, use the dt in the draw() function to calculate your y position based on velocity. Here dt will be your delta time for the calculation.

HTML 5 Canvas - Rotate multiple objects around own origin

I'm trying to create a JavaScript object that has a method which allows a rectangle to rotate around its own origin during a rAF callback.
Things I have done:
Calculating the origin of an object within the canvas space.
Using ctx.save() and ctx.restore() - this is where my issues arise.
When I use the save() and restore() methods to push and pop the saved states within method calls for different objects it either doesn't change anything, or stops the entire animation.
The rotation in my example appears to be applied globally to the canvas (which is how the functionality is specified on MDN). I'm trying to translate around origin around multiple instances. I've spent hours on this.
Is there something going on with the inheritance mechanism in JavaScript that's not resetting my transforms for different instances of the rectangle objects in the code example?
// author: Nicholas Fazzolari
var canvas = document.querySelector('canvas');
var ctx = canvas.getContext('2d');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
var xCenterCanvas = innerWidth/2;
var yCenterCanvas = innerHeight/2;
// custom rectangle object
function RectangleCustom(x, y, w, h, color) {
this.w = w;
this.h = h;
this.x = x;
this.y = y;
this.color = color;
this.radians = (Math.PI/180) * 2; // change the last value to change speed
// draws a rectangle at given coordinates
this.draw = function() {
ctx.save();
ctx.fillStyle = this.color;
ctx.fillRect(this.x, this.y, this.w, this.h);
ctx.restore();
}
// rotates the rectangle around it's center relative to a given xy position
this.rotateRect = function() {
ctx.save();
ctx.translate(this.x + this.w * 0.5, this.y + this.h * 0.5);
ctx.rotate(this.radians);
ctx.translate(-this.x -this.w * 0.5, -this.y - this.h * 0.5);
//ctx.restore()
}
}
// singleton rectangles
var bkgRectangle = new RectangleCustom(0, 0, innerWidth, innerHeight, "#212121");
var redRectangle = new RectangleCustom(xCenterCanvas - 64, yCenterCanvas - 64, 128, 128, "#F44336");
// main animation loop
function mainAnimationLoop() {
// runs animation and clears the canvas each call
requestAnimationFrame(mainAnimationLoop);
ctx.clearRect(0, 0, innerWidth, innerHeight);
bkgRectangle.draw();
redRectangle.draw();
redRectangle.rotateRect();
}
mainAnimationLoop();
I have tried rotating multiple rectangles around their own origin at different positions without animation using save() and restore() - which worked.
Additionally, I have tried moving the rotate method inside of the draw method and the results were the same. My rationale was that the rotation would be applied as a function call within draw() - the rationale was clearly wrong.
Any insight towards a solution would be greatly helpful. I have included a link to the pen on codepen to see the concept in motion.
Instead of drawing the rects at (this.x, this.y) you may draw them at 0,0 and translate them to (this.x, this.y);
// author: Nicholas Fazzolari
var canvas = document.querySelector('canvas');
var ctx = canvas.getContext('2d');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
var xCenterCanvas = innerWidth/2;
var yCenterCanvas = innerHeight/2;
// custom rectangle object
function RectangleCustom(x, y, w, h, color) {
this.w = w;
this.h = h;
this.x = x;
this.y = y;
this.color = color;
this.radians = (Math.PI/180) * 2; // change the last value to change speed
this.rotation = 0;
// draws a rectangle at given coordinates
this.draw = function() {
this.rotation += this.radians;
ctx.save();
ctx.fillStyle = this.color;
ctx.translate(this.x, this.y);
ctx.rotate(this.rotation);
ctx.fillRect(0,0, this.w, this.h);
ctx.restore();
}
this.update = function() {
// animation updates
}
}
// singleton rectangles
var bkgRectangle = new RectangleCustom(0, 0, innerWidth, innerHeight, "#212121");
var redRectangle = new RectangleCustom(xCenterCanvas - 64, yCenterCanvas - 64, 128, 128, "#F44336");
// main animation loop
function mainAnimationLoop() {
// runs animation and clears the canvas each call
requestAnimationFrame(mainAnimationLoop);
ctx.clearRect(0, 0, innerWidth, innerHeight);
bkgRectangle.draw();
redRectangle.draw();
}
mainAnimationLoop();
<canvas></canvas>

Multiple set Interval time

Here in this animation I've made two functions for two balls, but there is no second ball I am getting in this canvas.
My code for both balls-
function draw() {
ctx.clearRect(0, 0, 300, 300);
//ctx.beginPath();
//ctx.arc(x, y, 10, 0, 2 * Math.PI, true);
//ctx.closePath();
ctx.drawImage(img, x, y, 20, 20);
ctx.fill();
x += dx;
y += dy;
bounce();
}
function draw2()
{
ctx.clearRect(0,0,300,300);
ctx.beginPath();
ctx.arc(x, y, 10, 0, 2 * Math.PI, true);
ctx.closePath();
ctx.fill();
x += dx;
y += dy;
bounce();
}
Calling of functions-
function init() {
var ctx = document.getElementById("canvas").getContext("2d");
return setInterval(draw, 10);
return setInterval(draw2,20);
//This is how i am calling both function
}
Can we do this in Javascript?
Expecting result-
Both balls are coming from same position, I want when first ball bounces in canvas frame, just after 10 milliseconds another ball from draw2 () should come in frame and act the same.
Fiddle- http://jsfiddle.net/stackmanoz/B6XZC/4/
In order to get this working you will need to separate out your draw functions from your canvas clearing code, and have a tick/polling loop that is separate from the time you want your balls to appear.
You might as well use the power of JavaScript constructors to help you with your balls.
function ball( ctx, x, y, dx, dy ){
this.img = ? /// you'll have to set your image, whatever it is.
this.x = x||0;
this.y = y||0;
this.dx = dx||0;
this.dy = dy||0;
this.draw = function(){
ctx.drawImage(this.img, this.x, this.y, 20, 20);
}
this.tick = function(){
this.x += this.dx;
this.y += this.dy;
this.draw();
}
}
And then use the following to handle drawing.
function clear( ctx, cnv ){
ctx.clearRect(0, 0, 300, 300);
/// a faster way to clear can be:
/// cnv.width += 0;
/// or:
/// cnv.width = cnv.width;
}
/// you should always have a core loop that delegates to other functions/objs
function loop( cnv, ctx, balls ){
clear(ctx, cnv);
for( var i=0; i<balls.length; i++ ){
balls[i].tick()
}
}
function init() {
var cnv = document.getElementById("canvas");
var ctx = cnv.getContext("2d");
/// create the first ball and add it to your ball list
var balls = [new ball(ctx,50,0,1,1)];
/// 10ms wait before the extra ball is added
setTimeout(function(){balls.push( new ball(ctx,100,0,1,1) );},10);
/// this will be your animation loop
return setInterval(function(){loop(cnv, ctx, balls)}, 10);
}
The above has been hand-typed and not tested, and could be greatly improved.. but it should work and give you an idea.
Both draw() and draw2() clear the canvas, so you will only see the last update. Also you have a single global x,y,dx, and dy, which means both your balls are drawn at the exact same position forever.

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