How do I draw a shape and then declare it a variable? - javascript

<!DOCTYPE html>
<html>
<body>
<canvas id="myCanvas" width="350" height="300"
style="border:6px solid black;">
</canvas>
<script>
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
ctx.strokeStyle = 'gold';
ctx.strokeRect(20, 10, 160, 100);
</script>
</body>
</html>
Now, I want to go ahead and turn this drawn rectangle:
ctx.strokeStyle = 'gold';
ctx.strokeRect(20, 10, 160, 100);
Into a variable that I can just simply name "Rectangle" I can easily modify and call it out throughout my project. How can I do that? thank you!

You could use Path2D
Using Path2D to create paths and render them as needed is convenient and from a rendering standpoint paths are a little quicker as the sub paths do not need to be created every time you render the path.
It is best to create the sub paths around the origin (0,0) so you can easily move, rotate and scale them as needed.
Example creating some paths with different content
function createRect() {
const path = new Path2D();
path.rect(-70, -45, 140, 90); // add the sub path;
return path;
}
function createCircle() {
const path = new Path2D();
path.arc(0, 0, 50, 0, Math.PI * 2); // add the sub path;
return path;
}
function createRandLines() {
const path = new Path2D();
var i = 10;
while(i--) {
path.moveTo(Math.random() * 20 - 10, Math.random() * 20 - 10);
path.lineTo(Math.random() * 20 - 10, Math.random() * 20 - 10);
}
return path;
}
To create the paths
const myCircle = createCircle();
const myRect = createCircle();
const myLines1 = createRandLines();
const myLines2 = createRandLines();
You can then render any of the paths with a single function.
function strokePath(path, x, y, lineWidth = ctx.lineWidth, color = ctx.strokeStyle) { // defaults to current style
ctx.setTransform(1, 0, 0, 1, x, y); // position the path so its (0,0) origin is at x,y
ctx.lineWidth = lineWidth;
ctx.strokeStyle = color;
ctx.stroke(path);
}
Passing the path position style and line width to draw the path.
const W = ctx.canvas.width;
const H = ctx.canvas.height;
strokePath(myCircle, Math.random() * W, Math.random() * H);
strokePath(myRect, Math.random() * W, Math.random() * H);
strokePath(myLines1, Math.random() * W, Math.random() * H);
strokePath(myLines2, Math.random() * W, Math.random() * H);
Example
A more detailed draw function and some organisation in regards to the create path functions.
The example creates 4 paths once and then draws them many times, randomly positioned, rotated, scaled, alpha faded, colored, and filled.
const W = canvas.width;
const H = canvas.height;
const ctx = canvas.getContext("2d");
ctx.lineCap = ctx.lineJoin = "round";
// Some math utils
Math.TAU = Math.PI * 2;
Math.rand = (m = 0, M = 1) => Math.random() * (M - m) + m;
Math.randItem = array => array[Math.random() * array.length | 0];
const FACE = [[-3,-38,-34,-32,-47,-16,-48,15,-36,34,-5,43,32,38,47,12,47,-21,25,-35],[-31,-19,-42,-6,-32,1,-9,-6,-6,-24],[5,-24,3,-6,29,2,40,-5,33,-19],[-30,15,-14,32,12,31,29,15,15,15,-2,23,-17,16],[-28,-14,-29,-6,-18,-9,-17,-15],[11,-17,12,-8,20,-6,22,-13,18,-16],[2,-39,0,-53,-9,-60],[-14,17,-16,26,-7,28,-5,22],[2,21,1,28,11,27,13,16]];
// Object to hold path types
const paths = {
rect() {
const path = new Path2D();
path.rect(-20, -10, 40, 20); // add the sub path;
return path;
},
ellipse() {
const path = new Path2D();
path.ellipse(0, 0, 20, 10, 0, 0, Math.TAU); // add the sub path;
return path;
},
randLines() {
const path = new Path2D();
var i = 10;
while (i--) {
path.moveTo(Math.rand(-20, 20), Math.rand(-20, 20));
path.lineTo(Math.rand(-20, 20), Math.rand(-20, 20));
}
return path;
},
face() {
const path = new Path2D();
FACE .forEach(sub => { // each sub path
let i = 0;
path.moveTo(sub[i++] / 3, sub[i++] / 3);
while (i < sub.length) { path.lineTo(sub[i++] / 3, sub[i++] / 3) }
path.closePath();
});
return path;
}
};
// Function to draw scaled, rotated, faded, linewidth, colored path
function strokePath(path, x, y, scale, rotate, alpha, lineWidth, color, fillColor) {
ctx.lineWidth = lineWidth * (1 / scale); //Scale line width by inverse scale to ensure the pixel size is constant
ctx.setTransform(scale, 0, 0, scale, x, y); // position the path so its (0,0) origin is at x,y
ctx.rotate(rotate);
if (fillColor) {
ctx.globalAlpha = 1;
ctx.fillStyle = fillColor;
ctx.fill(path, "evenodd");
}
ctx.globalAlpha = alpha;
ctx.strokeStyle = color;
ctx.stroke(path);
}
// create some paths and colors
const pathArray = [paths.ellipse(), paths.rect(), paths.randLines(), paths.face()];
const colors = "#F00,#FA0,#0B0,#0AF,#00F,#F0A,#000,#888".split(",");
drawRandomPath();
function drawRandomPath() {
strokePath(
Math.randItem(pathArray), // random path
Math.rand(0, W), Math.rand(0, H), // random pos
Math.rand(0.25, 1), // random scale
Math.rand(0, Math.TAU), // random rotate
Math.rand(0.5, 1), // random alpha
1, // constant lineWidth
Math.randItem(colors), // random color
Math.rand() < 0.2 ? "#EED" : undefined, // Fill 1 in 5 with white
);
setTimeout(drawRandomPath, 250); // draw another path every quarter second.
}
* {margin:0px}
canvas {border:1px solid}
<canvas id="canvas" width="600" height="190"></canvas>

You can not do that with current standards unfortunately, you will have to redraw the shape, you can do something like:
var shape = x:10,y:20,width:20,height:40
clear the canvas and redraw with created variable:
shape.width = 100;
ctx.rect(shape.x,shape.y,shape.width,shape.height);

Related

HTML5 Canvas: how i can deal with inverted translate() after rotation?

I need to apply several matrix transformations before drawing a shape, however (if on somewhere) I use rotate() the coordinates are inverted and/or reversed and cannot continue without knowing if the matrix was previously rotated.
How can solve this problem?
Example:
<canvas width="300" height="300"></canvas>
<script>
let canvas = document.querySelector("canvas");
let ctx = canvas.getContext("2d");
ctx.fillStyle = "silver";
ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.strokeStyle = "black";
ctx.lineWidth = 1;
ctx.beginPath();
ctx.moveTo(0, canvas.height/2);
ctx.lineTo(canvas.width, canvas.height/2);
ctx.stroke();
ctx.beginPath();
ctx.moveTo(canvas.width/2, 0);
ctx.lineTo(canvas.width/2, canvas.height);
ctx.stroke();
ctx.translate(150, 150);
ctx.rotate(-90 * 0.017453292519943295);
ctx.translate(-150, -150);
// move the red rectangle 100px to the left (top-left)
// but instead is moved on y axis (right-bottom)
ctx.translate(-100, 0);
// more matrix transformations
// ....
// ....
// now finally draw the shape
ctx.fillStyle = "red";
ctx.fillRect(150, 150, 100, 50);
</script>
Can be this Translation after rotation the solution?
It looks like you aren't resetting the canvas matrix each time you make a new transformation.
The Canvas API has the save() and restore() methods. Canvas states are stored on a stack. Every time the save() method is called, the current drawing state is pushed onto the stack. A drawing state consists of transformations that have been applied along with the attributes of things like the fillStyle. When you call restore(), the previous settings are restored.
// ...
ctx.save(); // save the current canvas state
ctx.translate(150, 150);
ctx.rotate(-90 * 0.017453292519943295);
ctx.translate(-150, -150);
ctx.restore(); // restore the last saved state
// now the rectangle should move the correct direction
ctx.translate(-100, 0);
Check out this link for more information on the save and restore methods.
OK finally, i solved the problem by rotating the translation point before applying it. This function does the trick:
function helperRotatePoint(point, angle) {
let s = Math.sin(angle);
let c = Math.cos(angle);
return { x: point.x * c - point.y * s, y: point.x * s + point.y * c};
}
rotating the translation point using the inverted angle I obtain the corrected translation
helperRotatePoint(translation_point, -rotation_angle);
working code:
let canvas = document.querySelector("canvas");
// proper size on HiDPI displays
canvas.style.width = canvas.width;
canvas.style.height = canvas.height;
canvas.width = Math.floor(canvas.width * window.devicePixelRatio);
canvas.height = Math.floor(canvas.height * window.devicePixelRatio);
let ctx = canvas.getContext("2d");
ctx.scale(window.devicePixelRatio, window.devicePixelRatio);
ctx.fillStyle = "whitesmoke";
ctx.fillRect(0, 0, canvas.width, canvas.height);
class UIElement {
constructor(x, y, width, height, color) {
// PoC
this.draw_pos = {x, y};
this.draw_size = {width, height};
this.color = color;
this.rotate = 0;
this.scale = {x: 1, y: 1};
this.translate = {x: 0, y: 0};
this.skew = {x: 0, y: 0};
this.childs = [];
}
addChild(uielement) {
this.childs.push(uielement);
}
helperRotatePoint(point, angle) {
let s = Math.sin(angle);
let c = Math.cos(angle);
return {
x: point.x * c - point.y * s,
y: point.x * s + point.y * c
};
}
draw(cnvs_ctx, parent_x, parent_y) {
// backup current state
cnvs_ctx.save();
let elements_drawn = 1;// "this" UIElement
// step 1: calc absolute coordinates
let absolute_x = parent_x + this.draw_pos.x;
let absolute_y = parent_y + this.draw_pos.y;
// step 2: apply all transforms
if (this.rotate != 0) {
cnvs_ctx.translate(absolute_x, absolute_y)
cnvs_ctx.rotate(this.rotate);
cnvs_ctx.translate(-absolute_x, -absolute_y);
// rotate translate point before continue
let tmp = this.helperRotatePoint(this.translate, -this.rotate);
// apply rotated translate
cnvs_ctx.translate(tmp.x, tmp.y);
} else {
cnvs_ctx.translate(this.translate.x, this.translate.y);
}
cnvs_ctx.scale(this.scale.x, this.scale.y);
cnvs_ctx.transform(1, this.skew.y, this.skew.x, 1, 0, 0);
// step 3: self draw (aka parent element)
cnvs_ctx.fillStyle = this.color;
cnvs_ctx.fillRect(absolute_x, absolute_y, this.draw_size.width, this.draw_size.height);
// step 4: draw childs elements
for (let i = 0; i < this.childs.length ; i++) {
elements_drawn += this.childs[i].draw(
cnvs_ctx, absolute_x, absolute_y
);
}
// done, restore state
cnvs_ctx.restore();
return elements_drawn;
}
}
// spawn some ui elements
var ui_panel = new UIElement(120, 50, 240, 140, "#9b9a9e");
var ui_textlabel = new UIElement(10, 10, 130, 18, "#FFF");
var ui_image = new UIElement(165, 25, 90, 60, "#ea9e22");
var ui_textdesc = new UIElement(17, 46, 117, 56, "#ff2100");
var ui_icon = new UIElement(5, 5, 10, 10, "#800000");
ui_panel.addChild(ui_textlabel);
ui_panel.addChild(ui_image);
ui_panel.addChild(ui_textdesc);
ui_textdesc.addChild(ui_icon);
// add some matrix transformations
ui_textdesc.skew.x = -0.13;
ui_textdesc.translate.x = 13;
ui_image.rotate = -90 * 0.017453292519943295;
ui_image.translate.y = ui_image.draw_size.width;
ui_panel.rotate = 15 * 0.017453292519943295;
ui_panel.translate.x = -84;
ui_panel.translate.y = -50;
// all ui element elements
ui_panel.draw(ctx, 0, 0);
<canvas width="480" height="360"></canvas>

Prevent moire pattern in pixi.js

I'm trying to create a zoomable canvas with rectangles arranged in a grid using pixi.js. Everything works smoothly except that the grid creates heavy moire effects. My knowledge about pixijs and webgl is only very superficial but I'm suspecting that something with the antialiasing is not working as I expect it to. I'm drawing the rectangles using a 2048x2048px texture I create beforehand in separate canvas. I make it that big so I do this so I can zoom in all the way while still having a sharp rectangle. I also tried using app.renderer.generateTexture(graphics) but got a similar result.
The black rectangles are drawn using pixi.js and the red ones are drawn using SVG as a reference. There is still moire occurring in the SVG as well but it is much less. Any ideas how I can get closer to what the SVG version looks like? You can find a a working version here.
Here's the relevant code I use to setup the pixi.js application:
// PIXI SETUP
const app = new Application({
view: canvasRef,
width,
height,
transparent: true,
antialias: false,
autoDensity: true,
resolution: devicePixelRatio,
resizeTo: window
});
const particleContainer = new ParticleContainer(2500, {
scale: true,
position: true,
rotation: true,
uvs: true,
alpha: true
});
app.stage.addChild(particleContainer);
// TEXTURE
const size = 2048;
const canvas = document.createElement("canvas");
canvas.width = size;
canvas.height = size;
const ctx = canvas.getContext("2d");
ctx.fillStyle = "#000000";
ctx.fillRect(0, 0, size, size);
ctx.fill();
const texture = PIXI.Texture.from(canvas);
// RECTANGLE GRID
const size = 10;
for(let i=0; i<2500; i++) {
const particle = Sprite.from(texture);
particle.x = i % 50 * size * 1.5;
particle.y = Math.floor(i / 50) * size * 1.5;
particle.anchor.set(0);
particle.width = size;
particle.height = size;
parent.addChild(particle);
}
Don't render sub pixel detail.
The best way to maintain a grid while avoiding artifacts is to not render grid steps below the resolution of the canvas. Eg if you have zoomed out by 100 then do not draw grids less than 100 pixels.
As this can result in grid steps popping in and out you can fade grids in and out depending on the zoom level.
The example shows one way to do this. It still has some artifacts, these are hard to avoid, but this eliminates the horrid moire patterns you get when you render all the detail at every zoom level.
The grid is defined as 2D repeating patterns to reduce rendering overhead.
Also I find grid lines more problematic than grid squares (Demo has both)
This is very basic and can be adapted to any type of grid layout.
requestAnimationFrame(mainLoop);
const ctx = canvas.getContext("2d");
const size = 138;
const grids = createPatterns(size, 4, "#222", "#EEE", "#69B", "#246");
var zoom = 1;
var zoomTarget = 16;
var zoomC = 0;
var gridType = 0;
var origin = {x: ctx.canvas.width / 2, y: ctx.canvas.height / 2};
const scales = [0,0,0];
function createPatterns(size, lineWidth, color1, color2, color3, color4){
function grid(col1, col2) {
ctx.fillStyle = col1;
ctx.fillRect(0, 0, size, size);
ctx.fillStyle = col2;
ctx.fillRect(0, 0, size, lineWidth);
ctx.fillRect(0, 0, lineWidth, size);
}
function grid2(col1, col2) {
ctx.fillStyle = col1;
ctx.fillRect(0, 0, size, size);
ctx.fillStyle = col2;
ctx.fillRect(0, 0, size / 2, size / 2);
ctx.fillRect( size / 2, size / 2, size / 2, size / 2);
}
const patterns = [];
const ctx = Object.assign(document.createElement("canvas"), {width: size, height: size}).getContext("2d");
grid(color1, color2)
patterns[0] = ctx.createPattern(ctx.canvas, "repeat");
grid2(color3, color4)
patterns[1] = ctx.createPattern(ctx.canvas, "repeat");
return patterns;
}
function drawGrid(ctx, grid, zoom, origin, smooth = true) {
function zoomAlpha(logScale) {
const t = logScale % 3;
return t < 1 ? t % 1 : t > 2 ? 1 - (t - 2) % 1 : 1;
}
function fillScale(scale) {
ctx.setTransform(scale / 8, 0, 0, scale / 8, origin.x, origin.y);
ctx.globalAlpha = zoomAlpha(Math.log2(scale));
ctx.fill();
}
ctx.fillStyle = grid;
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.imageSmoothingEnabled = smooth;
ctx.beginPath();
ctx.rect(0, 0, ctx.canvas.width, ctx.canvas.height);
ctx.globalAlpha = 1;
const l2 = Math.log2(zoom);
scales[0] = 2 ** ((l2 + 122) % 3); // zoom limit 1 / (2 ** 122) (well beyond number precision)
scales[1] = 2 ** ((l2 + 123) % 3);
scales[2] = 2 ** ((l2 + 124) % 3);
scales.sort((a,b) => a - b);
fillScale(scales[0]);
fillScale(scales[1]);
fillScale(scales[2]);
ctx.globalAlpha = 1;
}
function mainLoop() {
if (innerWidth !== ctx.canvas.width || innerHeight !== ctx.canvas.height) {
origin.x = (ctx.canvas.width = innerWidth) / 2;
origin.y = (ctx.canvas.height = innerHeight) / 2;
zoomTarget = 16;
zoom = 1;
}
zoomC += (zoomTarget - zoom) * 0.3;
zoomC *= 0.02;
zoom += zoomC;
if (gridType === 0) {
drawGrid(ctx, grids[0], zoom, origin);
} else {
drawGrid(ctx, grids[1], zoom, origin, false);
}
requestAnimationFrame(mainLoop);
}
zoomIn.addEventListener("click", () => zoomTarget *= 2);
zoomOut.addEventListener("click", () => zoomTarget *= 1/2);
toggle.addEventListener("click", () => gridType = (gridType + 1) % 2);
* { margin: 0px;}
canvas { position: absolute; top: 0px;left: 0px; }
.UI { position: absolute; top: 14px; left: 14px; }
<canvas id="canvas"></canvas>
<div class="UI">
<button id="zoomIn">Zoom In</button><button id="zoomOut">Zoom Out</button><button id="toggle">Toggle grid type</button>
</div>

Draw a flower using canvas and a loop

I'm trying to draw this
flower using a loop in canvas. I'm confused where to start. Do i draw the petals first? Do i transform them after to get all 5 petals. This is what I have so far for a 500 x 500 canvas.
var canvas = document.getElementById('flowerCanvas');
var ctx = canvas.getContext('2d');
var radius = 20;
var petals = 5;
ctx.beginPath();
ctx.arc(250, 250, radius, 0, 2*Math.PI);
ctx.fillStyle = "black";
ctx.fill();
ctx.save();
ctx.translate(250,250);
for(var i = 0; i < 5; i++){
ctx.lineTo(200,0);
ctx.stroke();
}
ctx.restore();
Using Path2D to buffer complex paths
You can use a Path2D object to store each petal. It has the same path functionality as the 2D context so code can easily be converted to a 2D path and then rendered without the need to do all the path creation steps. If you have a lot of rendering that involves many repeated paths this will give you some additional performance.
Create path
You create the petal relative to its rotation point.
function createPetal(length, width){
const path = new Path2D();
// draw outer line
path.moveTo(0,0);
path.lineTo(length * 0.3, -width);
path.lineTo(length * 0.8, -width);
path.lineTo(length, 0);
path.lineTo(length * 0.8, width);
path.lineTo(length * 0.3, width);
// close the path so that it goes back to start
path.closePath();
// create the line down the middle.
path.moveTo(0,0);
path.lineTo(length,0);
return path;
}
Note for this to work the petals must be drawn relative to the rotation point.
Render path
You now need to draw the path several times around the circle.
// x,y is center
// count number of petals
// startAt is the angle of the first
function drawPetals(x, y, count, startAt, petal){
const step = (Math.PI * 2) / count;
ctx.setTransform(1, 0, 0, 1, x, y); // set center
ctx.rotate(startAt); // set start angle
for(var i = 0; i < count; i+= 1){
ctx.stroke(petal); // draw a petal
ctx.rotate(step); // rotate to the next
}
ctx.setTransform(1, 0, 0, 1, 0, 0); // restore default
}
Put it all together.
Now all you need to do is create a petal, then draw them, and add a circle at the center
// col is the stroke color
// linewidth is the thing to do with lines
// fitScale is how well to fit the space. Less than one to fit the canvas
// petalCount i will let you guess what that does.
function drawFlower(col, lineWidth,fitScale, petalCount) {
ctx.strokeStyle = col;
ctx.lineWidth = lineWidth;
const size = Math.min(ctx.canvas.width, ctx.canvas.height) * fitScale * 0.5;
drawPetals(ctx.canvas.width / 2, ctx.canvas.height / 2, 5, 0, createPetal(size, size * 0.2));
ctx.beginPath();
ctx.arc(ctx.canvas.width / 2, ctx.canvas.height / 2, size*0.15 , 0, Math.PI * 2);
ctx.fillStyle = col;
ctx.fill();
}
The code above runs
const ctx = canvas.getContext("2d");
function createPetal(length, width) {
const path = new Path2D();
path.moveTo(0, 0);
path.lineTo(length * 0.3, -width);
path.lineTo(length * 0.8, -width);
path.lineTo(length, 0);
path.lineTo(length * 0.8, width);
path.lineTo(length * 0.3, width);
path.closePath();
path.moveTo(0, 0);
path.lineTo(length, 0);
return path;
}
// x,y is center
// count number of petals
// startAt is the angle of the first
function drawPetals(x, y, count, startAt, petal) {
const step = (Math.PI * 2) / count;
ctx.setTransform(1, 0, 0, 1, x, y);
ctx.rotate(startAt);
for (var i = 0; i < count; i += 1) {
ctx.stroke(petal);
ctx.rotate(step);
}
ctx.setTransform(1, 0, 0, 1, 0, 0); // restore default
}
function drawFlower(col, lineWidth, fitScale, petalCount) {
ctx.strokeStyle = col;
ctx.lineWidth = lineWidth;
const size = Math.min(ctx.canvas.width, ctx.canvas.height) * fitScale * 0.5;
drawPetals(ctx.canvas.width / 2, ctx.canvas.height / 2, 5, 0, createPetal(size, size * 0.2));
ctx.beginPath();
ctx.arc(ctx.canvas.width / 2, ctx.canvas.height / 2, size*0.15 , 0, Math.PI * 2);
ctx.fillStyle = col;
ctx.fill();
}
drawFlower("black",4,0.95,5);
canvas {
border: 2px solid black;
}
<canvas id="canvas" width="500" height="500"></canvas>
For browsers without Path2D
Not all browsers support Path2D. To do the same you can store the path of the petal as an array. As there are several paths and one is open and the other closed you need to add some path drawing rules. In this case is the last point is the same as the first, the path is closed.
// the array holds normalised coords that need to be scaled when drawing
const petal = [
[ [0,0],[0.3,-1],[0.8,-1],[1,0],[0.8,1],[0.3,1],[0,0] ],
[ [0,0],[1,0] ],
]
So now rather than create petal you have a function that draws a petal using a path
function drawPetal(path,width,height){
var i = 0;
do{ // loop through paths
const p = path[i];
let j = 0;
ctx.moveTo(p[j][0] * width, p[j ++][1] * height);
while(j < p.length - 1){
ctx.lineTo(p[j][0] * width, p[j ++][1] * height);
}
// is the path closed ?
if(p[j][0] === p[0][0] && p[j][1] === p[0][1]){
ctx.closePath();
}else{
ctx.lineTo(p[j][0] * width,p[j][1] * height)
}
} while(++i < path.length);
}
And the draw flower function needs to be changed to use the new drawPetal but the method is the same, draw each petal in turn rotating it using the current transform.
As code example
const ctx = canvas.getContext("2d");
const petal = [
[
[0, 0],
[0.3, -1],
[0.7, -1],
[1, 0],
[0.7, 1],
[0.3, 1],
[0, 0]
],
[
[0, 0],
[1, 0]
],
];
function drawPetal(path, width, height) {
var i = 0;
do { // loop through paths
const p = path[i];
let j = 0;
ctx.moveTo(p[j][0] * width, p[j++][1] * height);
while (j < p.length - 1) {
ctx.lineTo(p[j][0] * width, p[j++][1] * height);
}
if (p[j][0] === p[0][0] && p[j][1] === p[0][1]) { // is the path closed ?
ctx.closePath();
} else {
ctx.lineTo(p[j][0] * width, p[j][1] * height)
}
} while (++i < path.length);
}
function drawPetals(x, y, count, startAt, petal, width, height) {
const step = (Math.PI * 2) / count;
ctx.setTransform(1, 0, 0, 1, x, y);
ctx.rotate(startAt);
for (var i = 0; i < count; i += 1) {
drawPetal(petal, width, height);
ctx.rotate(step);
}
ctx.setTransform(1, 0, 0, 1, 0, 0); // restore default
}
function drawFlower(col, lineWidth, fitScale, petalCount) {
ctx.strokeStyle = col;
ctx.lineWidth = lineWidth;
const size = Math.min(ctx.canvas.width, ctx.canvas.height) * fitScale * 0.5;
ctx.beginPath();
drawPetals(ctx.canvas.width / 2, ctx.canvas.height / 2, 5, -Math.PI / 2, petal, size, size * 0.2);
ctx.stroke();
ctx.beginPath();
ctx.arc(ctx.canvas.width / 2, ctx.canvas.height / 2, size * 0.15, 0, Math.PI * 2);
ctx.fillStyle = col;
ctx.fill();
}
drawFlower("black", 4, 0.95, 5);
canvas {
border: 2px solid black;
}
<canvas id="canvas" width="500" height="500"></canvas>

Drawing a 'bullseye' in HTML5 Canvas using javascript

I'm struggling a bit to get this to work. I have a 'Canvas' element on my web page, and I need to 'draw' filled circles within each other. I need to use a loop to draw the pattern, alternating between red and blue filled circles. It will use the initial band width value of 25. It will repeat the loop as long as the current radius is greater than 0. It will use a slider to control the band width. The slider has a minimum value of 5,
maximum value of 50 with step 5, and current value as 25. As the value of
the slider changes, it draws the pattern with the current bandwidth. I can make this work with gradients, but that does not do what I need it to do and it does not look right. Here is what I have so far:
var sliderModule = (function(win, doc) {
win.onload = init;
// canvas and context variables
var context;
// center of the pattern
var centerX, centerY;
function init() {
canvas = doc.getElementById("canvas");
context = canvas.getContext("2d");
centerX = canvas.width / 2;
centerY = canvas.height / 2;
// draw the initial pattern
//drawPattern();
}
// called whenever the slider value changes
function drawPattern() {
var canvas;
// clear the drawing area
context.clearRect(0, 0, canvas.width, canvas.height);
// get the current radius
var radius = doc.getElementById("radius").value;
// set fill color to red
const canvas = document.querySelector('canvas');
const ctx = canvas.getContext('2d');
const colors = ['#F00', '#0F0', '#00F'];
const outerRadius = 100;
let bandSize = 10; // this would be where you put the value for your slider
for (let r = outerRadius, colorIndex = 0; r > 0; r -= bandSize, colorIndex = (colorIndex + 1) % colors.length) {
ctx.fillStyle = colors[colorIndex];
ctx.beginPath();
ctx.arc(canvas.width / 2, canvas.height / 2, r, 0, Math.PI * 2);
ctx.closePath();
ctx.fill();
}
}
return {
drawPattern: drawPattern
};
})
(window, document);
<!doctype html>
<html>
<head>
<title></title>
<meta charset="utf-8">
<script src="bullsEye.js"></script>
</head>
<body>
<canvas id="canvas" width="400" height="400"></canvas>
<label for="bandwidth">BandWidth:</label>
<input type="range" id="radius" min="5" max="50" step="5" value="25" oninput="sliderModule.drawPattern()" />
</body>
</html>
var sliderModule = (function(win, doc) {
win.onload = init;
// canvas and context variables
var canvas;
var context;
// center of the pattern
var centerX, centerY;
function init() {
canvas = doc.getElementById("testCanvas");
context = canvas.getContext("2d");
centerX = canvas.width / 2;
centerY = canvas.height / 2;
// draw the initial pattern
drawPattern();
}
// called whenever the slider value changes
function drawPattern() {
// clear the drawing area
context.clearRect(0, 0, canvas.width, canvas.height);
// get the current radius
var radius = doc.getElementById("radius").value;
// set fill color to red
context.fillStyle = '#FF0000';
// draw the pattern
context.beginPath();
context.arc(centerX, centerY, radius, 0, 2 * Math.PI);
context.fill();
context.closePath();
}
return {
drawPattern: drawPattern
};
})(window, document);
Your snippet doesn't quite work as provided, but given a value for your slider, you'll just reduce radius and loop while radius is greater than 0.
const canvas = document.querySelector('canvas');
const ctx = canvas.getContext('2d');
canvas.width = 200;
canvas.height = 200;
const colors = ['#F00', '#0F0', '#00F'];
const outerRadius = 100;
let bandSize = 10; // this would be where you put the value for your slider
for (let r = outerRadius, colorIndex = 0; r > 0; r -= bandSize, colorIndex = (colorIndex + 1) % colors.length) {
ctx.fillStyle = colors[colorIndex];
ctx.beginPath();
ctx.arc(canvas.width / 2, canvas.height / 2, r, 0, Math.PI * 2);
ctx.closePath();
ctx.fill();
}
<canvas />
What you're missing is the loop which would change. To control the colors, I made an array, and in addition to changing my radius each for-loop iterator, I also change the colorIndex.
I use (colorIndex + 1) % colorIndex.length so it'll loop through each of them and not go beyond the index (it'll count 0, 1, 2, and back to 0). You can change or add colors to the array.

Rotate individual objects in canvas?

the rotate() function seems to rotate the whole drawing area. Is there a way to rotate paths individually? I want the center for the rotation to be the object, not the drawing area.
Using save() and restore() still makes rotate take into account the whole drawing area.
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
context.save();
context.fillStyle = 'red';
context.rotate(0.35);
context.fillRect(40,40, 100, 100);
context.restore();
context.save();
context.fillStyle = 'blue';
context.rotate(0.35);
context.fillRect(200, 40, 100, 100);
context.restore();
<canvas id="canvas" width="500" height="500"></canvas>
Use local space
Instead of drawing object at the position you want them draw everything around its own origin in its local space. The origin is at (0,0) and is the location that the object rotates around.
So if you have a rectangle that you draw with
function drawRect(){
context.fillRect(200, 40, 100, 100);
}
change it so that it is drawn at its origin
function drawRect(){
context.fillRect(-50,-50 , 100, 100);
}
Now you can easily draw it wherevery you want
Start with the setTransform function as that clears any existing tranforms and is a convenient way to set the location of the center of the object will be
ctx.setTransform(1,0,0,1,posX,posY); // clear transform and set center location
if you want to rotate it then add the rotation
ctx.rotate(ang);
and scale with
ctx.scale(scale,scale);
if you have two different scales you should scale before the rotate.
Now just call the draw function
drawRect();
and it is drawn with its center at posX,posY rotated and scaled.
You can combine it all into a function that has the x,y position, the width and the height, scale and rotation. You can include the scale in the setTransform
function drawRect(x,y,w,h,scale,rotation){
ctx.setTransform(scale,0,0,scale,x,y);
ctx.rotate(rotation);
ctx.strokeRect(-w/2,-h/2,w,h);
}
It also applies to an image as a sprite, and I will include a alpha
function drawImage(img,x,y,w,h,scale,rotation,alpha){
ctx.globalAlpha = alpha;
ctx.setTransform(scale,0,0,scale,x,y);
ctx.rotate(rotation);
ctx.drawImage(img,-img.width/2,-img.height/2,img.width,img.height);
}
On a 6 year old laptop that can draw 2000 sprites on firefox every 1/60th of a second, each rotated, scaled, positioned, and with a alpha fade.
No need to mess about with translating back and forward. Just keep all the objects you draw around there own origins and move that origin via the transform.
Update
Lost the demo so here it is to show how to do it in practice.
Just draws a lot of rotated, scaled translated, alphaed rectangles.
By using setTransform you save a lot of time by avoiding save and restore
// 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);
// simple function to draw a rectangle
var drawRect = function(x,y,w,h,scale,rot,alpha,col){
ctx.setTransform(scale,0,0,scale,x,y);
ctx.rotate(rot);
ctx.globalAlpha = alpha;
ctx.strokeStyle = col;
ctx.strokeRect(-w/2,-h/2, w, h);
}
// create some rectangles in unit scale so that they can be scaled to fit
// what ever screen size this is in
var rects = [];
for(var i = 0; i < 200; i ++){
rects[i] = {
x : Math.random(),
y : Math.random(),
w : Math.random() * 0.1,
h : Math.random() * 0.1,
scale : 1,
rotate : 0,
dr : (Math.random() - 0.5)*0.1, // rotation rate
ds : Math.random()*0.01, // scale vary rate
da : Math.random()*0.01, // alpha vary rate
col : "hsl("+Math.floor(Math.random()*360)+",100%,50%)",
};
}
// draw everything once a frame
function update(time){
var w,h;
w = canvas.width; // get canvas size incase there has been a resize
h = canvas.height;
ctx.setTransform(1,0,0,1,0,0); // reset transform
ctx.clearRect(0,0,w,h); // clear the canvas
// update and draw each rect
for(var i = 0; i < rects.length; i ++){
var rec = rects[i];
rec.rotate += rec.dr;
drawRect(rec.x * w, rec.y * h, rec.w * w,rec.h * h,rec.scale + Math.sin(time * rec.ds) * 0.4,rec.rotate,Math.sin(time * rec.da) *0.5 + 0.5,rec.col);
}
requestAnimationFrame(update); // do it all again
}
requestAnimationFrame(update);
All transformations in canvas are for the whole drawing area. If you want to rotate around a point you're going to have to translate that point to the origin, do your rotation and translate it back. Something like this is what you want.
Use a rotate function to rotate all of the shape's points around its center.
<!DOCTYPE html>
<html>
<head>
<style>
body
{
margin: 0px;
padding: 0px;
overflow: hidden;
}
canvas
{
position: absolute;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<script>
var canvas;
var context;
canvas = document.getElementById("canvas");
context = canvas.getContext("2d");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
var degreesToRadians = function(degrees)
{
return degrees*Math.PI/180;
}
var rotate = function(x, y, cx, cy, degrees)
{
var radians = degreesToRadians(degrees);
var cos = Math.cos(radians);
var sin = Math.sin(radians);
var nx = (cos * (x - cx)) + (sin * (y - cy)) + cx;
var ny = (cos * (y - cy)) - (sin * (x - cx)) + cy;
return new Vector2(nx, ny);
}
var Vector2 = function(x, y)
{
return {x:x,y:y};
}
var Shape = function(points, color)
{
this.color = color;
this.points = points;
};
Shape.prototype.rotate = function(degrees)
{
var center = this.getCenter();
for (var i = 0; i < this.points.length; i++)
{
this.points[i] = rotate(this.points[i].x,this.points[i].y,center.x,center.y,degrees);
}
context.beginPath();
context.arc(center.x,center.y,35,0,Math.PI*2);
context.closePath();
context.stroke();
}
Shape.prototype.draw = function()
{
context.fillStyle = this.color;
context.strokeStyle = "#000000";
context.beginPath();
context.moveTo(this.points[0].x, this.points[0].y);
for (var i = 0; i < this.points.length; i++)
{
context.lineTo(this.points[i].x, this.points[i].y);
//context.fillText(i+1, this.points[i].x, this.points[i].y);
}
context.closePath();
context.fill();
context.stroke();
}
Shape.prototype.getCenter = function()
{
var center = {x:0,y:0};
for (var i = 0; i < this.points.length; i++)
{
center.x += this.points[i].x;
center.y += this.points[i].y;
}
center.x /= this.points.length;
center.y /= this.points.length;
return center;
}
Shape.prototype.translate = function(x, y)
{
for (var i = 0; i < this.points.length; i++)
{
this.points[i].x += x;
this.points[i].y += y;
}
}
var Rect = function(x,y,w,h,c)
{
this.color = c;
this.points = [Vector2(x,y),Vector2(x+w,y),Vector2(x+w,y+h),Vector2(x,y+h)];
}
Rect.prototype = Shape.prototype;
var r = new Rect(50, 50, 200, 100, "#ff0000");
r.draw();
r.translate(300,0);
r.rotate(30);
r.draw();
</script>
</body>
</html>

Categories