How to make text fadeout in HTML canvas - javascript

I'm trying to develop a clone of the online web app Patatap and I want to display the instructions for 5 seconds to the user when they load the page and then have the page fade out.
This is what I have so far:
HTML:
<body>
<canvas id="myCanvas" resize></canvas>
<script>
var canvas = document.getElementById("myCanvas");
var context = canvas.getContext("2d");
context.fillStyle = "white";
context.font = "regular 40px Questrial";
context.textAlign = "center";
context.fillText("Press 'a-z' keys to play a tune!", canvas.width/2, canvas.height/2);
var fade_out = function() {
$("#context").fadeOut().empty();
}
setTimeout(fade_out, 5000);
</script>
</body>
CSS:
canvas {
width: 100%;
height: 100%;
background-color: black;
}
body, html {
height: 100%;
margin: 0;
}
I can't figure out why my text isn't displaying and fading out, I'm new to Javascript so any help/suggestions will be greatly appreciated.
Many thanks!

$("#context").fadeOut() is looking for an element with an id of 'context'. There's no such element. Your canvas has an id of 'myCanvas'. So try $("#myCanvas").fadeOut(). Also, at least in a test, the background is white so drawing text in white doesn't show up. What's below works, with the fillStyle changed to red:
<head>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
</head>
<body>
<canvas id="myCanvas" resize></canvas>
<script>
var canvas = document.getElementById("myCanvas");
var context = canvas.getContext("2d");
context.fillStyle = "red";
context.font = "regular 40px Questrial";
context.textAlign = "center";
context.fillText("Press 'a-z' keys to play a tune!", canvas.width/2, canvas.height/2);
var fade_out = function() {
$("#myCanvas").fadeOut();
}
setTimeout(fade_out, 5000);
</script>
</body>

Related

How can a button press draw on canvas in javascript

I'm trying to draw a rectangle when the user presses a button in Javascript. If the code in the script is not in a function, it draws the rectangle but of course doesn't respond to the button. If I put it in a function called by the button, nothing happens whether it's in the head or the body. How can I draw the rectangle with the button press?
Many thanks in advance!
<html>
<head>
<title>Test 4</title>
<style>
body {
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<canvas id="myCanvas" width="400" height="600">
<p>Fallback content for browsers that don't support the canvas tag.</p>
</canvas>
<script>
function myFunction() {
const canvas = document.querySelector('.myCanvas');
const width = canvas.width = window.innerWidth;
const height = canvas.height = window.innerHeight;
const ctx = canvas.getContext('2d');
ctx.fillStyle = 'rgb(255, 255, 255)';
ctx.fillRect(0, 0, width, height);
ctx.fillStyle = 'rgb(255, 0, 0)';
ctx.fillRect(50, 50, 100, 150);
}
</script>
<p>
Click the button
<button onclick="myFunction()">Try it</button>
</p>
</body>
</html>
Change your query selector to #myCanvas.
A prefix of . indicates it should find an element with a class of myCanvas, to search instead for an element id use the # prefix.

How to paint a closed area which consists of separate lines on сanvas js?

I use canvas and draw a closed area and want the area to fill by some color. Here is how I do it. I draw closed area with lines
I draw line (1)
Next line (2) starts from end of the previous one
Last line (3) starts from end of line (2) and ends at the start of line (1)
So as result I have closed area and want to fill by some color
Here is the chunk of code I used:
context.fillStyle = '#8ED6FF';
context.fill();
But it not works. Неre is the code I use to accomplish the task.
<html>
<head>
<style>
body {
margin: 0px;
padding: 0px;
}
</style>
</head>
<body>
<canvas id="myCanvas" width="978" height="900"></canvas>
<script>
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
// begin custom shape
context.beginPath();
// line (1)
context.moveTo(10, 10);
context.lineTo(190, 190);
// line (2)
context.moveTo(190, 190);
context.lineTo(200, 280);
// line (3)
context.moveTo(200, 280);
context.lineTo(10, 10);
// here I try fill the area by color
context.fillStyle = '#8ED6FF';
context.fill();
context.stroke();
</script>
</body>
</html>
I found the solution.
<html>
<head>
<style>
body {
margin: 0px;
padding: 0px;
}
</style>
</head>
<body>
<canvas id="myCanvas" width="978" height="900"></canvas>
<script>
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
// begin custom shape
context.beginPath();
context.moveTo(70, 70);
context.lineTo(290, 290);
context.lineTo(300, 380);
context.closePath()
context.fillStyle = '#8ED6FF';
context.fill();
context.stroke();
</script>
</body>
</html>

How to write text on top of a colored canvas (new to javascript)

Need to put text on top of this canvas. I'm sure this has been asked before but I need some help. Thank you in advance.
<html>
<body>
<canvas id="myCanvas" width="1280" height="720"
</canvas>
<script>
var c=document.getElementById("myCanvas");
var ctx=c.getContext("2d");
ctx.fillStyle="blue";
ctx.fillRect(1,1,2000,2000);
</script>
<script>
car canvas = document.getElementById("myCanvas");
var ctx = canvas.getcontext("2d");
ctx.font = "60px Arial";
ctx.fillText("Text here",200,200);
</script>
</body>
</html>
You have 2 typos:
car instead of var
And getcontext instead of getContext.
You also need to set fillStyle, with another color than the background:
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
ctx.fillStyle = "blue";
ctx.fillRect(1, 1, 2000, 2000);
ctx.fillStyle = "black";
ctx.font = "20px Georgia";
ctx.fillText("Hello World!", 10, 50);
ctx.font = "30px Verdana";
ctx.fillText("Big smile!", 10, 90);
<canvas id="myCanvas" width="1280" height="720">
</canvas>
<html>
<body>
<canvas id="myCanvas" width="300" height="200" style="border:1px solid #d3d3d3 ;">
Your browser does not support the canvas element.
</canvas>
<script>
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
ctx.fillStyle = "blue";
ctx.fillRect(1, 1, 2000, 2000);
ctx.font = "30px Comic Sans MS";
ctx.fillStyle = "red";
ctx.textAlign = "center";
ctx.fillText("Hello World", canvas.width / 2, canvas.height / 2);
</script>
</body>
</html>
You just need to set a different color to make it visible on your background.
For example, add ctx.fillStyle="white"; before you write the text but after you fill the background.
See fiddle here

Hide / show images inside canvas

I'm making a page where I want people to be able to overlapp images and then upload them to my server.
I've built the uploading page and I've put two test images in a canvas. The only issue noe is to be able to hide / show these two images through a button or checkbox.
I've uploaded a test page here: http://kaosmos.no/bokbodentest2/upload.html
This is my code for the canvas:
<input type="checkbox"/>Check to hide img1
<input type="checkbox"/>Check to hide img2
<img class="bilder" id="img1" src="test1.png">
<img class="bilder" id="img2" src="test2.png">
<canvas id="canvas"></canvas>
<script type="text/javascript">
var img1 = document.getElementById('img1');
var img2 = document.getElementById('img2');
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
canvas.width = img1.width;
canvas.height = img1.height;
context.globalAlpha = 1.0;
context.drawImage(img1, 0, 0);
context.globalAlpha = 0.5; //Remove if pngs have alpha
context.drawImage(img2, 0, 0);
</script>
And CSS:
canvas {
border: solid;
overflow: hidden;
}
canvas img {
width: 600px;
position: absolute;
mix-blend-mode: multiply;
}
.bilder {
display: none;
}
The display: none; in the "bilder" class is so that the images won't be visable outside the canvas. How do I make a function to hide / show these images?
Any help is much appreciated!
Since when an image is drawn to the canvas, it is no longer linked to the original element in the DOM, you want to hide it on the canvas, so you'll need to redraw the canvas each time an input is changed, not calling the relevant context.drawImage function. Something along these lines:
<input type="checkbox" onchange="draw()"/>Check to hide img1
<input type="checkbox" onchange="draw()"/>Check to hide img2
<img class="bilder" id="img1" src="test1.png">
<img class="bilder" id="img2" src="test2.png">
<canvas id="canvas"></canvas>
<script type="text/javascript">
var img1 = document.getElementById('img1');
var img2 = document.getElementById('img2');
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
var inputs = document.querySelectorAll('input[type="checkbox"]');
canvas.width = img1.width;
canvas.height = img1.height;
function draw(){
context.clearRect(0, 0, canvas.width, canvas.height);
context.globalAlpha = 1.0;
if(inputs[0].checked){
context.drawImage(img1, 0, 0);
}
context.globalAlpha = 0.5; //Remove if pngs have alpha
if(inputs[1].checked){
context.drawImage(img2, 0, 0);
}
}
</script>

Why fill() property overwittern in canvas?

I am learner html5 canvas
When I try to draw 2 circle (a circle within a circle).
When I draw a circle and fill it, it works.
when I draw second circle and fill it. it turns into first circle with second fill style.
What I try to create is a orange circle in a grey circle.
I tries many time to solve this but by each way it get problem..
Please check my code and let me know if i am wrong or what to do to fix this problem.
I have following code
<!DOCTYPE html>
<html>
<head>
<script src="http://code.jquery.com/jquery-latest.min.js" type="text/javascript"> </script>
<style>
body{
}
#mycanvas{
border:1px solid #000;
margin:0px auto;
display:block;
}
#mycanvas1{
border:1px solid #000;
margin:0px auto;
display:block;
}
</style>
<body>
<canvas id="mycanvas" width="200" height="200">
Your browser does not support the HTML5 canvas tag.
</canvas>
<canvas id="mycanvas1" width="200" height="200">
Your browser does not support the HTML5 canvas tag.
</canvas>
<script type="text/javascript">
var c = document.getElementById("mycanvas");
var b = document.getElementById("mycanvas1");
var d = document.getElementById("mycanvas1");
var ctx = c.getContext("2d");
var ctx1 = b.getContext("2d");
var ctx2 = d.getContext("2d");
ctx.fillStyle = "#bddfb3";
ctx.fillRect(0,0,200,200);
ctx.moveTo(0,0);
ctx.lineTo(200,200);
ctx.stroke();
ctx1.fillStyle = "#f1b147";
ctx1.arc(100,100,80,0,360);
ctx1.fill();
ctx2.fillStyle = "#222";
ctx2.arc(100,100,50,45,180);
ctx2.fill();
ctx1.fillStyle="#fff";
ctx1.font="72px Arial";
ctx1.fillText("i",90,125);
</script>
</body>
</html>
This is a easy way to draw a orange circle inside a grey circle on canvas.
var canvas = document.getElementById('canvas'),
ctx = canvas.getContext('2d');
// orange circle
ctx.beginPath();
// centerX, centerY, radius, start angle, end angle, counterclockwise
ctx.arc(100, 100, 50, 0, 2 * Math.PI, false);
ctx.fillStyle = 'orange';
ctx.fill();
// grey circle
ctx.lineWidth = 25;
ctx.strokeStyle = 'grey';
ctx.stroke();
<canvas id="canvas" width="500" height="250"></canvas>

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