Fixed width for a curved text in canvas - javascript

I have a canvas element, and a text is rendered in the canvas element, there is a slider outside, if you slide the text gets curved upside and downside, but I want the text to be a fixed width, right now the text gets expanded if you slide to both min max values, and gets shrinked at slider value zero. Also I need the straightened text on slider value zero. Hope you understand the problem.
var canvas = document.getElementById("CanvasText");
var ctx1 = canvas.getContext("2d");
ctx1.font = "30pt Arial";
ctx1.textAlign = "center";
var centerX = canvas.width / 2;
var centerY = canvas.height / 2;
var angle = Math.PI * 0.8;
var slider = document.getElementsByClassName("sprd-slider");
for(var i = 0; i < slider.length ; i++){
slider[i].addEventListener('input', function() { drawTextAlongArc(ctx1, "SHOYEB", centerX, centerY, this.value, angle) }, false)
}
function drawTextAlongArc(context, str, centerX, centerY, radius, angle) {
var isPositive = (Number(radius)>=0) ? true : false;
angle = isPositive ? -angle : angle;
context.clearRect(0, 0, 800, 800);
context.save();
context.translate(centerX, centerY);
context.rotate(-1 * angle / 2);
context.rotate(-1 * (angle / str.length) / 2);
for (var n = 0; n < str.length; n++) {
context.rotate(angle / str.length);
context.save();
context.translate(0, radius );
var char = str[n];
context.fillText(char, 0, 0);
context.restore();
}
context.restore();
}
<input data-testid="text-angle" class="sprd-slider" type="range" min="-355" max="355" step="1" value="100" >
<canvas id="CanvasText" width="800" height="800" ></canvas>

Related

How to change direction of text using javascript

I've been trying to create a 2-part circle using JS where 2 different sentences will be used to compile a whole circle.
I can't find out how to make the direction of the bottom sentence to be from left to right.
No matter what i do the bottom sentence starts from the right side of the circle and circles back to the left.
function drawTextAlongArc(context, str, centerX, centerY, radius, angle,side){
context.save();
context.translate(centerX, centerY);
context.rotate( -1 * angle / 2);
context.rotate(-1 * (angle / str.length) / 2);
for (var n = 0; n < str.length; n++) {
context.rotate(angle / str.length);
context.save();
context.translate(0, side * radius);
var char = str[n];
context.fillText(char, 0, 0);
context.restore();
}
context.restore();
}
window.onload = function(){
var canvas = document.getElementById("myCanvas");
var context = canvas.getContext("2d");
canvas.dir = 'ltr';
context.font = "14px Arial";
context.textAlign = "center";
context.direction = "ltr";
var centerX = canvas.width / 2;
var centerY = canvas.height - 190;
var angle = 3; // radians
var radius = 180;
var radius2 = 189;
drawTextAlongArc(context, "Upper Text goes here", centerX, centerY, radius, angle, '-1');
canvas.setAttribute('dir','ltr');
drawTextAlongArc(context, "Bottom Text goes here", centerX, centerY, radius2, angle, '1');
};
<canvas id="myCanvas" width="578" height="550" dir="ltr"></canvas>
I believe this is what you're trying to achieve. I simply took what you already had and called split followed by reverse on the bottom string:
function drawTextAlongArc(context, str, centerX, centerY, radius, angle, side) {
context.save();
context.translate(centerX, centerY);
context.rotate(-1 * angle / 2);
context.rotate(-1 * (angle / str.length) / 2);
for (var n = 0; n < str.length; n++) {
context.rotate(angle / str.length);
context.save();
context.translate(0, side * radius);
var char = str[n];
context.fillText(char, 0, 0);
context.restore();
}
context.restore();
}
window.onload = function() {
var canvas = document.getElementById("myCanvas");
var context = canvas.getContext("2d");
canvas.dir = 'ltr';
context.font = "14px Arial";
context.textAlign = "center";
context.direction = "ltr";
var centerX = canvas.width / 2;
var centerY = canvas.height - 190;
var angle = 3; // radians
var radius = 180;
var radius2 = 189;
drawTextAlongArc(context, "Upper Text goes here", centerX, centerY, radius, angle, '-1');
canvas.setAttribute('dir', 'ltr');
drawTextAlongArc(context, "Bottom Text goes here".split('').reverse(), centerX, centerY, radius2, angle, '1');
};
<canvas id="myCanvas" width="578" height="550" dir="ltr"></canvas>
Ciao, the first solution I found is to reverse the string like this:
<canvas id="myCanvas" width="578" height="550" dir="ltr"></canvas>
<script>
function drawTextAlongArc(context, str, centerX, centerY, radius, angle,side){
context.save();
context.translate(centerX, centerY);
context.rotate( -1 * angle / 2);
context.rotate(-1 * (angle / str.length) / 2);
for (var n = 0; n < str.length; n++) {
context.rotate(angle / str.length);
context.save();
context.translate(0, side * radius);
var char = str[n];
context.fillText(char, 0, 0);
context.restore();
}
context.restore();
}
window.onload = function(){
var canvas = document.getElementById("myCanvas");
var context = canvas.getContext("2d");
canvas.dir = 'ltr';
context.font = "14px Arial";
context.textAlign = "center";
context.direction = "ltr";
var centerX = canvas.width / 2;
var centerY = canvas.height - 190;
var angle = 3; // radians
var radius = 180;
var radius2 = 189;
drawTextAlongArc(context, "Upper Text goes here", centerX, centerY, radius, angle, '-1');
canvas.setAttribute('dir','ltr');
let string = "Bottom Text goes here"
var splitString = string.split("");
var reverseArray = splitString.reverse();
var joinArray = reverseArray.join("");
drawTextAlongArc(context, joinArray, centerX, centerY, radius2, angle, '1');
};
</script>
Maybe is not the best solution but it works.

How can I change the fill colors of each box for a chessboard in JS, using Canvas?

I just had a quick thought in mind of drawing a chessboard using JS and Canvas, and I have this code that draws the boxes alright with for loops.
canvas = document.getElementById("canvas");
ctx = canvas.getContext("2d");
var x, y,
boxWidth = 30,
boxHeight = 30;
for (x = 0; x < canvas.width; x += boxWidth) {
for (y = 0; y < canvas.height; y += boxHeight) {
ctx.beginPath();
ctx.rect(x, y, boxWidth, boxHeight);
ctx.stroke();
ctx.closePath();
}
}
<canvas id="canvas" width="240" height="240"></canvas>
Now I'm wondering how I can access each odd box on the axes to change their fill colors (e.g. black, white, black, white, and so on).
I know using global variables isn't the best way, but this is a very small project and I just want to get some logic on how I can alternate the colors of the chessboard. Your help is very much appreciated!
You could also try only incrementing your values by 1 (instead of boxWidth), which would make it simpler to check if they are even or odd. Then you would need to either scale or multiply by boxWidth and boxHeight:
canvas = document.getElementById("canvas");
ctx = canvas.getContext("2d");
var x, y,
boxWidth = 30,
boxHeight = 30;
var numbRows = Math.floor(canvas.width / boxWidth),
numbCols = Math.floor(canvas.height / boxHeight);
ctx.save();
ctx.scale(boxWidth, boxHeight);
for (x = 0; x < numbRows; x++) {
for (y = 0; y < numbCols; y++) {
if ((x+y) % 2 == 0) ctx.fillStyle = 'white';
else ctx.fillStyle = 'black';
ctx.beginPath();
ctx.rect(x, y, boxWidth, boxHeight);
ctx.stroke();
ctx.closePath();
}
}
ctx.restore();
You can use fillRect to do so like this:
canvas = document.getElementById("canvas");
ctx = canvas.getContext("2d");
var x, y,
boxWidth = 30,
boxHeight = 30;
for (x = 0; x < canvas.width; x += boxWidth) {
for (y = 0; y < canvas.height; y += boxHeight) {
ctx.fillStyle = (x / boxWidth + y / boxHeight) % 2 === 0? "white": "black"; // determine which color to use depending on the index of x (x / boxWidth) an the index of y (y / boxHeight)
ctx.fillRect(x, y, boxWidth, boxHeight);
}
}
<canvas id="canvas" width="240" height="240"></canvas>
canvas = document.getElementById("canvas");
ctx = canvas.getContext("2d");
var x, y,
boxWidth = 30,
boxHeight = 30;
for (x = 0; x < canvas.width; x += boxWidth) {
for (y = 0; y < canvas.height; y += boxHeight) {
ctx.beginPath();
ctx.rect(x, y, boxWidth, boxHeight);
// fill odd boxes
(x/boxWidth + y/boxHeight) % 2 && ctx.fill()
ctx.stroke();
ctx.closePath();
}
}
<canvas id="canvas" width="240" height="240"></canvas>
Alternatives to the for loop
Another way without a loop, draw the pattern 2 by 2 square in top corner then repeat that by copying the canvas onto itself.
First create the top 2 by 2 square then fill rest of board with copies.
First 2 by 2 to 4 by 2
then 4 by 2 to 8 by 2
then 8 by 2 to 8 by 4
then 8 by 4 to 8 by 8
Example
const w= 100;
canvas.height = canvas.width = w * 8;
const ctx = canvas.getContext("2d");
ctx.fillStyle = "black";
ctx.fillRect(0, 0, w + w, w + w);
ctx.fillStyle = "white";
ctx.fillRect(0, 0, w, w);
ctx.fillRect(w, w, w, w);
ctx.drawImage(canvas, 0, 0, w * 2, w * 2, w * 2, y , w * 2, w * 2);
ctx.drawImage(canvas, 0, 0, w * 4, w * 2, w * 4, y , w * 4, w * 2);
ctx.drawImage(canvas, 0, 0, w * 8, w * 2, 0 , w * 2, w * 8, w * 2);
ctx.drawImage(canvas, 0, 0, w * 8, w * 4, 0 , w * 4, w * 8, w * 4);
Thus it gets drawn in 7 render calls, if the grid was larger then 2 more calls for 16 by 16, and every doubling in size only needs two more calls.
The pattern can be very complex but not create excessive render stress as in the next example that has shadows and different composite calls.
const squareSize = 72;
const boardSize = 8;
const borderSize = 8;
canvas.height = canvas.width = squareSize * boardSize + borderSize * 2;
const ctx = canvas.getContext("2d");
var x = borderSize;
var y = x;
var w = squareSize;
drawSquare(3, 3, canvas.width - 6, "black", "#F97");
drawSquare(x, y, w, "white", "#964");
drawSquare(w + x, y, w, "black", "#745");
ctx.drawImage(canvas, x, y, w, w, x + w, y + w, w, w);
ctx.drawImage(canvas, x + w, y, w, w, x, y + w, w, w);
ctx.drawImage(canvas, x, y, w * 2, w * 2, x + w * 2, y, w * 2, w * 2);
ctx.drawImage(canvas, x, y, w * 4, w * 2, x + w * 4, y, w * 4, w * 2);
ctx.drawImage(canvas, x, y, w * 8, w * 2, x, y + w * 2, w * 8, w * 2);
ctx.drawImage(canvas, x, y, w * 8, w * 4, x, y + w * 4, w * 8, w * 4);
drawSquare(0,0,canvas.width,"rgba(0,0,0,0.0)","rgba(0,0,0,0.05)");
// done.
// this function is only called twice.
function drawSquare(x,y,size,color,color2){
ctx.save();
ctx.shadowColor = color2;
ctx.shadowBlur = size * 0.2;
ctx.shadowOffsetX = 0;
ctx.shadowOffsetY = 0;
ctx.beginPath();
ctx.rect(x,y,size,size);
ctx.clip();
ctx.lineWidth = size;
ctx.fillStyle = color;
ctx.fillRect(x,y,size,size);
ctx.globalAlpha = 0.5;
ctx.strokeRect(x - size / 2,y - size / 2, size * 2, size * 2);
ctx.shadowBlur = size * 0.5;
ctx.strokeRect(x - size / 2,y - size / 2, size * 2, size * 2);
ctx.shadowColor = "rgba(0,0,0,0)";
ctx.shadowBlur = 0;
ctx.globalAlpha = 1;
ctx.strokeStyle = color2;
ctx.lineWidth = 2;
ctx.strokeRect(x+1,y+1,size -2,size-2);
ctx.globalAlpha = 0.75;
ctx.fillRect(x+1,y+1,size-2,size-2);
ctx.globalCompositeOperation = "screen";
ctx.fillStyle = "white";
ctx.globalAlpha = 0.1;
ctx.fillRect(x,y,4,size);
ctx.fillRect(x,y,2,size);
ctx.fillRect(x+4,y,size-4,4);
ctx.fillRect(x+2,y,size-2,2);
ctx.restore();
}
canvas { border : 2px solid black; }
<canvas id="canvas" ></canvas>
Use a pattern style.
Create an offscreen canvas to hold the pattern of the top 2 by 2, draw the pattern, then assign the fillStyle of the on screen canvas to a new pattern created from the off screen canvas and fill the whole canvas.
const w = 72;
const patCan = document.createElement("canvas");
patCan.height = patCan.width = w * 2;
var ctx = patCan.getContext("2d");
ctx.fillStyle = "black";
ctx.fillRect(0, 0, w + w, w + w);
ctx.fillStyle = "white";
ctx.fillRect(0, 0, w, w);
ctx.fillRect(w, w, w, w);
// setup display canvas
canvas.height = canvas.width = w * 8;
var ctx = canvas.getContext("2d");
ctx.fillStyle = ctx.createPattern(patCan, "repeat");
ctx.fillRect(0, 0, w * 8, w * 8);
canvas { border : 8px solid green; }
<canvas id="canvas" ></canvas>
Rendering with 3 lines of code
Here's a neat little trick you can use to draw a chess board:
var ctx = c.getContext("2d");
for(var x = 0; x < c.width; x += c.width / 4) ctx.fillRect(x, 0, c.width/8, c.height);
ctx.globalCompositeOperation = "xor"; // toggle alpha channel for every 2nd line
for(var y = 0; y < c.height; y += c.height / 4) ctx.fillRect(0, y, c.width, c.height/8);
<canvas id=c width=600 height=600></canvas>
We're using canvas' size to detemine the grid size. You can of course change this and offset to anything you like. You'd still use the divisors 4 (2 cells) and 8 (1 cell) with the actual width and height.
The first step draws vertical black stripes every other column. Then we toggle alpha channel for every other row knowing that the default color is black (rgba(0,0,0,0)) using the "xor" composite mode which toggles the alpha channel.
Just remember to start with a empty canvas (which you probably are anyways due to the need to redraw moves) and to set back composite mode to "source-over" after drawing the board.
If you'd like to change the color itself simply add an extra step at the end:
ctx.globalCompositeOperation = "source-atop"; // will draw on top of what is filled
ctx.fillStyle = "#09a";
ctx.fillRect(0, 0, c.width, c.height);
The fillStyle and fillRect() can be replaced or used with an image, pattern, gradient etc.
To fill the white background simply use composite mode "destination-over" (will draw behind anything filled using the alpha channel), then draw for background.
An alternative is to use a toggle switch when filling each cell one by one:
var ctx = c.getContext("2d");
var toggle = false;
ctx.beginPath();
for(var y=0; y < c.height; y += c.height / 8) {
toggle = !toggle; // toggle for each row so they don't line up
for(var x=0; x < c.width; x += c.width / 8) {
// toggle for each cell and check, only draw if toggle = true
if (toggle = !toggle) ctx.rect(x, y, c.width / 8, c.height / 8);
}
}
ctx.fill(); // remember to use beginPath() for consecutive draw ops
<canvas id=c width=600 height=600></canvas>
Access Logic
To know if you're inside a cell you would simply calculate the mouse position relative to the canvas (see this answer on how to do that) and then quantize (using pseudo variables here, replace with real):
var cellSize = boardWidth / 8; // assumes the board is 1:1 square
var pos = getMousePos(event); // see linked answer above
var cellX = Math.floor(pos.x / cellSize) * cellSize; // start of current cell X
var cellY = Math.floor(pos.y / cellSize) * cellSize; // start of current cell Y
(to get index of cell just drop the * cellSize part).
Example:
var ctx = c.getContext("2d"), x, y, w = c.width, h = c.height, cellSize = w / 8;
render();
ctx.lineWidth = 4; ctx.strokeStyle = "red"; ctx.setLineDash([7, 7]);
// non-optimized - in production only redraw when needed (cellX/Y changes)
c.onmousemove = function(e) {
render();
var cell = getCellPos(getMousePos(e));
if (cell.x >= 0 && cell.x < w && cell.y >=0 && cell.y < h)
ctx.strokeRect(cell.x + 2, cell.y + 2, cellSize - 4, cellSize - 4);
}
function getCellPos(pos) {
return {x: Math.floor(pos.x / cellSize) * cellSize,
y: Math.floor(pos.y / cellSize) * cellSize}
}
function getMousePos(e) {
var rect = c.getBoundingClientRect();
return {x: e.clientX-rect.x, y: e.clientY-rect.y}
}
function render() {
ctx.clearRect(0, 0, w, h);
for(x = 0; x < w; x += w>>2) ctx.fillRect(x, 0, cellSize, c.height);
ctx.globalCompositeOperation = "xor"; // toggle alpha channel for every 2nd line
for(y = 0; y < h; y += h>>2) ctx.fillRect(0, y, w, cellSize);
ctx.globalCompositeOperation = "source-atop"; // fg
ctx.fillStyle = "#3c4168";
ctx.fillRect(0, 0, w, h);
ctx.globalCompositeOperation = "destination-over"; // bg
ctx.fillStyle = "#eee";
ctx.fillRect(0, 0, w, h);
ctx.globalCompositeOperation = "source-over"; // reset
}
body {background:#222;margin:20px 0 0 20px;}
<canvas id=c width=600 height=600></canvas>

html5 canvas loading circle image

I'm trying to create a loading circle from an image in HTML5 canvas.
Here's the result I expect when percentage is at 50%:
here's what I've done after a lot of tests: (the blue stroke is just to see the circle, it'll be removed after)
var img = new Image();
img.onload = draw;
img.src = "http://i.imgur.com/HVJBZ1L.png";
var canvas = document.getElementsByTagName("canvas")[0];
canvas.width = 500;
canvas.height = 500;
var ctx = canvas.getContext("2d");
function draw() {
ctx.globalAlpha = 0.5
ctx.drawImage(img, 0, 0);
ctx.globalAlpha = 1;
var X = 50;
var Y = 50;
var Radius = img.width / 2;
var end = 40;
var start = 0;
var PI2 = Math.PI * 2;
var quart = Math.PI / 2;
var pct = 50 / 100;
var extent = (end - start) * pct;
var current = (end - start) / 100 * PI2 * pct - quart;
var pattern = ctx.createPattern(img, 'no-repeat');
ctx.beginPath();
ctx.arc(X, Y, Radius, -quart, current);
ctx.closePath();
ctx.fillStyle=pattern;
ctx.fill();
ctx.strokeStyle = "blue";
ctx.stroke();
}
<canvas></canvas>
as you can see, the result here isn't as excepted
What is wrong?
First, you need to correctly calculate your center point:
var X = img.width / 2;
var Y = img.height / 2;
Then you need to circle back in counter-clockwise direction tracing the inner radius Radius - 17:
ctx.beginPath();
ctx.arc(X, Y, Radius, -quart, current);
ctx.arc(X, Y, Radius - 17, current, -quart, true);
ctx.closePath();
If you aren't interested in the stroke outline, you could move to the center first, and then arc:
ctx.beginPath();
ctx.moveTo(X, Y);
ctx.arc(X, Y, Radius, -quart, current);
ctx.closePath();
Example:
var img = new Image();
img.onload = draw;
img.src = "http://i.imgur.com/HVJBZ1L.png";
var canvas = document.getElementsByTagName("canvas")[0];
canvas.width = 500;
canvas.height = 500;
var ctx = canvas.getContext("2d");
function draw() {
ctx.globalAlpha = 0.5
ctx.drawImage(img, 0, 0);
ctx.globalAlpha = 1;
var X = img.width / 2;
var Y = img.height / 2;
var Radius = img.width / 2;
var end = 40;
var start = 0;
var PI2 = Math.PI * 2;
var quart = Math.PI / 2;
var pct = 50 / 100;
var extent = (end - start) * pct;
var current = (end - start) / 100 * PI2 * pct - quart;
var pattern = ctx.createPattern(img, 'no-repeat');
ctx.beginPath();
ctx.moveTo(X, Y);
ctx.arc(X, Y, Radius, -quart, current);
ctx.closePath();
ctx.fillStyle = pattern;
ctx.fill();
}
<canvas></canvas>
const img = new Image();
img.src = "http://i.imgur.com/HVJBZ1L.png";
img.onload = imageLoaded;
var W,H; // width and height when image ready
const ctx = canvas.getContext("2d");
// define the distance of the progress 0- 100
const min = 0;
const max = 100;
var pattern;
var radius;
// get pattern, radius canvas size from image ans start animation
function imageLoaded(){
requestAnimationFrame(mainLoop);
W = this.width;
H = this.height;
pattern = ctx.createPattern(this, 'no-repeat');
radius = W / 2;
canvas.width = W;
canvas.height = H;
}
// draw the background and forground images
// amount is the amount of progress. amount >= min amount <= max
function draw(amount) {
ctx.globalAlpha = 0.5
ctx.drawImage(img, 0, 0);
ctx.globalAlpha = 1;
ctx.fillStyle=pattern;
ctx.strokeStyle = "blue";
ctx.beginPath();
ctx.arc( // draw inside circle CCW
W/2,
H/2,
radius - 17,
((amount - min) / (max-min)) * Math.PI * 2 - Math.PI / 2,
-Math.PI / 2,
true
);
ctx.arc( // draw outer circle CW
W/2,
H/2,
radius,
-Math.PI / 2,
((amount - min) / (max-min)) * Math.PI * 2 - Math.PI / 2
);
ctx.closePath();
ctx.fill();
ctx.stroke();
}
// animate the thing.
function mainLoop(time){
ctx.clearRect(0,0,canvas.width,canvas.height);
draw((time / 50) % max);
requestAnimationFrame(mainLoop);
}
canvas { border : 2px solid black;}
<canvas id="canvas"></canvas>

Text Animating around a circle

So I have code that works when I dont add the rotate() code, but when I add it it spins by the J of my name in more of a pinwheel effect. I want the text to rotate around a circle.
Here is what i have
How can I fix this to do what I want?
CODE
function showCircularNameRotating(text,x,y,radius,space,top){
var w = canvas.width,
h = canvas.height,
cx = w * 0.5,
cy = h * 0.5,
angleStep = 0.1,
txt = 'Justin Esders';
space = space || 0;
var numRadsPerLetter = (Math.PI - space * 2) / text.length;
context.save();
context.translate(x,y);
var k = (top) ? 1 : -1;
context.rotate(-k * ((Math.PI - numRadsPerLetter) / 2 - space));
for(var i=0;i<text.length;i++){
context.save();
context.rotate(k*i*(numRadsPerLetter));
context.textAlign = "center";
context.textBaseline = (!top) ? "top" : "bottom";
context.fillText(text[i],0,-k*(radius));
context.restore();
}
context.restore();
(function rotate() {
context.clearRect(0, 0, canvas.width, canvas.height);
context.translate(cx, cy);
context.rotate(angleStep);
context.translate(-cx, -cy);
context.fillText(txt, cx, cy);
requestAnimationFrame(rotate);
})();
}
Sample Usage
showCircularNameRotating("Justin Esders",150,150,75,Math.PI/12);

How to make the text write in counterclockwise direction

How do I make text write counter-clockwise?
function drawTextAlongArc(context, str, centerX, centerY, radius, angle){
context.save();
context.translate(centerX, centerY);
context.rotate(-1 * angle / 2);
context.rotate(-1 * (angle / str.length) / 2);
for (var n = 0; n < str.length; n++) {
context.rotate(angle / str.length);
context.save();
context.translate(0, -1 * radius);
var char = str[n];
context.fillText(char, 0, 0);
context.restore();
}
context.restore();
}
window.onload = function(){
var canvas = document.getElementById("myCanvas");
var context = canvas.getContext("2d");
context.font = "30pt Calibri";
context.textAlign = "center";
context.fillStyle = "blue";
context.strokeStyle = "blue";
context.lineWidth = 4;
var centerX = canvas.width / 2;
var centerY = canvas.height - 30;
var angle = Math.PI * 0.8; // radians
var radius = 150;
drawTextAlongArc(context, "Text along arc path", centerX, centerY, radius, angle);
// draw circle underneath text
context.arc(centerX, centerY, radius - 10, 0, 2 * Math.PI, false);
context.stroke();
};
I want to text to appear like this in counter clockwise
Not sure what you're asking, but if you want to write your text backwards in a counter-clockwise direction you'd just change this line:
drawTextAlongArc(context, "Text along arc path", centerX, centerY, radius, -angle);
last argument changed to -angle
the text is going to be backwards though, as you would expect.

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