I am building a project where a user can type word in the input text and with the input value, canvas draws the particles onto the text. When the mouse hovers over the particles pushed back and comes back(core animation)
However, the performance is just terrible, it's way too slow and I have been looking up online and found stuff like frame rate, display ratio, getImageData, putImageData, new Uint32Array(), bitwise operator etc but after hours of trying different things I noticed I wasn't making any progress rather got stuck deeper
My codes are below, and if anyone can tell me where I should go about fixing it would be great.
in index.html
<canvas> </canvas>
<form>
<input class="text" type="text" value="touch me!" placeholder="type your message.."/>
<div class="input-bottom"></div>
</form>
in app.js - I didn't include any code on form submit since it works fine
let canvas = document.querySelector(".canvas")
let canvasContext2d = canvas.getContext("2d")
let canvasWidth = canvas.width = window.innerWidth
let canvasHeight = canvas.height = window.innerHeight
let form = document.querySelector('form')
let text = form.querySelector(".text")
let textMessage = text.value
let mouse = {x: undefined, y: undefined}
function Particle(x, y, r, accX, accY){
this.x = randomIntFromRange(r, canvasWidth-r)
this.y = randomIntFromRange(r, canvasHeight-r)
this.r = r
this.color = "black"
this.velocity = {
x: randomIntFromRange(-10, 10),
y: randomIntFromRange(-10, 10)
}
this.dest = {x : x, y : y}
this.accX = 5;
this.accY = 5;
this.accX = accX;
this.accY = accY;
this.friction = randomNumDecimal(0.94, 0.98)
this.draw = function(){
canvasContext2d.beginPath()
canvasContext2d.arc(this.x, this.y, this.r, 0, Math.PI * 2)
canvasContext2d.fillStyle = "rgb(250, 250, 247)"
canvasContext2d.fill()
canvasContext2d.closePath()
// mouse ball
canvasContext2d.beginPath()
canvasContext2d.arc(mouse.x, mouse.y, 50, 0, Math.PI * 2)
canvasContext2d.fill()
canvasContext2d.closePath()
}
this.update = function(){
this.draw()
if(this.x + this.r > canvasWidth || this.x - this.r < 0){
this.velocity.x = -this.velocity.x
}
if(this.y + this.r > canvasHeight || this.y - this.r < 0){
this.velocity.y = -this.velocity.y
}
this.accX = (this.dest.x - this.x) / 300;
this.accY = (this.dest.y - this.y) / 300;
this.velocity.x += this.accX;
this.velocity.y += this.accY;
this.velocity.x *= this.friction;
this.velocity.y *= this.friction;
this.x += this.velocity.x;
this.y += this.velocity.y;
if(dist(this.x, this.y, mouse.x, mouse.y) < 70){
this.accX = (this.x - mouse.x) / 30;
this.accY = (this.y - mouse.y) / 30;
this.velocity.x += this.accX;
this.velocity.y += this.accY;
}
}
}
let particles;
function init(){
particles = []
canvasContext2d.font = `bold ${canvasWidth/10}px sans-serif`;
canvasContext2d.textAlign = "center"
canvasContext2d.fillText(textMessage, canvasWidth/2, canvasHeight/2)
let imgData = canvasContext2d.getImageData(0, 0, canvasWidth, canvasHeight)
let data = imgData.data
for(let i = 0; i < canvasWidth; i += 4){
for(let j = 0; j < canvasHeight; j += 4){
if(data[((canvasWidth * j + i) * 4) + 3]){
let x = i + randomNumDecimal(0, 3)
let y = j + randomNumDecimal(0, 3)
let r = randomNumDecimal(1, 1.5)
let accX = randomNumDecimal(-3, 0.2)
let accY = randomNumDecimal(-3, 0.2)
particles.push(new Particle(x, y, r, accX, accY))
}
}
}
}
function animate(){
canvasContext2d.clearRect(0, 0, canvasWidth, canvasHeight)
for(let i = 0; i < particles.length; i++){
particles[i].update()
}
requestAnimationFrame(animate)
}
init()
animate()
First you can consider reducing how much total work is going on for a full screen's number of pixels, for instance:
reduce the canvas size (you can consider using CSS transform: scale to scale it back up if you must),
reduce the number of particles,
use a less expensive/less accurate distance operation like just checking horizontal distance and vertical distance between two objects,
use integer values instead of floats (drawing to canvas with floats is more expensive)
consider using fillRect instead of drawing arcs. (At such a small size it won't make much of a difference visually, but these are generally less expensive to draw- you may want to test if it makes much of a difference),
even consider reducing how often you redraw the canvas (adding a setTimeout to wrap your requestAnimationFrame and increasing the delay between frames (requestAnimationFrame is generally about 17ms))
And some more small optimizations in the code:
store particles.length in a variable after they are created so that you don't calculation particles.length on every for loop iteration in your animate function. But millions of calculations minus this 2048 isn't going to make much of a difference.
only set the context fillStyle once. You never change this color, so why set it on every draw?
remove the closePath() lines. They do nothing here.
draw the particles onto an offscreen "buffer" canvas, and draw that canvas to the onscreen one only after all the particles have been drawn to it. This can be done with a normal <canvas> object, but depending on what browser you are working with, you can also look into OffscreenCanvas. Basic example would look something like this:
var numParticles;
// Inside init(), after creating all the Particle instances
numParticles = particles.length;
function animate(){
// Note: if offscreen canvas has background color drawn, this line is unnecessary
canvasContext2d.clearRect(0, 0, canvasWidth, canvasHeight)
for(let i = 0; i < numParticles; i++){
particles[i].update() // remove .draw() from .update() method
particles[i].drawToBuffer(); // some new method drawing to buffer canvas
}
drawBufferToScreen(); // some new method drawing image from buffer to onscreen canvas
requestAnimationFrame(animate)
}
Related
Hi guys i'm very new to p5/js and not quite good at OOP programming.
I want to drop a ball by changing its speed once the mouse is clicked.
After trying to write and edit the code many times, the p5 editor didn't show any error massages but there aren't anything shown up on the display. So, I need a hand and some advices to fix this kind of problem.
Thank you in advance (:
let ball1;
let circleX = 50;
let circleY = 50;
let xspeed = 0; // Speed of the shape
let yspeed = 0; // Speed of the shape
let xdirection = 1; // Left or Right
let ydirection = 1; // Top to Bottom
let rad =50;
function setup() {
createCanvas(400, 400);
ball1 = new Ball();
}
function draw() {
background(220);
ball1.x =20;
ball1.y = 50;
ball1.c = color(25,0,100)
ball1.body();
ball1.move();
ball1.bounce();
}
class Ball {
constructor(){
this.x = width/2;
this.y = height;
this.w = 30;
this.h = 30;
this.c = color(0,255,0);
this.xspeed = 0;
this.yspeed = 0;
}
body(){
noStroke();
fill(this.c);
ellipse(this.x, this.y, this.w, this.h);
}
move() {
//this.xpos = width / 2;
//this.ypos = height / 2;
this.x = this.x + this.xspeed * this.xdirection;
this.y = this.y + this.yspeed * this.ydirection;
}
bounce() {
if (this.x > width - rad || this.x < rad) {
this.xdirection *= -1;
}
if (this.y > height - rad || this.y < rad) {
this.ydirection *= -1;
}
}
if(mouseIsPressed) { // if the mouse is pressed
//set the new speed;
this.fill(0, 0, 0);
this.xspeed =1.5;
this.yspeed=1.5;
}
}
You've got some good beginnings to your code. I modified it just a bit to assist toward OOP programming. See the code at the end of my answer for the full source.
Solution
The main question you are asking involves setting the ball's speed when the mouse button is pressed. For that, you should declare a mousePressed() function in your code as such (borrowing from your if block):
function mousePressed() {
// if the mouse is pressed
// set the new speed;
ball.xspeed = 1.5;
ball.yspeed = 1.5;
}
That should set the speed of the ball and that should solve your problem.
Other thoughts
Some other steps I took to adjust your code to more working conditions include:
I created a reset() function to be used in the setup() function and potentially able to reset the animation whenever you would like.
I changed the rad variable declaration to const rad = 50 since it doesn't change
I changed the Ball constructor to include initial (x, y) coordinates when creating the ball (could be helpful if creating multiple balls)
If you want to create an arbitrary number of balls, create an array and use array.push(new Ball(x, y)) for each ball and loop through the array to move()/bounce()/body() each ball.
I'm assuming rad is meant to be the radius of the balls, so I set the this.w and this.h to rad * 2 since with and height would equate to the diameter.
let ball;
const rad = 50;
// let circleX = 50;
// let circleY = 50;
//let xspeed = 0; // Speed of the shape
//let yspeed = 0; // Speed of the shape
function setup() {
createCanvas(400, 400);
reset();
}
function draw() {
background(220);
ball.body();
ball.move();
ball.bounce();
}
function mousePressed() {
// if the mouse is pressed
//set the new speed;
ball.xspeed = 1.5;
ball.yspeed = 1.5;
}
function reset() {
ball = new Ball(width / 2, height / 2);
}
class Ball {
constructor(x, y) {
this.x = x;
this.y = y;
this.w = rad * 2;
this.h = rad * 2;
this.c = color(25, 0, 100);
this.xspeed = 0;
this.yspeed = 0;
this.xdirection = 1;
this.ydirection = 1;
}
body() {
noStroke();
fill(this.c);
ellipse(this.x, this.y, this.w, this.h);
}
move() {
this.x = this.x + this.xspeed * this.xdirection;
this.y = this.y + this.yspeed * this.ydirection;
}
bounce() {
if (this.x > width - rad || this.x < rad) {
this.xdirection *= -1;
}
if (this.y > height - rad || this.y < rad) {
this.ydirection *= -1;
}
}
}
<script src="https://cdn.jsdelivr.net/npm/p5#1.4.0/lib/p5.min.js"></script>
Numbers before code are line numbers, they might be wrong, but should be close enough...
You need to move the 64 if(mouseIsPressed){} into a function like 47 move().
Also you haven't declared and initialized 39 this.xdirection
in the constructor(){}.
I think 67 this.fill(0, 0, 0) should be fill(0).
Maybe 24 ball1.body(); should be after the other methods (24 -> 26 line).
I think the if() statements in bounce(){} are wrong, since they'd need to have AND or && instead of OR or ||.
Also you might want to make the if(mouseIsPressed) into function mousePressed(){} mouseIsPressed is a variable that is true if mouse button is down; mousePressed is a function that gets called once when user presses the mouse button.
function mousePressed(){
ball1.xSpeed = 1.5
ball1.ySpeed = 1.5
}
There might very well be other things i haven't noticed.
I have created an element called Particle. Single animation of this element also works. But as soon as I try to run multiple animations, only one animation gets performed. I think the problem is the requestAnimationFrame (this.animate.bind(this))-call, but I don't know how to change it to accept multiple animations at once. Any ideas on how to fix this?
Code:
//gloabl vars
let particels = [];
let numberParticels = 120;
let canvas;
let ctx;
let title;
let mesaureTitle;
let boundRadius;
let animations;
window.onload = function () {
this.init();
for(let i = 0; i < numberParticels; i++){
particels[i].update();
particels[i].draw();
particels[i].animate(0);
}
}
function init(){
canvas = document.getElementById("c");
ctx = canvas.getContext("2d");
title = document.getElementById("title");
mesaureTitle = title.getBoundingClientRect();
bound = {
x: mesaureTitle.x,
y: mesaureTitle.y,
width: mesaureTitle.width,
height: mesaureTitle.height,
};
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
for(let i = 0; i < numberParticels; i++){
let x = Math.floor(Math.random() * window.innerWidth);
let y = Math.floor(Math.random() * window.innerHeight);
let size = Math.floor(Math.random() * 25) + 3;
let weight = Math.floor(Math.random() * 11) + 2;
particels.push(new Particel(x, y, size, weight));
}
}
class Particel {
constructor (x,y,size, weight) {
this.x = x;
this.y = y;
this.size = size;
this.directionX = 0.15332;
this.resetWeight = weight;
this.weight = weight;
this.lastTime = 0;
this.interval = 1000/60;
this.timer = 0;
}
update(){
this.weight += 0.02;
this.y = this.y + this.weight;
this.x += this.directionX;
//check for collision with textField
if (this.x < bound.x + bound.width
&& this.x + this.size > bound.x &&
this.y < bound.y + bound.height &&
this.y + this.size > bound.y) {
this.y -= 3;
this.weight *= -0.3;
}
}
draw(){
if(this.y > canvas.height){
this.y = 0 - this.size;
this.weight = this.resetWeight;
//create random start point
this.x = Math.floor(Math.random() * canvas.width);
}
ctx.fillStyle = "rgb(0, 180, 97)";
ctx.beginPath();
ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);
ctx.closePath();
ctx.fill();
}
animate(timeStamp){
const deltaTime = timeStamp - this.lastTime;
this.lastTime = timeStamp;
if(this.timer > this.interval){
ctx.clearRect(0,0, canvas.width, canvas.height);
this.update();
this.draw();
this.timer = 0;
}else {
this.timer += deltaTime;
}
ctx.fillStyle = "rgba(0, 0, 0, 0.3)";
requestAnimationFrame(this.animate.bind(this));
}
}
The major problem is clearing the canvas inside the animate method of each particle. So if you draw multiple particles, each particle update call clears the canvas, overwriting previous particle data, which only leaves the last particle visible.
You could try removing the
ctx.clearRect(0,0, canvas.width, canvas.height);
line from where it is and create a createAnimationFrame call back in init to clear the canvas before amimating particles:
function init() {
// ....
requestAnimationFrame( ()=> ctx.clearRect(0,0, canvas.width, canvas.height));
// existing for loop:
for(let i = 0; i < numberParticels; i++){
// ... .
}
However this creates (one plus the number of particles) requests for an animation frame. A better solution would be to remove requesting animation frames from the Particel class and create a single requestAnimationFrame callback which goes through the particels array and calls a class method to redraw each particle on the canvas with updated position.
Also the code generates an error in strict mode that bound has not been declared. I suggest declaring it globally rather than relying on sloppy mode JavaScript creating it as a window property for you.
I am trying to make a game with collision detection and resolution. For some reason, when I move the player to the right of the 'enemy blocks', the player moves to the left of the 'enemy'. How can I solve this problem? I have been working on this for hours and cannot find any solution. I am not sure if it is a small problem or if I have to change the whole enemy object.
//declare variables
var body = document.getElementById("body");
var canvas = document.getElementById("canvas");
var iwidth = window.innerWidth;
var iheight = window.innerHeight;
//variable for drawing
var draw = canvas.getContext("2d");
//variables for character paramaters
var playerwidth = 20;
var playerheight = 20;
var playerx = iwidth / 2 - playerwidth / 2;
var playery = iheight / 2 - playerheight / 2;
var playerspeed = 20;
//mouse co-ordinates
var mousex;
var mousey;
//enemy's parameters
var enemyxpositions = [43, 94, 200];
var enemyypositions = [41, 120, 83];
var enemywidths = [12, 43, 45];
var enemyheights = [43, 11, 87];
var i = 0;
var collision = false;
///////////////////////////////////////////////////////////////////////////////////
/////// separating variables and rest of the code ///////
///////////////////////////////////////////////////////////////////////////////////
//puts canvas in top right corner
body.style.margin = "0";
//changes the canvas's style namely color, margin, width and height
canvas.style.backgroundColor = "black";
canvas.style.margin = "0";
canvas.width = iwidth;
canvas.height = iheight;
//the function that the player is drawn in
function drawplayer() {
//allows animation
requestAnimationFrame(drawplayer);
//clears the canvas every time the function runs so that the image doesn't leave a mark
draw.clearRect(0, 0, iwidth, iheight);
//drawing the player
draw.fillStyle = "#ffff00";
draw.fillRect(playerx, playery, playerwidth, playerheight);
draw.fill();
//checking where the mouse is and letting the player follow it
if (mousex > playerx + playerwidth / 2) {
playerx += (mousex - playerx + playerwidth) / playerspeed;
}
if (mousex < playerx + playerwidth / 2) {
playerx -= (playerx - mousex + playerwidth) / playerspeed;
}
if (mousey > playery + playerheight / 2) {
playery += (mousey - playery + playerheight) / playerspeed;
}
if (mousey < playery + playerheight / 2) {
playery -= (playery - mousey + playerheight) / playerspeed;
}
//the obstacles' object
function Enemy(enemyx, enemyy, enemywidth, enemyheight) {
this.enemyx = enemyx;
this.enemyy = enemyy;
this.enemywidth = enemywidth;
this.enemyheight = enemyheight;
this.enemies = function() {
draw.fillStyle = "#0000ff";
draw.fillRect(enemyx, enemyy, enemywidth, enemyheight);
draw.fill();
}
//collision detection
if (mousex + playerwidth / 2 > this.enemyx &&
mousex - playerwidth / 2 < this.enemyx + this.enemywidth &&
mousey + playerheight / 2 > this.enemyy &&
mousey - playerheight / 2 < this.enemyy + this.enemyheight) {
collision = true;
}
else {
collision = false;
}
//collision implementation
//left collision
if (collision == true && mousex + playerwidth / 2 > this.enemyx) {
playerx = this.enemyx - playerwidth;
}
//right collision
else if (collision == true && mousex - playerwidth / 2 < this.enemyx + this.enemywidth) {
playerx = this.enemyx + this.enemywidth + 50;
}
}
//draws all the obstacles
for (i = 0; i < enemyxpositions.length; i++) {
new Enemy( enemyxpositions[i],
enemyypositions[i],
enemywidths[i],
enemyheights[i]).enemies();
}
}
drawplayer();
//gets the mouse co-ordinates
window.onmousemove = function mousepos(event) {
mousex = event.clientX;
mousey = event.clientY;
}
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>DUNGE</title>
<style>
::-webkit-scrollbar {
display: none;
}
canvas {
display: block;
}
#obstacles {
opacity: 1;
margin-top: -100vh;
}
</style>
</head>
<body id="body">
<canvas id="canvas"></canvas>
<script src="script.js"></script>
</body>
</html>
Collision resolution is a pretty tricky domain and there are a many approaches you can take. For the purposes of squares with mouse control as in your case, a naive approach might be as follows:
If a collision is detected between a player and an immobile obstacle (enemy, wall, whatever), we can resolve the collision by gradually "undoing" the player's motion until it's no longer colliding with the obstacle.
For example, if on the current frame, the player is moving with a y velocity of 5 and an x velocity of 2 and we detect a collision, then we can avoid the collision by undoing the move. However, this would create an unrealistic air gap between the obstacle and the player that can result in a bouncing effect. Instead, we can slowly move the obstacle's x and y positions by a small value like -0.5 until no collision is detected. However, undoing the move on both axes might be incorrect if only one axis experienced a collision.
Here's an initial attempt at separating the x and y axes into distinct steps:
const canvas = document.createElement("canvas");
canvas.width = 300;
canvas.height = 180;
document.body.appendChild(canvas);
const ctx = canvas.getContext("2d");
const mouse = {x: 0, y: 0};
const enemy = {x: 130, y: 70, width: 40, height: 40};
const player = {
x: 0, y: 0, width: 20, height: 20, vx: 0, vy: 0,
velocityDamp: 0.06, collisionDamp: 0.3
};
const collides = (a, b) =>
a.x + a.width >= b.x && a.x <= b.x + b.width &&
a.y + a.height >= b.y && a.y <= b.y + b.height
;
(function render() {
player.vx = (mouse.x - player.x) * player.velocityDamp;
player.vy = (mouse.y - player.y) * player.velocityDamp;
player.x += player.vx;
player.y += player.vy;
while (collides(player, enemy)) {
player.y -= Math.sign(player.vy) * player.collisionDamp;
}
while (collides(player, enemy)) {
player.x -= Math.sign(player.vx) * player.collisionDamp;
}
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = "blue";
ctx.fillRect(enemy.x, enemy.y, enemy.width, enemy.height);
ctx.fillStyle = "yellow";
ctx.fillRect(player.x, player.y, player.width, player.height);
requestAnimationFrame(render);
})();
onmousemove = e => {
mouse.x = e.clientX;
mouse.y = e.clientY;
};
body {margin: 0;}
canvas {background: #000;}
This works fine when the collision is on the y-axis, but collisions on the x-axis cause the player to "pop" out of the obstacle. Ordering the adjustments so that the least offending velocity adjustment is handled first should fix the problem. We do this by "undoing" the last move on one axis, checking if this single-axis move resolved the collision, and adjusting accordingly.
Putting it all together, here's a proof-of-concept:
const canvas = document.createElement("canvas");
canvas.width = 300;
canvas.height = 180;
document.body.appendChild(canvas);
const ctx = canvas.getContext("2d");
const mouse = {x: 0, y: 0};
const enemy = {x: 130, y: 70, width: 40, height: 40};
const player = {
x: 0, y: 0, width: 20, height: 20, vx: 0, vy: 0,
velocityDamp: 0.06, collisionDamp: 0.3
};
const collides = (a, b) =>
a.x + a.width >= b.x && a.x <= b.x + b.width &&
a.y + a.height >= b.y && a.y <= b.y + b.height
;
const resolveOnAxis = (player, enemy, axis) => {
while (collides(player, enemy)) {
player[axis] -= Math.sign(player["v"+axis]) * player.collisionDamp;
}
};
const resolveCollision = (player, enemy) => {
player.x -= player.vx;
if (collides(player, enemy)) {
player.x += player.vx;
resolveOnAxis(player, enemy, "y");
resolveOnAxis(player, enemy, "x");
}
else {
player.x += player.vx;
resolveOnAxis(player, enemy, "x");
resolveOnAxis(player, enemy, "y");
}
};
(function render() {
player.vx = (mouse.x - player.x) * player.velocityDamp;
player.vy = (mouse.y - player.y) * player.velocityDamp;
player.x += player.vx;
player.y += player.vy;
if (collides(player, enemy)) {
resolveCollision(player, enemy);
}
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = "blue";
ctx.fillRect(enemy.x, enemy.y, enemy.width, enemy.height);
ctx.fillStyle = "yellow";
ctx.fillRect(player.x, player.y, player.width, player.height);
requestAnimationFrame(render);
})();
onmousemove = e => {
mouse.x = e.clientX;
mouse.y = e.clientY;
};
body {margin: 0;}
canvas {background: #000;}
This isn't perfect collision resolution by any means, but it introduces a few fundamental concepts and should be sufficient for simple games.
Note that I'm only handling one enemy; it's left to the reader to create an array of enemies and loop over them to detect and resolve collisions. Problems can arise if multiple enemies are close together; resolving one collision could push the player into another collision. It gets worse if the obstacles are also moving. If you're making a platformer, a collision grid might be worth looking into to circumvent some of these issues.
If dealing with collision becomes increasingly complicated and overwhelming, there's no shame in using a library like matter.js.
Be careful when using while to resolve these collisions as an infinite loop can easily occur. Consider adding a tries counter to these loops and bail if they exceed more than 20 or 30 iterations (this is a bit unsatisfactory and reveals that this solution is not industrial-strength; this prevents infinite loops but may result in incorrect behavior).
Capping the player's maximum velocity is another important preventative measure: it can avoid situations where the velocity becomes so high the player clips right through obstacles. Explore other ad-hoc solutions to problems as they arise.
Beyond collision detection, I have a few other suggestions:
Use objects to encapsulate all properties associated with a game entity. This makes the code much easier to manage than loose variables like playerwidth, playerheight, playerspeed, etc.
Avoid pointless and noisy comments that reiterate what the code clearly does.
Instead of adding comments to delimit logical parts of a function, create helper functions with the appropriate names. My POC above is not great in this regard--as the game expands, objects, functions and overall design become increasingly important; inlining everything in the update loop makes for a painful coding experience as soon as you want to add features or run into bugs.
Put Enemy's constructor function outside of the game loop. Create enemies one time in an initialization function and scope constructors appropriately.
Use camelCased variables instead of everythinginlowercase.
I am trying to achieve a tracing effect where the lines have a faded trail. The way I am trying to do it is simply by drawing the solid background once, and then on further frames draw a transparent background before drawing the new lines, so that you can still see a little of the image before it.
The issue is that I do want the lines to fade out completely after some time, but they seem to leave a permanent after image, even after drawing over them repeatedly.
I've tried setting different globalCompositeOperation(s) and it seemed like I was barking up the wrong tree there.
This code is called once
//initiate trace bg
traceBuffer.getContext("2d").fillStyle = "rgba(0, 30, 50, 1)";
traceBuffer.getContext("2d").fillRect(0, 0, traceBuffer.width, traceBuffer.height);
then inside the setInterval function it calls
//draw transparent background
ctx.fillStyle = "rgba(0, 30, 50, 0.04)";
ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height);
//set drawing settings
ctx.strokeStyle = "#AAAAAA";
ctx.lineWidth = 4;
for (let i = 0; i < tracer.layer2.length; i++){
ctx.beginPath();
ctx.moveTo(newX, newY);
ctx.lineTo(oldX, oldY);
ctx.stroke();
}
Here's an example: https://i.imgur.com/QTkeIVf.png
On the left is what I am currently getting, and on the right is the edit of what I actually want to happen.
This is how I would do it. I would build a history of the particles moving on the track. The older the position the smaller the value of the alpha value for the fill. Also for a nicer effect I would reduce the size of the circle.
I hope this is what you need.
PS: I would have loved to have your curve. Since I don't have it I've drawn a different one.
const hypotrochoid = document.getElementById("hypotrochoid");
const ctx = hypotrochoid.getContext("2d");
const cw = (hypotrochoid.width = 300);
const ch = (hypotrochoid.height = 300);
const cx = cw / 2,
cy = ch / 2;
ctx.lineWidth = 1;
ctx.strokeStyle = "#d9d9d9";
// variables for the hypotrochoid
let a = 90;
let b = 15;
let h = 50;
// an array where to save the points used to draw the track
let track = [];
//add points to the track array. This will be used to draw the track for the particles
for (var t = 0; t < 2 * Math.PI; t += 0.01) {
let o = {};
o.x = cx + (a - b) * Math.cos(t) + h * Math.cos((a - b) / b * t);
o.y = cy + (a - b) * Math.sin(t) - h * Math.sin((a - b) / b * t);
track.push(o);
}
// a function to draw the track
function drawTrack(ry) {
ctx.beginPath();
ctx.moveTo(ry[0].x, ry[0].y);
for (let t = 1; t < ry.length; t++) {
ctx.lineTo(ry[t].x, ry[t].y);
}
ctx.closePath();
ctx.stroke();
}
// a class of points that are moving on the track
class Point {
constructor(pos) {
this.pos = pos;
this.r = 3;//the radius of the circle
this.history = [];
this.historyLength = 40;
}
update(newPos) {
let old_pos = {};
old_pos.x = this.pos.x;
old_pos.y = this.pos.y;
//save the old position in the history array
this.history.push(old_pos);
//if the length of the track is longer than the max length allowed remove the extra elements
if (this.history.length > this.historyLength) {
this.history.shift();
}
//gry the new position on the track
this.pos = newPos;
}
draw() {
for (let i = 0; i < this.history.length; i++) {
//calculate the alpha value for every element on the history array
let alp = i * 1 / this.history.length;
// set the fill style
ctx.fillStyle = `rgba(0,0,0,${alp})`;
//draw an arc
ctx.beginPath();
ctx.arc(
this.history[i].x,
this.history[i].y,
this.r * alp,
0,
2 * Math.PI
);
ctx.fill();
}
}
}
// 2 points on the track
let p = new Point(track[0]);
let p1 = new Point(track[~~(track.length / 2)]);
let frames = 0;
let n, n1;
function Draw() {
requestAnimationFrame(Draw);
ctx.clearRect(0, 0, cw, ch);
//indexes for the track position
n = frames % track.length;
n1 = (~~(track.length / 2) + frames) % track.length;
//draw the track
drawTrack(track);
// update and draw the first point
p.update(track[n]);
p.draw();
// update and draw the second point
p1.update(track[n1]);
p1.draw();
//increase the frames counter
frames++;
}
Draw();
canvas{border:1px solid}
<canvas id="hypotrochoid"></canvas>
I am visualising flight paths with D3 and Canvas. In short, I have data for each flight's origin and destination
as well as the airport coordinates. The ideal end state is to have an indiviudal circle representing a plane moving
along each flight path from origin to destination. The current state is that each circle gets visualised along the path,
yet the removal of the previous circle along the line does not work as clearRect gets called nearly constantly.
Current state:
Ideal state (achieved with SVG):
The Concept
Conceptually, an SVG path for each flight is produced in memory using D3's custom interpolation with path.getTotalLength() and path.getPointAtLength() to move the circle along the path.
The interpolator returns the points along the path at any given time of the transition. A simple drawing function takes these points and draws the circle.
Key functions
The visualisation gets kicked off with:
od_pairs.forEach(function(el, i) {
fly(el[0], el[1]); // for example: fly('LHR', 'JFK')
});
The fly() function creates the SVG path in memory and a D3 selection of a circle (the 'plane') - also in memory.
function fly(origin, destination) {
var pathElement = document.createElementNS(d3.namespaces.svg, 'path');
var routeInMemory = d3.select(pathElement)
.datum({
type: 'LineString',
coordinates: [airportMap[origin], airportMap[destination]]
})
.attr('d', path);
var plane = custom.append('plane');
transition(plane, routeInMemory.node());
}
The plane gets transitioned along the path by the custom interpolater in the delta() function:
function transition(plane, route) {
var l = route.getTotalLength();
plane.transition()
.duration(l * 50)
.attrTween('pointCoordinates', delta(plane, route))
// .on('end', function() { transition(plane, route); });
}
function delta(plane, path) {
var l = path.getTotalLength();
return function(i) {
return function(t) {
var p = path.getPointAtLength(t * l);
draw([p.x, p.y]);
};
};
}
... which calls the simple draw() function
function draw(coords) {
// contextPlane.clearRect(0, 0, width, height); << how to tame this?
contextPlane.beginPath();
contextPlane.arc(coords[0], coords[1], 1, 0, 2*Math.PI);
contextPlane.fillStyle = 'tomato';
contextPlane.fill();
}
This results in an extending 'path' of circles as the circles get drawn yet not removed as shown in the first gif above.
Full code here: http://blockbuilder.org/larsvers/8e25c39921ca746df0c8995cce20d1a6
My question is, how can I achieve to draw only a single, current circle while the previous circle gets removed without interrupting other circles being drawn on the same canvas?
Some failed attempts:
The natural answer is of course context.clearRect(), however, as there's a time delay (roughly a milisecond+) for each circle to be drawn as it needs to get through the function pipeline clearRect gets fired almost constantly.
I tried to tame the perpetual clearing of the canvas by calling clearRect only at certain intervals (Date.now() % 10 === 0 or the like) but that leads to no good either.
Another thought was to calculate the previous circle's position and remove the area specifically with a small and specific clearRect definition within each draw() function.
Any pointers very much appreciated.
Handling small dirty regions, especially if there is overlap between objects quickly becomes very computationally heavy.
As a general rule, a average Laptop/desktop can easily handle 800 animated objects if the computation to calculate position is simple.
This means that the simple way to animate is to clear the canvas and redraw every frame. Saves a lot of complex code that offers no advantage over the simple clear and redraw.
const doFor = (count,callback) => {var i=0;while(i < count){callback(i++)}};
function createIcon(drawFunc){
const icon = document.createElement("canvas");
icon.width = icon.height = 10;
drawFunc(icon.getContext("2d"));
return icon;
}
function drawPlane(ctx){
const cx = ctx.canvas.width / 2;
const cy = ctx.canvas.height / 2;
ctx.beginPath();
ctx.strokeStyle = ctx.fillStyle = "red";
ctx.lineWidth = cx / 2;
ctx.lineJoin = "round";
ctx.lineCap = "round";
ctx.moveTo(cx/2,cy)
ctx.lineTo(cx * 1.5,cy);
ctx.moveTo(cx,cy/2)
ctx.lineTo(cx,cy*1.5)
ctx.stroke();
ctx.lineWidth = cx / 4;
ctx.moveTo(cx * 1.7,cy * 0.6)
ctx.lineTo(cx * 1.7,cy*1.4)
ctx.stroke();
}
const planes = {
items : [],
icon : createIcon(drawPlane),
clear(){
planes.items.length = 0;
},
add(x,y){
planes.items.push({
x,y,
ax : 0, // the direction of the x axis of this plane
ay : 0,
dir : Math.random() * Math.PI * 2,
speed : Math.random() * 0.2 + 0.1,
dirV : (Math.random() - 0.5) * 0.01, // change in direction
})
},
update(){
var i,p;
for(i = 0; i < planes.items.length; i ++){
p = planes.items[i];
p.dir += p.dirV;
p.ax = Math.cos(p.dir);
p.ay = Math.sin(p.dir);
p.x += p.ax * p.speed;
p.y += p.ay * p.speed;
}
},
draw(){
var i,p;
const w = canvas.width;
const h = canvas.height;
for(i = 0; i < planes.items.length; i ++){
p = planes.items[i];
var x = ((p.x % w) + w) % w;
var y = ((p.y % h) + h) % h;
ctx.setTransform(-p.ax,-p.ay,p.ay,-p.ax,x,y);
ctx.drawImage(planes.icon,-planes.icon.width / 2,-planes.icon.height / 2);
}
}
}
const ctx = canvas.getContext("2d");
function mainLoop(){
if(canvas.width !== innerWidth || canvas.height !== innerHeight){
canvas.width = innerWidth;
canvas.height = innerHeight;
planes.clear();
doFor(800,()=>{ planes.add(Math.random() * canvas.width, Math.random() * canvas.height) })
}
ctx.setTransform(1,0,0,1,0,0);
// clear or render a background map
ctx.clearRect(0,0,canvas.width,canvas.height);
planes.update();
planes.draw();
requestAnimationFrame(mainLoop)
}
requestAnimationFrame(mainLoop)
canvas {
position : absolute;
top : 0px;
left : 0px;
}
<canvas id=canvas></canvas>
800 animated points
As pointed out in the comments some machines may be able to draw a circle if one colour and all as one path slightly quicker (not all machines). The point of rendering an image is that it is invariant to the image complexity. Image rendering is dependent on the image size but colour and alpha setting per pixel have no effect on rendering speed. Thus I have changed the circle to show the direction of each point via a little plane icon.
Path follow example
I have added a way point object to each plane that in the demo has a random set of way points added. I called it path (could have used a better name) and a unique path is created for each plane.
The demo is to just show how you can incorporate the D3.js interpolation into the plane update function. The plane.update now calls the path.getPos(time) which returns true if the plane has arrived. If so the plane is remove. Else the new plane coordinates are used (stored in the path object for that plane) to set the position and direction.
Warning the code for path does little to no vetting and thus can easily be made to throw an error. It is assumed that you write the path interface to the D3.js functionality you want.
const doFor = (count,callback) => {var i=0;while(i < count){callback(i++)}};
function createIcon(drawFunc){
const icon = document.createElement("canvas");
icon.width = icon.height = 10;
drawFunc(icon.getContext("2d"));
return icon;
}
function drawPlane(ctx){
const cx = ctx.canvas.width / 2;
const cy = ctx.canvas.height / 2;
ctx.beginPath();
ctx.strokeStyle = ctx.fillStyle = "red";
ctx.lineWidth = cx / 2;
ctx.lineJoin = "round";
ctx.lineCap = "round";
ctx.moveTo(cx/2,cy)
ctx.lineTo(cx * 1.5,cy);
ctx.moveTo(cx,cy/2)
ctx.lineTo(cx,cy*1.5)
ctx.stroke();
ctx.lineWidth = cx / 4;
ctx.moveTo(cx * 1.7,cy * 0.6)
ctx.lineTo(cx * 1.7,cy*1.4)
ctx.stroke();
}
const path = {
wayPoints : null, // holds way points
nextTarget : null, // holds next target waypoint
current : null, // hold previously passed way point
x : 0, // current pos x
y : 0, // current pos y
addWayPoint(x,y,time){
this.wayPoints.push({x,y,time});
},
start(){
if(this.wayPoints.length > 1){
this.current = this.wayPoints.shift();
this.nextTarget = this.wayPoints.shift();
}
},
getNextTarget(){
this.current = this.nextTarget;
if(this.wayPoints.length === 0){ // no more way points
return;
}
this.nextTarget = this.wayPoints.shift(); // get the next target
},
getPos(time){
while(this.nextTarget.time < time && this.wayPoints.length > 0){
this.getNextTarget(); // get targets untill the next target is ahead in time
}
if(this.nextTarget.time < time){
return true; // has arrivecd at target
}
// get time normalised ove time between current and next
var timeN = (time - this.current.time) / (this.nextTarget.time - this.current.time);
this.x = timeN * (this.nextTarget.x - this.current.x) + this.current.x;
this.y = timeN * (this.nextTarget.y - this.current.y) + this.current.y;
return false; // has not arrived
}
}
const planes = {
items : [],
icon : createIcon(drawPlane),
clear(){
planes.items.length = 0;
},
add(x,y){
var p;
planes.items.push(p = {
x,y,
ax : 0, // the direction of the x axis of this plane
ay : 0,
path : Object.assign({},path,{wayPoints : []}),
})
return p; // return the plane
},
update(time){
var i,p;
for(i = 0; i < planes.items.length; i ++){
p = planes.items[i];
if(p.path.getPos(time)){ // target reached
planes.items.splice(i--,1); // remove
}else{
p.dir = Math.atan2(p.y - p.path.y, p.x - p.path.x) + Math.PI; // add 180 because i drew plane wrong way around.
p.ax = Math.cos(p.dir);
p.ay = Math.sin(p.dir);
p.x = p.path.x;
p.y = p.path.y;
}
}
},
draw(){
var i,p;
const w = canvas.width;
const h = canvas.height;
for(i = 0; i < planes.items.length; i ++){
p = planes.items[i];
var x = ((p.x % w) + w) % w;
var y = ((p.y % h) + h) % h;
ctx.setTransform(-p.ax,-p.ay,p.ay,-p.ax,x,y);
ctx.drawImage(planes.icon,-planes.icon.width / 2,-planes.icon.height / 2);
}
}
}
const ctx = canvas.getContext("2d");
function mainLoop(time){
if(canvas.width !== innerWidth || canvas.height !== innerHeight){
canvas.width = innerWidth;
canvas.height = innerHeight;
planes.clear();
doFor(810,()=>{
var p = planes.add(Math.random() * canvas.width, Math.random() * canvas.height);
// now add random number of way points
var timeP = time;
// info to create a random path
var dir = Math.random() * Math.PI * 2;
var x = p.x;
var y = p.y;
doFor(Math.floor(Math.random() * 80 + 12),()=>{
var dist = Math.random() * 5 + 4;
x += Math.cos(dir) * dist;
y += Math.sin(dir) * dist;
dir += (Math.random()-0.5)*0.3;
timeP += Math.random() * 1000 + 500;
p.path.addWayPoint(x,y,timeP);
});
// last waypoin at center of canvas.
p.path.addWayPoint(canvas.width / 2,canvas.height / 2,timeP + 5000);
p.path.start();
})
}
ctx.setTransform(1,0,0,1,0,0);
// clear or render a background map
ctx.clearRect(0,0,canvas.width,canvas.height);
planes.update(time);
planes.draw();
requestAnimationFrame(mainLoop)
}
requestAnimationFrame(mainLoop)
canvas {
position : absolute;
top : 0px;
left : 0px;
}
<canvas id=canvas></canvas>
800 animated points
#Blindman67 is correct, clear and redraw everything, every frame.
I'm here just to say that when dealing with such primitive shapes as arc without too many color variations, it's actually better to use the arc method than drawImage().
The idea is to wrap all your shapes in a single path declaration, using
ctx.beginPath(); // start path declaration
for(i; i<shapes.length; i++){ // loop through our points
ctx.moveTo(pt.x + pt.radius, pt.y); // default is lineTo and we don't want it
// Note the '+ radius', arc starts at 3 o'clock
ctx.arc(pt.x, pt.y, pt.radius, 0, Math.PI*2);
}
ctx.fill(); // a single fill()
This is faster than drawImage, but the main caveat is that it works only for single-colored set of shapes.
I've made an complex plotting app, where I do draw a lot (20K+) of entities, with animated positions. So what I do, is to store two sets of points, one un-sorted (actually sorted by radius), and one
sorted by color. I then do use the sorted-by-color one in my animations loop, and when the animation is complete, I draw only the final frame with the sorted-by-radius (after I filtered the non visible entities). I achieve 60fps on most devices. When I tried with drawImage, I was stuck at about 10fps for 5K points.
Here is a modified version of Blindman67's good answer's snippet, using this single-path approach.
/* All credits to SO user Blindman67 */
const doFor = (count,callback) => {var i=0;while(i < count){callback(i++)}};
const planes = {
items : [],
clear(){
planes.items.length = 0;
},
add(x,y){
planes.items.push({
x,y,
rad: 2,
dir : Math.random() * Math.PI * 2,
speed : Math.random() * 0.2 + 0.1,
dirV : (Math.random() - 0.5) * 0.01, // change in direction
})
},
update(){
var i,p;
for(i = 0; i < planes.items.length; i ++){
p = planes.items[i];
p.dir += p.dirV;
p.x += Math.cos(p.dir) * p.speed;
p.y += Math.sin(p.dir) * p.speed;
}
},
draw(){
var i,p;
const w = canvas.width;
const h = canvas.height;
ctx.beginPath();
ctx.fillStyle = 'red';
for(i = 0; i < planes.items.length; i ++){
p = planes.items[i];
var x = ((p.x % w) + w) % w;
var y = ((p.y % h) + h) % h;
ctx.moveTo(x + p.rad, y)
ctx.arc(x, y, p.rad, 0, Math.PI*2);
}
ctx.fill();
}
}
const ctx = canvas.getContext("2d");
function mainLoop(){
if(canvas.width !== innerWidth || canvas.height !== innerHeight){
canvas.width = innerWidth;
canvas.height = innerHeight;
planes.clear();
doFor(8000,()=>{ planes.add(Math.random() * canvas.width, Math.random() * canvas.height) })
}
ctx.setTransform(1,0,0,1,0,0);
// clear or render a background map
ctx.clearRect(0,0,canvas.width,canvas.height);
planes.update();
planes.draw();
requestAnimationFrame(mainLoop)
}
requestAnimationFrame(mainLoop)
canvas {
position : absolute;
top : 0px;
left : 0px;
z-index: -1;
}
<canvas id=canvas></canvas>
8000 animated points
Not directly related but in case you've got part of your drawings that don't update at the same rate as the rest (e.g if you want to highlight an area of your map...) then you might also consider separating your drawings in different layers, on offscreen canvases. This way you'd have one canvas for the planes, that you'd clear every frame, and other canvas for other layers that you would update at different rate. But that's an other story.