Resize text to fit slice in drawn circle HTML canvas - javascript

So I am creating a Wheel of Fortune in an HTML canvas. Because of how many results I have in my query, I will create a slice for each result so they together add up to 360 degrees.
With a few results, I have managed to center the text, however when more results are returned (such as 20-25) each slice is not given more than 14.4 degrees in the circle. The text then starts to overlap each other.
I am looking for help on how to have the font-size of the text as big as possible, but at the same time make sure that it is within its slice border.
function rand(min, max) {
return Math.random() * (max - min) + min;
}
var color = [];
var words = ["Restaurant", "Shop", "Coffe Shop", "Store"];
var label = [];
var nWordsToBeAdded = 40; //Modify this to add or remove n slices to the circle
for(var i = 0; i < nWordsToBeAdded; i++){
label.push(words[Math.floor(Math.random() * words.length)]);
if(i % 2 == 0){
color.push("black");
}else{
color.push("red");
}
}
var slices = color.length;
var sliceDeg = 360/slices;
var deg = rand(0, 360);
var speed = 0;
var slowDownRand = 0;
var ctx = canvas.getContext('2d');
var width = canvas.width; // size
var center = width/2; // center
var isStopped = false;
var lock = false;
function deg2rad(deg) {
return deg * Math.PI/180;
}
function drawSlice(deg, color) {
ctx.beginPath();
ctx.fillStyle = color;
ctx.moveTo(center, center);
ctx.arc(center, center, width/2, deg2rad(deg), deg2rad(deg+sliceDeg));
ctx.lineTo(center, center);
ctx.fill();
}
function drawText(deg, text) {
ctx.save();
ctx.translate(center, center);
ctx.rotate(deg2rad(deg));
ctx.textAlign = "center";
ctx.fillStyle = "#fff";
ctx.font = 'bold 30px sans-serif';
ctx.fillText(text, 130, 10);
ctx.restore();
}
function drawImg() {
ctx.clearRect(0, 0, width, width);
for(var i=0; i<slices; i++){
drawSlice(deg, color[i]);
drawText(deg+sliceDeg/2, label[i]);
deg += sliceDeg;
}
}
(function anim() {
deg += speed;
deg %= 360;
// Increment speed
if(!isStopped && speed<3){
speed = speed+1 * 0.1;
}
// Decrement Speed
if(isStopped){
if(!lock){
lock = true;
slowDownRand = rand(0.994, 0.998);
}
speed = speed>0.2 ? speed*=slowDownRand : 0;
}
// Stopped!
if(lock && !speed){
var ai = Math.floor(((360 - deg - 90) % 360) / sliceDeg); // deg 2 Array Index
ai = (slices+ai)%slices; // Fix negative index
return alert("You got:\n"+ label[ai] ); // Get Array Item from end Degree
}
drawImg();
window.requestAnimationFrame( anim );
}());
document.getElementById("spin").addEventListener("mousedown", function(){
isStopped = true;
}, false);
body{text-align:center;}
#wheel{
display:inline-block;
position:relative;
overflow:hidden;
}
#wheel:after{
content:"";
background:red;
border:2px solid white;
position:absolute;
top:-7px;
left:50%;
width:10px;
height:10px;
margin-left:-7px;
transform: rotate(45deg)
}
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>jPOT by Roko CB</title>
</head>
<body>
<div id="wheel">
<canvas id="canvas" width="450" height="450"></canvas>
</div>
<br>
<button id="spin">Stop!</button>
</body>
</html>

Related

Re-Spin Wheel after Complete Stop

How can I re-spin the wheel below, after it comes to a stop. Having one of those days where I just can't figure it out.
I created a resetWheel function that resets the wheel once it comes to a complete stop. I tried inserting it once the wheel is locked and stopped, but it refuses to work with me. Thank you in advance for the feedback and help. Feel free to add to my existing code, since I'm still fairly new, any advice is good !
function rand(min, max) {
return Math.random() * (max - min) + min;
}
var color = ['#6897bb', '#6dc066', '#f67f5c', '#cc5466', '#e6e6fa', '#fbc', '#f88', "#fbc", "#f67"];
var label = ['5', '3', '2', '1', '15', '6', '10', '0', "20", '0'];
var slices = color.length;
var sliceDeg = 360 / slices;
var deg = rand(0, 360);
var speed = 0;
var slowDownRand = 0;
var ctx = canvas.getContext('2d');
var width = canvas.width; // size
var center = width / 2; // center
var isStopped = false;
var lock = false;
var logged = false;
let totalScore = 0;
function deg2rad(deg) {
return deg * Math.PI / 180;
}
function drawSlice(deg, color) {
ctx.beginPath();
ctx.fillStyle = color;
ctx.moveTo(center, center);
ctx.arc(center, center, width / 2, deg2rad(deg), deg2rad(deg + sliceDeg));
ctx.lineTo(center, center);
ctx.fill();
}
function drawText(deg, text) {
ctx.save();
ctx.translate(center, center);
ctx.rotate(deg2rad(deg));
ctx.textAlign = "right";
ctx.fillStyle = "#fff";
ctx.font = 'bold 30px sans-serif';
ctx.fillText(text, 130, 10);
ctx.restore();
}
function drawImg() {
ctx.clearRect(0, 0, width, width);
for (var i = 0; i < slices; i++) {
drawSlice(deg, color[i]);
drawText(deg + sliceDeg / 2, label[i]);
deg += sliceDeg;
}
}
drawImg();
function resetWheel() {
(anim());
}
startSpin.addEventListener("click", function anim() {
deg += speed;
deg %= 360;
// Increment speed
if (!isStopped && speed < 3) {
speed = speed + 1 * 0.1;
}
// Decrement Speed
if (isStopped) {
if (!lock) {
lock = true;
slowDownRand = rand(0.959, 0.998);
}
speed = speed > 0.2 ? speed *= slowDownRand : 0;
}
if (lock && !speed) {
var ai = Math.floor(((360 - deg - 90) % 360) / sliceDeg); // deg 2 Array Index
ai = (slices + ai) % slices; // Fix negative index
let score = label[ai];
if (!logged) {
console.log(score);
totalScore = totalScore + score;
console.log(totalScore)
logged = true;
}
}
drawImg();
window.requestAnimationFrame(anim);
});
document.getElementById("stopSpin").addEventListener("mousedown", function() {
isStopped = true;
//setTimeout(loadPhrase, 2000); //waits for wheel to stop, then starts function
}, false);
#wheel {
display: block;
text-align: center;
overflow: hidden;
}
#wheel:after {
content: "";
background: red;
border: 2px solid white;
position: absolute;
top: -7px;
left: 50%;
width: 10px;
height: 10px;
margin-left: -7px;
transform: rotate(45deg)
}
<div id="gameScreen">
<div id="wheel">
<canvas id="canvas" width="300" height="300"></canvas>
</div>
<br>
<button id="startSpin">Spin!</button>
<button id="stopSpin">Stop!</button>
<div id="gameWrapper">
<h1 id="game_header">Guess The Correct Letters</h1>
<div id="display">
</div>
</div>
</div>
Having one of those days where I just can't figure it out.
Oof that hit me on a personal level
Anyway, you're not setting isStopped back to false so your wheel won't spin also your anim() function isn't accessible anywhere else in your code so your reset function can't see it.
JS
function rand(min, max) {
return Math.random() * (max - min) + min;
}
var color = ['#6897bb', '#6dc066', '#f67f5c', '#cc5466', '#e6e6fa', '#fbc', '#f88', "#fbc", "#f67"];
var label = ['5', '3', '2', '1', '15', '6', '10', '0', "20", '0'];
var slices = color.length;
var sliceDeg = 360 / slices;
var deg = rand(0, 360);
var speed = 0;
var slowDownRand = 0;
var ctx = canvas.getContext('2d');
var width = canvas.width; // size
var center = width / 2; // center
var isStopped = false;
var lock = false;
var logged = false;
let totalScore = 0;
function deg2rad(deg) {
return deg * Math.PI / 180;
}
function drawSlice(deg, color) {
ctx.beginPath();
ctx.fillStyle = color;
ctx.moveTo(center, center);
ctx.arc(center, center, width / 2, deg2rad(deg), deg2rad(deg + sliceDeg));
ctx.lineTo(center, center);
ctx.fill();
}
function drawText(deg, text) {
ctx.save();
ctx.translate(center, center);
ctx.rotate(deg2rad(deg));
ctx.textAlign = "right";
ctx.fillStyle = "#fff";
ctx.font = 'bold 30px sans-serif';
ctx.fillText(text, 130, 10);
ctx.restore();
}
function drawImg() {
ctx.clearRect(0, 0, width, width);
for (var i = 0; i < slices; i++) {
drawSlice(deg, color[i]);
drawText(deg + sliceDeg / 2, label[i]);
deg += sliceDeg;
}
}
function anim() {
deg += speed;
deg %= 360;
// Increment speed
if (!isStopped && speed < 3) {
speed = speed + 1 * 0.1;
}
// Decrement Speed
if (isStopped) {
if (!lock) {
lock = true;
slowDownRand = rand(0.959, 0.998);
}
speed = speed > 0.2 ? speed *= slowDownRand : 0;
}
if (lock && !speed) {
var ai = Math.floor(((360 - deg - 90) % 360) / sliceDeg); // deg 2 Array Index
ai = (slices + ai) % slices; // Fix negative index
let score = label[ai];
if (!logged) {
console.log(score);
totalScore = totalScore + score;
console.log(totalScore)
logged = true;
}
}
drawImg();
window.requestAnimationFrame(anim);
}
drawImg();
function resetWheel() {
if(isStopped){
isStopped = false;
anim();
}
}
startSpin.addEventListener("click", anim);
document.getElementById("stopSpin").addEventListener("mousedown", function() {
isStopped = true;
//setTimeout(loadPhrase, 2000); //waits for wheel to stop, then starts function
}, false)
document.getElementById("restartSpin").addEventListener("click",resetWheel);
HTML (I've added a restart button)
<div id="gameScreen">
<div id="wheel">
<canvas id="canvas" width="300" height="300"></canvas>
</div>
<br>
<button id="startSpin">Spin!</button>
<button id="stopSpin">Stop!</button>
<button id="restartSpin">Restart</button>
<div id="gameWrapper">
<h1 id="game_header">Guess The Correct Letters</h1>
<div id="display">
</div>
</div>
</div>

How can I make canvas element act as a background?

I want to use the canvas element as the background for my page.
How can I make "We craft brand experiences for companies and nonprofits making a difference." show up on top of the background?
<!DOCTYPE html>
<html >
<head>
<meta charset="UTF-8">
<title>Confetti Party</title>
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/meyer-reset/2.0/reset.min.css">
</head>
<body>
<canvas id="canvas"></canvas>
<script src="js/index.js"></script>
<h1>we craft brand experiences for companies and nonprofits making a difference. </h1>
</body>
</html>
As you can see, my h1 tag is not on top of background.
If I understand your question correctly, then you effectively want to make the canvas your page's background. This is rather trivial can be done by taking advantage of the CSS z-index property:
///////////////////////////////////////////////
// configurables
///////////////////////////////////////////////
// background color
// var bg = [159, 240, 167]
var bg = [255, 255, 225]
// maximum number of particles present at any time
var num_particles = 150
// chace of split
var chance_birth = 0.37
// chance of termination/death
var chance_death = 0.38
var cols = ['#FF5722', '#FF9800', '#FF9800', '#FF9800', '#FF9800', '#B71C1C', '#00BCD4', '#00BCD4', '#009688']
///////////////////////////////////////////////
// the other stuff
///////////////////////////////////////////////
//var canvas = document.createElement("canvas")
//document.getElementsByTagName("body")[0].appendChild(canvas)
var canvas = document.getElementById("canvas")
var ctx = canvas.getContext("2d")
var particles = []
var step = 0
var step_max = 360
setup()
window.addEventListener("resize", setup)
function setup() {
canvas.width = window.innerWidth
canvas.height = window.innerHeight
fill(1)
}
function fill(amt) {
ctx.beginPath();
ctx.rect(0, 0, canvas.width, canvas.height)
ctx.fillStyle = `rgba(${bg[0]}, ${bg[1]}, ${bg[2]}, ${amt})`
ctx.fill()
}
setInterval(animate, 1000/60)
// window.requestAnimationFrame(animate);
function animate() {
fill(0.01)
step = (step + 1) % step_max
draw()
// window.requestAnimationFrame(function(){animate()})
}
function getRandCol () {
return cols[Math.floor(Math.random() * cols.length)]
}
function draw() {
var pad = 0.02
var p
if (particles.length < num_particles && step % 2 === 0) {
var x = (Math.random() * (1 - pad * 2) + pad) * canvas.width
var y = canvas.height + Math.random()*10 //(Math.random() * (1 - pad * 2) + pad) * canvas.height
p = new Particle(x, y, ctx)
particles.push(p)
}
var i
for (i = 0; i < particles.length; i++) {
particles[i].update()
particles[i].draw()
// branch-birth
if (step % 4 === 0 && Math.random() < chance_birth && particles.length < num_particles) {
var x = particles[i].x
var y = particles[i].y
p = new Particle(x, y, ctx)
p.color = particles[i].color
particles.push(p)
}
}
// death
for (i = particles.length -1 ; i >= 0; i--) {
p = particles[i]
if ((step % 4 === 0 && Math.random() < chance_death) || p.y < -20 || p.x < -20 || p.x > canvas.width + 20) {
particles.splice(i, 1)
}
}
// draw links
var dist_max = 60
for (i = particles.length -1 ; i >= 0; i--) {
p = particles[i]
}
}
function Particle (x, y, ctx) {
this.x = x
this.y = y
this.px = x
this.py = y
this.dx_min = -20
this.dx_max = 20
this.dy_min = -1
this.dy_max = -25
this.s = 0.8
this.ctx = ctx
this.color = getRandCol() //"#ee9977"
this.update = function () {
this.px = this.px * this.s + this.x * (1 - this.s)
this.py = this.py * this.s + this.y * (1 - this.s)
var dxy = this.dxy()
this.x = this.s * this.x + (Math.random() * dxy.dx + this.x) * (1 - this.s)
this.y = this.s * this.y + (Math.random() * dxy.dy + this.y) * (1 - this.s)
}
this.draw = function () {
// var v = Math.min(this.vsq(), 500)
ctx.lineWidth = 2 //Math.sqrt(v)/3
ctx.beginPath()
ctx.moveTo(this.px, this.py)
ctx.strokeStyle = this.color
ctx.lineTo(this.x, this.y)
ctx.lineCap = "round"
ctx.stroke()
}
this.dxy = function () {
var dx = (this.dx_max - this.dx_min) * Math.random() + this.dx_min
var dy = (this.dy_max - this.dy_min) * Math.random() + this.dy_min
return {dx, dy}
}
this.vsq = function () {
var x = this.px - this.x
var y = this.py - this.y
return x * x + y * y
}
}
canvas{
/* Move the canvas to a low z-index (background) */
z-index: -1;
}
.wrapup{
/* This class creates a div that is positioned on top of everything outside of it */
width:100%;
height:100%;
z-index:100;
display:block;
overflow:hidden;
margin:0;
border:0;
padding:0;
position:absolute;
top:0;
bottom:0;
right:0;
left:0;
}
body {
/* Just some stuff to clean up the look by filling page and removing scrollbars */
width:100%;
height: 100%;
overflow: hidden;
}
<!DOCTYPE html>
<html >
<head>
<meta charset="UTF-8">
<title>Confetti Party</title>
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/meyer-reset/2.0/reset.min.css">
</head>
<body>
<canvas id="canvas"></canvas>
<script src="js/index.js"></script>
<div class="wrapup">
<h1>we craft brand experiences for companies and nonprofits making a difference. </h1>
</div>
</body>
</html>
As for how you decide to position the h1 on the page, that is up to you, but anything you place inside of the wrapup div will appear atop the canvas.
Change <h1> to
<h1 style="position:fixed; top:500px; left:300px;">
You can adjust the 500px and 300px values to move it to a different position on the screen. You can also use a combination of % and margin to automatically center the element, for example:
top:50%; margin-top:-6em;
If you want the text to scroll down with the page, use position:absolute instead.

Dynamic Radar Chart keeping track of points

I'm building a dynamic radar chart, I got the code reviewed and followed the recommendation from fellow SO member.
This is how far I've come, but seem to have hit a roadblock:
var canv = document.getElementById('canvas');
var canv1 = document.getElementById('canvas1');
var point_xy = document.getElementById('point_xy');
var tipCanvas = document.getElementById("tip");
var tipCtx = tipCanvas.getContext("2d");
var point_xy_cords = [
[]
];
var pentagon_one = 24;
var pentagon_two = 18;
var pentagon_three = 12;
var pentagon_four = 6;
var pentagon_five = 0;
var circles = [];
var contx = canv.getContext('2d');
var contx1 = canv1.getContext('2d');
var offsetX = canv1.offsetLeft;
var offsetY = canv1.offsetTop;
contx.clearRect(0, 0, canv.width, canv.height);
function drawShape(ctx, x, y, points, radius1, radius2, alpha0) {
//points: number of points (or number of sides for polygons)
//radius1: "outer" radius of the star
//radius2: "inner" radius of the star (if equal to radius1, a polygon is drawn)
//angle0: initial angle (clockwise), by default, stars and polygons are 'pointing' up
var radius_size = radius1;
var i, angle, radius;
if (radius2 !== radius1) {
points = 2 * points;
}
for (var i = 0; i <= 5; i++) {
var temp = [];
contx1.beginPath();
for (var j = 0; j <= 4; j++) {
angle = j * 2 * Math.PI / points - Math.PI / 2 + alpha0;
radius = j % 2 === 0 ? radius_size : radius_size;
temp[j] = [(x + radius_size * Math.cos(angle)), (y + radius_size * Math.sin(angle))];
ctx.lineTo(temp[j][0], temp[j][1]);
}
ctx.closePath();
style(ctx);
radius_size = radius_size - 20;
point_xy_cords.push(temp);
}
point_xy.textContent = "[1] = " + point_xy_cords[1] + " y = " + point_xy_cords[1][1];
}
function style(ctx, fill) {
ctx.strokeStyle = "rgba(0, 109, 0, 1)";
ctx.lineWidth = 2;
if (fill) {
ctx.fillStyle = "rgba(74, 157, 33, 0.6)";
ctx.fill();
} else {
ctx.stroke()
}
//contx.fill();
}
var radius = 2;
var Circle = function(x, y, radius) {
this.left = x - radius;
this.top = y - radius;
this.right = x + radius;
this.bottom = y + radius;
this.point_clicked = [];
this.clicked = function(){
points[1][0] = x; //hardcoded part
points[1][1] = y; //hardcoded part
contx1.clearRect(0, 0, canv.width, canv.height);
drawBackgroundPentagons(contx1);
drawMainPentagon(contx1, points);
drawPoints();
}
this.draw = function(ctx) {
//Draw all points
ctx.beginPath();
ctx.arc(x, y, 2, 0, 2 * Math.PI, false);
ctx.lineWidth = 1;
ctx.strokeStyle = "rgba(74, 157, 33, 1)";
ctx.fill();
ctx.stroke();
}
this.containsPoint = function(x,y){
return (x < this.right && x > this.left && y > this.top && y < this.bottom);
}
};
//Draw background
function drawBackgroundPentagons(ctx) {
drawShape(ctx, 120, 120, 5, 100, 100, 0);
}
drawBackgroundPentagons(contx1);
//Draw all the points
function drawPoints(){
for (var x = 1; x <= 5; x++){
for (var y = 0; y <= 4; y++){
var circle = new Circle(point_xy_cords[x][y][0], point_xy_cords[x][y][1], 8);
circle.draw(contx1);
circles.push(circle);
}
}
}
drawPoints();
function drawMainPentagon(ctx, points) {
ctx.beginPath();
ctx.moveTo(points[0][0], points[0][1]);
for (var x = 1; x <= 4; x++) {
ctx.lineTo(points[x][0], points[x][1]);
}
style(ctx, "fill");
ctx.closePath();
}
points = point_xy_cords[1];
drawMainPentagon(contx1, points);
function handleMouseDown(e, message) {
point_xy.textContent = (message);
}
function getMousePos(canvas, evt) {
var rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top
};
}
canv1.onmousedown = function(e) {
var pos = getMousePos(canv1, e);
var clickedX = pos.x;
var clickedY = pos.y;
var tooltipText = "nothing";
for (var i = 0; i < circles.length; i++) {
var circle = circles[i];
if (circle.containsPoint(clickedX, clickedY)) {
circle.clicked();
return;
}
}
tooltip("points[0]", clickedX, clickedY);
};
function tooltip(text, clickedX, clickedY) {
tipCtx.fillStyle = "black";
tipCtx.fillRect(0, 0, canvas.width, canvas.height);
tipCtx.fillStyle = "white";
tipCtx.fillText(text, 5, 10);
tipCanvas.style.left = (clickedX + 15) + "px";
tipCanvas.style.top = (clickedY - 26) + "px";
}
canv1.onmouseover = function(e) {
return null;
}
canv1.onmouseout = function(e) {
return null;
}
canv1.onmousemove = function(e) {
return null;
}
#tip {
left: -200px;
top: 100px;
position: absolute;
float: left;
maxWidth: 200px;
backgroundColor: rgba(0, 0, 0, 0.8);
border: rgba(45, 65, 45, 1);
borderRadius: 5px;
color: #f9f9f9;
fontSize: 14px;
padding: 5px;
textAlign: left;
}
<div id="canvasesdiv" style="position:relative; width:400px; height:300px">
<canvas id="tip" width=100 height=100 style="z-index: 3;"></canvas>
<canvas id="canvas" style="z-index: 1;
position:absolute;
left:10px;
top:10px;
" height="300px" width="400">
This text is displayed if your browser does not support HTML5 Canvas.
</canvas>
<canvas id="canvas1" style="z-index: 2;
position:absolute;
left:10px;
top:10px;
" height="300px" width="400">
This text is displayed if your browser does not support HTML5 Canvas.
</canvas>
</div>
<div id='point_xy'></div>
If you click a point, it is suppose to move the point of the highlighted pentagon to the clicked point. It works, except I can't figure out what conditions to add in order to move the correct corner of the highlighted pentagon. In the above code I have hardcoded it, so that no matter which point you click, it will move point at index 0.
Any direction would be appreciated.
So what you want to do is let each circle know what spoke or radii it belongs to. Something like this:
var Circle = function(x, y, radius, spoke, value) {
this.x = x;
this.y = y;
this.radius = radius;
this.spoke = spoke;
this.value = value;
Now create them something like:
function drawPoints() {
for (var value = 1; value <= 5; value++){
for (var spoke = 0; spoke <= 4; spoke++){
var circle = new Circle(point_xy_cords[value][spoke][0], point_xy_cords[value][spoke][1], 8, spoke, value);
circle.draw(contx1);
circles.push(circle);
}
}
}
I changed the variable names to something meaningful. One note here is that you mix code to create the circles and code to draw them. You don't want to do this. Create them once on initialization and redraw them as changes are made (clicking). You don't want to re-create the circles every time you redraw.
Lastly change this:
// Circle
this.clicked = function(){
points[this.spoke][0] = this.x;
points[this.spoke][1] = this.y;
updateCanvas();
}
And elsewhere:
function updateCanvas() {
contx1.clearRect(0, 0, canv.width, canv.height);
drawBackgroundPentagons(contx1);
drawMainPentagon(contx1, points);
drawPoints();
}
If I can make a suggestion, start with the simplest code you can. Start just by displaying the circles and pentagons, get that working cleanly and build onto it. Try and keep logic separate in your code. There are several places where you create objects and initialize arrays (like coords) while you are drawing which is both unnecssary but also means that you do it over and over instead of just once. There is a also lot of code here that is unnecessary.

animated shapes at the same time using canvas

1.I want to be able to animated shapes at the same time using canvas, but each to one side.
2.Then when the mouse was placed on each circle appears around it with a text.My canvas knowledge isn't amazing, Here is an image to display what i want.
anyone shed some light on how to do it? Here is a fiddle of what I've managed
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var canvas01 = document.getElementById("canvas01");
var ctx01 = canvas01.getContext("2d");
canvas.width = 600;
canvas.height = 600;
canvas01.width = 600;
canvas01.height = 600;
var centerX = canvas01.width / 2;
var centerY = canvas01.height / 2;
var cw = canvas.width;
var ch = canvas.height;
var nextTime = 0;
var duration = 2000;
var start = Date.now();
var end = start + duration;
var endingPct = 100;
var endingPct1 = 510;
var pct = 0;
var pct1 = 0;
var i = 0;
var increment = duration;
var angle = 0;
var background = new Image();
var img = new Image();
img.src = "http://uupload.ir/files/2fhw_adur-d-01.jpg";
//http://uupload.ir/files/2fhw_adur-d-01.jpg
background.src = "http://uupload.ir/files/9a2q_adur-d-00.jpg";
//http://uupload.ir/files/9a2q_adur-d-00.jpg
Math.inOutQuart = function(n) {
n *= 2;
if (n < 1)
return 0.5 * n * n * n * n;
return -0.5 * ((n -= 2) * n * n * n - 2);
};
background.onload = function() {
ctx.drawImage(background, 0, 0);
};
function animate() {
var now = Date.now();
var p = (now - start) / duration;
val = Math.inOutQuart(p);
pct = 101 * val;
draw(pct);
if (pct >= (endingPct )) {
start = Date.now();
return animate1();
}
if (pct < (endingPct )) {
requestAnimationFrame(animate);
}
}
function animate1() {
var now1 = Date.now();
var p1 = (now1 - start) / duration;
val = Math.inOutQuart(p1);
pct1 = centerY + 211 * val;
SmallCircle(pct1);
if (pct1 < (endingPct1 )) {
requestAnimationFrame(animate1);
}
}
function draw(pct) {
var endRadians = -Math.PI / 2 + Math.PI * 2 * pct / 100;
ctx.beginPath();
ctx.arc(canvas.width / 2, canvas.height / 2, 180, -Math.PI / 2, endRadians);
ctx.lineTo(canvas.width / 2, canvas.height / 2);
ctx.fillStyle = 'white';
ctx.fill();
ctx.save();
ctx.clip();
ctx.drawImage(img, 0, 0);
ctx.restore();
}
animate();
function SmallCircle(pctt) {
ctx01.clearRect(0, 0, canvas01.width, canvas01.height);
ctx01.beginPath();
ctx01.arc(centerX, pctt, 7, 0, 2 * Math.PI, false);
ctx01.closePath();
ctx01.fillStyle = 'green';
ctx01.fill();
}
You can use transformations to draw your small circles extending at a radius from the logo center.
Here is example code and a Demo:
The smallCircle function let you specify these settings:
X & Y of the logo center: cx,cy,
The current radius which the small circle is from the logo center: pctt,
The angle of the smallCircle vs the logo center: angle,
The text to draw: text,
The smallCircle fill color: circlecolor,
The arc-circle stroke color: arccolor (if you don't want the arc-circle to appear you can specify transparent as the arccolor),
The text color: textcolor (if you don't want the text to appear you can specify transparent as the textcolor),
var canvas=document.getElementById("canvas01");
var ctx01=canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
function reOffset(){
var BB=canvas.getBoundingClientRect();
offsetX=BB.left;
offsetY=BB.top;
}
var offsetX,offsetY;
reOffset();
window.onscroll=function(e){ reOffset(); }
var cx=canvas.width/2;
var cy=canvas.height/2;
var PI2=Math.PI*2;
var smallCount=8;
var pctt=0;
var chars=['A','B','C','D','E','F','G','H'];
var circleFill='green';
var arcStroke='lawngreen';
var textFill='white';
ctx01.textAlign='center';
ctx01.textBaseline='middle';
animate(performance.now());
function animate(time){
ctx01.clearRect(0, 0, canvas01.width, canvas01.height);
for(var i=0;i<smallCount;i++){
smallCircle(
cx,cy,pctt,PI2/smallCount*i,
chars[i],circleFill,'transparent','transparent');
}
pctt+=1;
if(pctt<100){
requestAnimationFrame(animate);
}else{
for(var i=0;i<smallCount;i++){
smallCircle(
cx,cy,pctt,PI2/smallCount*i,
chars[i],circleFill,arcStroke,textFill);
}
}
}
function hilightCircle(n){}
function smallCircle(cx,cy,pctt,angle,text,circlecolor,arccolor,textcolor){
// move to center canvas
ctx01.translate(cw/2,ch/2);
// rotate by the specified angle
ctx01.rotate(angle);
// move to the center of the circle
ctx01.translate(pctt,0);
// draw the filled small circle
ctx01.beginPath();
ctx01.arc(0,0,7,0,PI2);
ctx01.closePath();
ctx01.fillStyle = circlecolor;
ctx01.fill();
// stroke the outside circle
ctx01.beginPath();
ctx01.arc(0,0,7+5,0,PI2);
ctx01.closePath();
ctx01.strokeStyle=arccolor;
ctx01.stroke();
// unrotate so the text is upright
ctx01.rotate(-angle);
// draw the text
ctx01.fillStyle=textcolor;
ctx01.fillText(text,0,0);
// reset all transforms to default
ctx01.setTransform(1,0,0,1,0,0);
}
body{ background-color:gray; }
canvas{border:1px solid red; margin:0 auto; }
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
<h4>After animation, click the mouse.</h4>
<canvas id="canvas01" width=300 height=300></canvas>

Changing number of array elements during a simulation

I am trying to change the number of bouncing balls in a simulation. I am passing the required number using Socket.IO, but I'm struggling to change the number of balls. Here is the JavaScript:
var width = 100,
height = 200,
numBalls,
balls;
$(document).ready(function() {
var socket = io();
socket.on('message', function (data) {
console.log(data.count);
numBalls = data.count
});
$('#myCanvas').click(bounce);
// create an array of balls
balls = new Array(numBalls);
for(i = 0 ; i < numBalls ; i++){
balls[i] = new Ball();
}
});
function Ball(){
// random radius
this.radius = Math.floor(Math.random()*(10-5+1))+5;
// random x and y
this.x = Math.floor(Math.random()*(width-this.radius+1))+this.radius;
this.y = Math.floor(Math.random()*(width-this.radius+1))+this.radius;
// random direction, +1 or -1
this.dx = Math.floor(Math.random()*2) * 2 - 1;
this.dy = Math.floor(Math.random()*2) * 2 - 1;
//random colour, r, g or b
var rcol = Math.floor(Math.random()*3);
this.col = rcol==0 ? "red" :
rcol==1 ? "blue" : "green";
}
// draw the balls on the canvas
function draw(){
var canvas = document.getElementById("myCanvas");
// check if supported
if(canvas.getContext){
var ctx=canvas.getContext("2d");
//clear canvas
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.globalAlpha = 0.5;
ctx.strokeStyle="black";
// draw each ball
for(i = 0; i < numBalls ; i++){
var ball = balls[i];
ctx.fillStyle=ball.col;
ctx.beginPath();
// check bounds
// change direction if hitting border
if(ball.x<=ball.radius ||
ball.x >= (width-ball.radius)){
ball.dx *= -1;
}
if(ball.y<=ball.radius ||
ball.y >= (height-ball.radius)){
ball.dy *= -1;
}
// move ball
ball.x += ball.dx;
ball.y += ball.dy;
// draw it
ctx.arc(ball.x, ball.y, ball.radius, 0, 2*Math.PI, false);
ctx.stroke();
ctx.fill();
}
}
else{
//canvas not supported
}
}
// calls draw every 10 millis
function bounce(){
setInterval(draw, 10);
}
Let's say newNumBalls is the new number of balls.
If newNumBalls is less than numBalls, you want to remove elements from balls. You can do that by taking a slice of balls and assigning it to balls.
If newNumBalls is greater than numBalls, you want to make new balls and add them to balls. You can do that with push.
The complete logic is this:
if (newNumBalls < numBalls) {
balls = balls.slice(0, newNumBalls);
} else {
for (var i = numBalls; i < newNumBalls; ++i) {
balls.push(new Ball());
}
}
numBalls = newNumBalls;
Below is a snippet that implements this logic.
var width,
height,
numBalls = 10,
balls;
$('#setNumBalls').click(function () {
var newNumBalls = parseInt($('#inputNumBalls').val(), 10);
if (newNumBalls < numBalls) {
balls = balls.slice(0, newNumBalls);
//$('#display').html('Removed ' + (numBalls - newNumBalls) + ' balls');
} else {
for (var i = numBalls; i < newNumBalls; ++i) {
balls.push(new Ball());
}
//$('#display').html('Added ' + (newNumBalls - numBalls) + ' new balls');
}
numBalls = newNumBalls;
});
$(document).ready(function() {
width = $('#myCanvas').width();
height = $('#myCanvas').height();
var canvas = $('#myCanvas')[0];
canvas.width = width;
canvas.height = height;
$('#inputNumBalls').val(numBalls);
// create an array of balls
balls = new Array(numBalls);
for(i = 0 ; i < numBalls ; i++){
balls[i] = new Ball();
}
bounce();
});
function Ball(){
// random radius
this.radius = Math.floor(Math.random()*(10-5+1))+5;
// random x and y
var margin = 2 * this.radius;
this.x = Math.floor(Math.random()*(width-margin))+margin/2;
this.y = Math.floor(Math.random()*(width-margin+1))+margin/2;
// random direction, +1 or -1
this.dx = Math.floor(Math.random()*2) * 2 - 1;
this.dy = Math.floor(Math.random()*2) * 2 - 1;
//random colour, r, g or b
var rcol = Math.floor(Math.random()*3);
this.col = rcol==0 ? "red" :
rcol==1 ? "blue" : "green";
}
// draw the balls on the canvas
function draw(){
var canvas = $('#myCanvas')[0];
// check if supported
if (canvas.getContext) {
var ctx = canvas.getContext("2d");
//clear canvas
ctx.clearRect(0, 0, width, height);
ctx.globalAlpha = 0.5;
ctx.strokeStyle="black";
// draw each ball
for(var i = 0; i < numBalls ; i++){
var ball = balls[i];
ctx.fillStyle = ball.col;
ctx.beginPath();
// check bounds
// change direction if hitting border
if(ball.x <= ball.radius ||
ball.x >= (width - ball.radius)) {
ball.dx *= -1;
}
if(ball.y <= ball.radius ||
ball.y >= (height - ball.radius)) {
ball.dy *= -1;
}
// move ball
ball.x += ball.dx;
ball.y += ball.dy;
// draw it
ctx.arc(ball.x, ball.y, ball.radius, 0, 2*Math.PI, false);
ctx.stroke();
ctx.fill();
}
}
else{
//canvas not supported
}
}
// Calls draw frameRate times a second.
function bounce() {
var frameRate = 60;
setInterval(draw, 1000 / frameRate);
}
body {
font-family: sans-serif;
}
#myCanvas {
float: left;
margin: 0 10px 0 0;
width: 160px;
height: 160px;
border: 1px solid #888;
}
#inputNumBalls {
font-size: 18px;
padding: 5px 8px;
margin: 5px;
text-align: center;
outline: none;
}
.button {
display: inline;
cursor: pointer;
padding: 2px 8px;
border-radius: 5px;
border: 2px solid #888;
}
.button:hover {
background: #ffd;
border-color: #000;
}
#display {
width: 200px;
height: 50px;
padding: 10px;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.4/jquery.min.js"></script>
<canvas id="myCanvas"> Canvas not supported. </canvas>
<div>
Number of balls:
<input type="text" id="inputNumBalls" size="3" />
<div class="button" id="setNumBalls">Set</div>
<div id="display"></div>
</div>

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