Canvas code not updating and I'm not sure why - javascript

I'm trying to make a simple canvas program where the user clicks to create bouncing moving circles. It keeps freezing but still creates the circles without updating. I'm not sure whats going on, please help!
I'm adding each circle to an array of circles with the constructor
The setInterval loop seems to be freezing but the circles are still created even when this is happening
I'm having a hard time debugging this, any advice is greatly appreciated
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Background Test</title>
<style>
* { margin: 0; padding: 0; overflow: hidden; }
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<script>
// Request animation frame -> Optimizes animation speed
const requestAnimationFrame = window.requestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.msRequestAnimationFrame;
const c = document.getElementById('canvas');
const ctx = c.getContext('2d');
// Fullscreen
c.width = window.innerWidth;
c.height = window.innerHeight;
ctx.fillStyle = 'red';
let fps = 60;
// FOR MOBILE DEVICES
if (/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent))
fps = 29;
// Options
const background = '#333';
const circleMinSpeed = 3;
const circleMaxSpeed = 6;
const circleMinSize = 3;
const circleMaxSize = 10;
const circles = [];
let circlesCounter = 0;
const circlesTimeAlive = 20 * fps; // seconds
let i = 0;
const interval = 1000 / fps;
let now, delta;
let then = Date.now();
// Coordinate variables
let mouseX, mouseY, clickX, clickY;
// Tracks mouse movement
c.onmousemove = function(event)
{
mouseX = event.clientX;
mouseY = event.clientY;
};
// Tracks mouse click
c.onmousedown = function(event)
{
clickX = event.clientX;
clickY = event.clientY;
circle(clickX, clickY);
};
function draw()
{
// Loop
requestAnimationFrame(draw);
// Set NOW and DELTA
now = Date.now();
delta = now - then;
// New frame
if (delta > interval) {
// Update THEN
then = now - (delta % interval);
// Our animation
// Clear canvas then draw
ctx.clearRect(0, 0, c.width, c.height);
drawBackground();
drawCos();
drawCircles();
drawTest();
}
}
// Circle constructor
function circle(x, y)
{
// Pick random color
let r = Math.floor(Math.random() * 255);
let g = Math.floor(Math.random() * 255);
let b = Math.floor(Math.random() * 255);
self.color = 'rgb(' + r + ', ' + g + ', ' + b + ')';
self.xCo = x;
self.yCo = y;
// Pick random size within ranges
self.size = circleMinSize + Math.floor(Math.random() *
(circleMaxSize - circleMinSize));
// Pick random direction & speed (spdX spdY)
self.speed = circleMinSpeed + Math.floor(Math.random() *
(circleMaxSpeed - circleMinSpeed));
self.spdX = self.speed * (Math.random() * 2) - 1; // picks -1 to 1
self.spdY = self.speed * (Math.random() * 2) - 1;
self.draw = function()
{
ctx.beginPath();
ctx.arc(self.xCo, self.yCo, self.size, 0, 2*Math.PI);
ctx.fillStyle = self.color;
ctx.fill();
};
circles[circlesCounter++] = self;
}
// Draw the background
function drawBackground()
{
ctx.fillStyle = background;
ctx.fillRect(0, 0, c.width, c.height);
}
function drawCircles()
{
for (let i = 0; i < circles.length; i++)
circles[i].draw();
}
function drawTest()
{
ctx.fillStyle = 'red';
ctx.fillRect(i++, i, 5, 5);
}
function drawCos()
{
ctx.fillStyle = 'white';
ctx.fillText("X: " + mouseX + " Y:" + mouseY, 10, 10, 200);
}
// Main loop
setInterval(function()
{
// Loop through circles and move them
for (let i = 0; i < circles.length; i++)
{
if (circle[i])
{
// Check left and right bounce
if (circle[i].xCo <= 0 || circle[i].xCo >= c.width)
circle[i].spdX = -circle[i].spdX;
circle[i].xCo += circle[i].spdX;
// Check left and right bounce
if (circle[i].yCo <= 0 || circle[i].yCo >= c.height)
circle[i].spdY = -circle[i].spdY;
circle[i].yCo += circle[i].spdY;
}
}
// Draw Everything
draw();
}, interval);
</script>
</body>
</html>

This code:
self.draw = function()
{
ctx.beginPath();
ctx.arc(self.xCo, self.yCo, self.size, 0, 2*Math.PI);
ctx.fillStyle = self.color;
ctx.fill();
};
Is overriding this function:
function draw()
{
// Loop
requestAnimationFrame(draw);
// Set NOW and DELTA
now = Date.now();
delta = now - then;
// New frame
if (delta > interval) {
// Update THEN
then = now - (delta % interval);
// Our animation
// Clear canvas then draw
ctx.clearRect(0, 0, c.width, c.height);
drawBackground();
drawCos();
drawCircles();
drawTest();
}
}
You need to rethink how you want to draw your circles because you're re-drawing the black canvas every time a click event is triggered. I mean, when a click is triggered, you're applying new coordinates, color, Etc, and probably that's not what you want to do.
My suggestion is create canvas per circle and append them into a DIV.
Hope it helps!

Related

How to scale Canvas shapes?

Please check out this code :
(function() {
var cnv = document.getElementById('canvas');
if (cnv.getContext) {
var ctx = cnv.getContext('2d');
} else {
alert('God Damn it ...');
}
function initialize() {
window.addEventListener('resize', resizeCanvas, false);
resizeCanvas();
}
function draw() {
for (var i = 0; i < 25; i++) {
width = Math.random() * cnv.width;
height = Math.random() * cnv.height;
ctx.beginPath();
ctx.arc(width, height, 15, 0, Math.PI * 2);
ctx.strokeStyle = '#E1E1E1';
ctx.lineWidth = 1;
ctx.stroke();
}
}
function resizeCanvas() {
cnv.width = window.innerWidth;
cnv.height = window.innerHeight;
draw();
}
initialize();
})();
I have created 25 Circle shape with random position and I want to create an animation that scales up or down in a interval time. I know about setInterval but how should I call my shape to do something on it?
The first thing you will want to do is to have a place to store the position of your circles, since they are all going to be the same radius we can just store the x and y position. For that we can create a Circle function ("class") and have an array of circles:
var circles = []; // Array to store our circles
var minRadius = 1; // The smallest radius we can hit
var maxRadius = 100; // The largest radius we can hit
var currentRadius = 15;// The current radius of all our circles
var scaleBy = 1; // How the radius changes
var cnv = document.getElementById('canvas');
// ...
function initialize() {
window.addEventListener('resize', resizeCanvas, false);
resizeCanvas();
// Populating the array of circles to use when drawing
for (var i = 0; i < 25; i++) { // Make sure to do this after re-sizing the canvas
width = Math.random() * cnv.width;
height = Math.random() * cnv.height;
circles.push(new Circle(width, height));
}
}
// ...
function Circle(x, y){
this.x = x;
this.y = y;
}
Circle.prototype.draw = function(){
ctx.beginPath();
ctx.arc(this.x, this.y, currentRadius, 0, Math.PI * 2);
ctx.strokeStyle = '#E1E1E1';
ctx.lineWidth = 5;
ctx.stroke();
}
Now that you have some circles when you call draw you can iterate through the array and call circle.draw() for each circle element in your array:
function draw() {
// Clear the screen and draw the circles in our array
ctx.clearRect(0,0, cnv.width, cnv.height);
for (var i = 0; i < circles.length; i++) {
circles[i].draw();
}
}
One note is you will want to use ctx.clearRect(0,0, cnv.width, cnv.height) to clear the screen before drawing.
Finally you can now use setInterval to change the currentRadius (*While there is nothing wrong with setInterval I'd recommend using window.requestAnimationFrame for animation as it's a bit more smooth and efficient method). Then when you call draw it will draw the circles with the new value of currentRadius. In this example I'm going to have it start at 15. Then increase by 1 until it hits maxRadius, then we can flip the sign of scaleBy to start decreasing the radius to make them smaller. Finally when it his our minRadius you can flip the sign of scaleBy again to make it start scaling up again:
var timer = setInterval( function(){
// If we hit our min or max start scaling in the other direction
if(currentRadius > maxRadius || currentRadius < minRadius){
scaleBy *= -1;
}
currentRadius += scaleBy;
draw();
}, 50);
Below is a code snippet of the complete program:
(function() {
var circles = [];
var minRadius = 1;
var maxRadius = 100;
var currentRadius = 15;
var scaleBy = 1;
var cnv = document.getElementById('canvas');
if (cnv.getContext) {
var ctx = cnv.getContext('2d');
} else {
alert('God Damn it ...');
}
function initialize() {
window.addEventListener('resize', resizeCanvas, false);
resizeCanvas();
for (var i = 0; i < 25; i++) {
width = Math.random() * cnv.width;
height = Math.random() * cnv.height;
circles.push(new Circle(width, height));
}
}
function draw() {
ctx.clearRect(0,0, cnv.width, cnv.height);
for (var i = 0; i < circles.length; i++) {
circles[i].draw();
}
}
function resizeCanvas() {
cnv.width = window.innerWidth;
cnv.height = window.innerHeight;
}
function Circle(x, y){
this.x = x;
this.y = y;
}
Circle.prototype.draw = function(){
ctx.beginPath();
ctx.arc(this.x, this.y, currentRadius, 0, Math.PI * 2);
ctx.strokeStyle = '#E1E1E1';
ctx.lineWidth = 5;
ctx.stroke();
}
initialize();
var timer = setInterval( function(){
if(currentRadius > maxRadius || currentRadius < minRadius){
scaleBy *= -1;
}
currentRadius += scaleBy;
draw();
}, 50);
})();
<canvas id="canvas"></canvas>

How do I leave a trail behind my shapes in canvas?

Right now I have shapes that are created when the user spins the mouse wheel and they slowly fade away after a certain amount of time. How would I generate a trail behind each shape that follows it and also slowly disappears? Here's the code:
var canvas;
var context;
var triangles = [];
var timer;
function init() {
canvas = document.getElementById('canvas');
context = canvas.getContext("2d");
resizeCanvas();
window.addEventListener('resize', resizeCanvas, false);
window.addEventListener('orientationchange', resizeCanvas, false);
canvas.onwheel = function(event) {
handleClick(event.clientX, event.clientY);
};
var timer = setInterval(resizeCanvas, 30);
}
function Triangle(x, y, triangleColor) {
this.x = x;
this.y = y;
this.triangleColor = triangleColor;
this.vx = Math.random() * 30 - 15;
this.vy = Math.random() * 30 - 15;
this.time = 100;
}
function handleClick(x, y) {
var colors = [
[0, 170, 255],
[230, 180, 125],
[50, 205, 130]
];
var triangleColor = colors[Math.floor(Math.random() * colors.length)];
triangles.push(new Triangle(x, y, triangleColor));
for (var i = 0; i < triangles.length; i++) {
drawTriangle(triangles[i]);
}
}
function drawTriangle(triangle) {
context.beginPath();
context.moveTo(triangle.x, triangle.y);
context.lineTo(triangle.x + 25, triangle.y + 25);
context.lineTo(triangle.x + 25, triangle.y - 25);
var c = triangle.triangleColor
context.fillStyle = 'rgba(' + c[0] + ', ' + c[1] + ', ' + c[2] + ', ' + (triangle.time / 100) + ')';
context.fill();
}
function resizeCanvas() {
canvas.width = window.innerWidth - 20;
canvas.height = window.innerHeight - 20;
fillBackgroundColor();
for (var i = 0; i < triangles.length; i++) {
var t = triangles[i];
drawTriangle(t);
if (t.x + t.vx > canvas.width || t.x + t.vx < 0)
t.vx = -t.vx
if (t.y + t.vy > canvas.height || t.y + t.vy < 0)
t.vy = -t.vy
if (t.time === 0) {
triangles.splice(i, 1);
}
t.time -= 1;
t.x += t.vx;
t.y += t.vy;
}
}
function fillBackgroundColor() {
context.fillStyle = "black";
context.fillRect(0, 0, canvas.width, canvas.height);
}
init()
<canvas id="canvas" width="500" height="500"></canvas>
Well, it's Sunday. Here's a way of doing it that works:
Add an empty array and opacity property to triangle object properties in the constructor, calling them, say, trails and alpha respectively.
Define the maximum number of ghost triangles you want in the trail. I found 3 a good value:
var MAX_GHOSTS = 3;
Make the triangle drawing function take an alpha channel value as its second parameter and remove opacity calculation from within the function itself:
function drawTriangle(triangle, alpha) { // two parameters required }
Where triangles are currently drawn in the timer callback (within the loop), calculate and update the triangle's alpha value used in the call to drawTriangle. Push a copy of selected triangle properties onto the triangle's trails array: copying freezes the x,y position. Not pushing every timer call spaces the ghost images further apart:
if( t.time%2 == 0) {
t.trails.push(
{ x: t.x, y: t.y, alpha: t.alpha, triangleColor: t.triangleColor}
);
}
Also in the timer call back, before the existing drawing loop, add a new double nested loop structure where
the outer loop retrieves the trails array of each entry in the triangles array. If the trails array length is more than MAX_GHOST, remove its first element (using splice).
the inner loop, using say j as the index, gets the next elements from the trails array, calling it crumb for example. Calculate an alpha value to make it fade quickly and draw it:
drawTriangle( crumb, (j+1)/(MAX_GHOSTS + 2) * crumb.alpha);
Hope you enjoy!

How to draw canvas trailing line with opacity

I'm attempting to draw the rotating line in this canvas animation with trailing opacity but it's not working. I've seen this effect with rectangles and arcs but never with a line, so I'm not sure what I need to add.
function radians(degrees) {
return degrees * (Math.PI / 180);
}
var timer = 0;
function sonar() {
var canvas = document.getElementById('sonar');
if (canvas) {
var ctx = canvas.getContext('2d');
var cx = innerWidth / 2,
cy = innerHeight / 2;
canvas.width = innerWidth;
canvas.height = innerHeight;
//ctx.clearRect(0, 0, innerWidth, innerHeight);
ctx.fillStyle = 'rgba(255, 255, 255, 0.5)';
ctx.fillRect(0, 0, innerWidth, innerHeight);
var radii = [cy, cy - 30, innerHeight / 3.33, innerHeight / 6.67];
for (var a = 0; a < 4; a++) {
ctx.beginPath();
ctx.arc(cx, cy, radii[a], radians(0), radians(360), false);
ctx.strokeStyle = 'limegreen';
ctx.stroke();
ctx.closePath();
}
// draw grid lines
for (var i = 0; i < 12; i++) {
var x = cx + cy * Math.cos(radians(i * 30));
var y = cy + cy * Math.sin(radians(i * 30));
ctx.beginPath();
ctx.moveTo(cx, cy);
ctx.lineTo(x, y);
ctx.lineCap = 'round';
ctx.strokeStyle = 'rgba(50, 205, 50, 0.45)';
ctx.stroke();
ctx.closePath();
}
if (timer <= 360) {
timer++;
ctx.beginPath();
ctx.fillstyle = 'limegreen';
ctx.moveTo(cx, cy);
ctx.lineTo(cx + cy * Math.cos(radians(timer)), cy + cy * Math.sin(radians(timer)));
ctx.strokeStyle = 'limegreen';
ctx.stroke();
ctx.closePath();
} else {
timer = 0;
}
requestAnimationFrame(sonar);
}
}
sonar();
jsbin example
Here are two ways to do this: with a gradient and by adding translucent lines.
Sidenote, you should try and only redraw what you need to redraw. I separated the canvases and put one on top of the other so that we don't redraw the grid all the time.
function radians(degrees) {
return degrees * (Math.PI / 180);
}
var timer = 0;
function trail() {
var canvas = document.getElementById('trail');
var ctx = canvas.getContext('2d');
ctx.clearRect(0, 0, innerWidth, innerHeight);
var cx = innerWidth / 2,
cy = innerHeight / 2;
canvas.width = innerWidth;
canvas.height = innerHeight;
if (timer <= 360) {
timer++;
ctx.beginPath();
ctx.fillstyle = 'limegreen';
ctx.moveTo(cx, cy);
ctx.arc(cx,cy,cy,radians(timer-30),radians(timer));
ctx.lineTo(cx + cy * Math.cos(radians(timer)), cy + cy * Math.sin(radians(timer)));
var gradient = ctx.createLinearGradient(
cx+cy*Math.cos(radians(timer)), cy+cy*Math.sin(radians(timer)),
cx+cy*0.9*Math.cos(radians(timer-30)), cy+cy*0.9*Math.sin(radians(timer-30)));
gradient.addColorStop(0,'limegreen');
gradient.addColorStop(1,'transparent');
ctx.strokeStyle='transparent';
ctx.fillStyle = gradient;
ctx.fill();
ctx.beginPath();
var fade = 10;
for(var i =0;i<fade;i++)
{
ctx.moveTo(cx, cy);
ctx.lineTo(cx+cy*Math.cos(radians(180+timer-i*1.3)),cy+cy*Math.sin(radians(180+timer-i*1.3)));
ctx.strokeStyle ="rgba(50,205,50,0.1)";
ctx.lineWidth=5;
ctx.closePath();
ctx.stroke();
}
} else {
timer = 0;
}
requestAnimationFrame(trail);
}
function sonar() {
var canvas = document.getElementById('sonar');
if (canvas) {
var ctx = canvas.getContext('2d');
var cx = innerWidth / 2,
cy = innerHeight / 2;
canvas.width = innerWidth;
canvas.height = innerHeight;
//ctx.clearRect(0, 0, innerWidth, innerHeight);
var radii = [cy, cy - 30, innerHeight / 3.33, innerHeight / 6.67];
for (var a = 0; a < 4; a++) {
ctx.beginPath();
ctx.arc(cx, cy, radii[a], radians(0), radians(360), false);
ctx.strokeStyle = 'limegreen';
ctx.stroke();
ctx.closePath();
}
// draw grid lines
for (var i = 0; i < 12; i++) {
var x = cx + cy * Math.cos(radians(i * 30));
var y = cy + cy * Math.sin(radians(i * 30));
ctx.beginPath();
ctx.moveTo(cx, cy);
ctx.lineTo(x, y);
ctx.lineCap = 'round';
ctx.strokeStyle = 'rgba(50, 205, 50, 0.45)';
ctx.stroke();
ctx.closePath();
}
}
}
sonar();
trail();
canvas{
position: absolute;
}
<canvas id=sonar></canvas>
<canvas id=trail></canvas>
The problem is that to get this effect, you need to draw a triangle with a gradient along an arc, and you can't do that in a canvas. Gradients must be linear or radial.
The other option is to have an inner loop run each time you want to draw the sweeper, and go backwards from your sweeper line, drawing with slightly less opacity each time. But lets say you want your sweep to cover 15 degrees--obviously, if you have a 100% opacity line at d and a 5% opacity line at d - 15, that doesn't do the trick. So start filling in more lines, and more lines...you will have to draw so many lines to make it seem filled your performance would probably suffer.
My suggestion--you shouldn't have to redraw that on every frame. I would just make a PNG that looks like you want it to, and then place it and just rotate it around the center on each frame. No need to redraw it all the time then. That will be much faster than drawing a bunch of lines.
Canvas stack trails.
Below is a quick demo of how to use a stack of canvases to create a trailing effect.
You have a normal on screen canvas (this FX will not effect it) and then a stack of canvases for the trail FX. Each frame you move to the next canvas in the stack, first slightly clearing it then drawing to it what you want to trail. Then you render that canvas and the one just above it to the canvas.
A point to keep in mind is that the trails can also have a hugh range of FX, like blurring (just render each frame stack on itself slightly offset each time you render to it), zoom in and out trails. Trails on top or trails under. You can change the trail distance and much more.
It is overkill but over kill is fun.
The slider above the demo controls the trail length. Also the code need babel because I dont have time to write it for ES5.
Top slider is trail amount.One under that is trail distance. Trail dist does not transition well. Sorry about that.
//==============================================================================
// helper function
function $(query,q1){
if(q1 !== undefined){
if(typeof query === "string"){
var e = document.createElement(query);
if(typeof q1 !== "string"){
for(var i in q1){
e[i] = q1[i];
}
}else{
e.id = q1;
}
return e;
}
return [...query.querySelectorAll(q1)];
}
return [...document.querySelectorAll(query)];
}
function $$(element,e1){
if(e1 !== undefined){
if(typeof element === "string"){
$(element)[0].appendChild(e1);
return e1;
}
element.appendChild(e1);
return e1;
}
document.body.appendChild(element);
return element;
}
function $E(element,types,listener){
if(typeof types === "string"){
types = types.split(",");
}
element = $(element)[0];
types.forEach(t=>{
element.addEventListener(t,listener)
});
return element;
}
function R(I){
if(I === undefined){
return Math.random();
}
return Math.floor(Math.random()*I);
}
//==============================================================================
//==============================================================================
// answer code
// canvas size
const size = 512;
const trailDist = 10; // There is this many canvases so be careful
var trailDistCurrent = 10; // distance between trails
var clearAll = false;
// create a range slider for trail fade
$$($("input",{type:"range",width : size, min:0, max:100, step:0.1, value:50, id:"trail-amount",title:"Trail amount"}));
$("#trail-amount")[0].style.width = size + "px";
$E("#trail-amount","change,mousemove",function(e){fadeAmount = Math.pow(this.value / 100,2);});
// create a range slider trail distance
$$($("input",{type:"range",width : size, min:2, max:trailDist , step:1, value:trailDist , id:"trail-dist",title:"Trail seperation"}));
$("#trail-dist")[0].style.width = size + "px";
$E("#trail-dist","change,mousemove", function(e){
if(this.value !== trailDistCurrent){
trailDistCurrent= this.value;
clearAll = true;
}
});
$$($("br","")) // put canvas under the slider
// Main canvas
var canvas;
$$(canvas = $("canvas",{width:size,height:size})); // Not jquery. Just creates a canvas
// and adds canvas to the document
var ctx = canvas.getContext("2d");
// Trailing canvas
var trailCanvases=[];
var i =0; // create trail canvas
while(i++ < trailDist){trailCanvases.push($("canvas",{width:size,height:size}));}
var ctxT = trailCanvases.map(c=>c.getContext("2d")); // get context
var topCanvas = 0;
var fadeAmount = 0.5;
// Draw a shape
function drawShape(ctx,shape){
ctx.lineWidth = shape.width;
ctx.lineJoin = "round";
ctx.strokeStyle = shape.color;
ctx.setTransform(shape.scale,0,0,shape.scale,shape.x,shape.y);
ctx.rotate(shape.rot);
ctx.beginPath();
var i = 0;
ctx.moveTo(shape.shape[i++],shape.shape[i++]);
while(i < shape.shape.length){
ctx.lineTo(shape.shape[i++],shape.shape[i++]);
}
ctx.stroke();
}
// Create some random shapes
var shapes = (function(){
function createRandomShape(){
var s = [];
var len = Math.floor(Math.random()*5 +4)*2;
while(len--){
s[s.length] = (R() + R()) * 20 * (R() < 0.5 ? -1 : 1);
}
return s;
}
var ss = [];
var i = 10;
while(i--){
ss[ss.length] = createRandomShape();
}
ss[ss.length] = [0,0,300,0]; // create single line
return ss;
})();
// Create some random poits to move the shapes
var points = (function(){
function point(){
return {
color : "hsl("+R(360)+",100%,50%)",
shape : shapes[R(shapes.length)],
width : R(4)+1,
x : R(size),
y : R(size),
scaleMax : R()*0.2 + 1,
scale : 1,
s : 0,
rot : R()*Math.PI * 2,
dr : R()*0.2 -0.1,
dx : R()*2 - 1,
dy : R()*2 - 1,
ds : R() *0.02 + 0.01,
}
}
var line = shapes.pop();
var ss = [];
var i = 5;
while(i--){
ss[ss.length] = point();
}
var s = ss.pop();
s.color = "#0F0";
s.x = s.y = size /2;
s.dx = s.dy = s.ds = 0;
s.scaleMax = 0.5;
s.dr = 0.02;
s.shape = line;
s.width = 6;
ss.push(s);
return ss;
})();
var frameCount = 0; // used to do increamental fades for long trails
function update(){
// to fix the trail distance problem when fade is low and distance high
if(clearAll){
ctxT.forEach(c=>{
c.setTransform(1,0,0,1,0,0);
c.clearRect(0,0,size,size);
});
clearAll = false;
}
frameCount += 1;
// get the next canvas that the shapes are drawn to.
topCanvas += 1;
topCanvas %= trailDistCurrent;
var ctxTop = ctxT[topCanvas];
// clear the main canvas
ctx.setTransform(1,0,0,1,0,0); // reset transforms
// Fade the trail canvas
ctxTop.setTransform(1,0,0,1,0,0);
ctx.clearRect(0,0,size,size); // clear main canvas
// slowly blendout trailing layer
if(fadeAmount < 0.1){ // fading much less than this leaves perminant trails
// so at low levels just reduce how often the fade is done
if(((Math.floor(frameCount/trailDistCurrent)+topCanvas) % Math.ceil(1 / (fadeAmount * 10))) === 0 ){
ctxTop.globalAlpha = 0.1;
ctxTop.globalCompositeOperation = "destination-out";
ctxTop.fillRect(0,0,size,size);
}
}else{
ctxTop.globalAlpha = fadeAmount;
ctxTop.globalCompositeOperation = "destination-out";
ctxTop.fillRect(0,0,size,size);
}
ctxTop.globalCompositeOperation = "source-over";
ctxTop.globalAlpha = 1;
// draw shapes
for(var i = 0; i < points.length; i ++){
var p = points[i];
p.x += p.dx; // move the point
p.y += p.dy;
p.rot += p.dr;
p.s += p.ds;
p.dr += Math.sin(p.s) * 0.001;
p.scale = Math.sin(p.s) * p.scaleMax+1;
p.x = ((p.x % size) + size) % size;
p.y = ((p.y % size) + size) % size;
drawShape(ctxTop,p); // draw trailing layer (middle)
}
// draw the trail the most distance from the current position
ctx.drawImage(trailCanvases[(topCanvas + 1)%trailDistCurrent],0,0);
// do it all again.
requestAnimationFrame(update);
}
update();

Setting up canvas background animation

I'm trying to set up a background in canvas and have some small circles just flow throughout the background, eventually I'll change the shapes and add more details in, but I'm just having trouble with the set up.
I know my code is janky, but are there any suggestions to the structure of the code?
var dx = 1;
var dy = 2;
var circle=new Circle(400,30,10);
var timer;
function Circle(x,y,r){
this.x=x;
this.y=y;
this.r=r;
}
function init() {
// Get the canvas element.
canvas = document.getElementById("canvas");
if (canvas.getContext) {
ctx = canvas.getContext("2d");
ctx.fillStyle = "black";
}
timer=setInterval(draw, 10);
return timer;
}
function gradient (){
var my_gradient=ctx.createLinearGradient(0,0,1000,0);
my_gradient.addColorStop(0,"black");
my_gradient.addColorStop(1,"white");
ctx.fillStyle=my_gradient;
ctx.fillRect(0,0,1000,1000);
ctx.rect(0, 0, 1000, 1000);
stars();
}
function stars(){
for (i = 0; i <= 50; i++) {
// Get random positions for stars
var x = Math.floor(Math.random() * 1000)
var y = Math.floor(Math.random() * 1000)
ctx.fillStyle = "yellow";
//if (x < 30 || y < 30) ctx.fillStyle = "black";
ctx.beginPath();
ctx.arc(x, y, 3, 0, Math.PI * 2, true);
ctx.closePath();
ctx.fill();
}
}
function move(){
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = gradient.my_gradient;
ctx.fillRect(0,0,canvas.width,canvas.height);
ctx.fillStyle = "#003300";
drawBall(circle);
if (circle.x +dx > canvas.width || circle.x +dx < 0)
dx=-dx;
if(circle.y+dy>bar.y && circle.x>bar.x && circle.x<bar.x+barImg.width)
dy=-dy;
if (circle.y +dy > canvas.height || circle.y +dy < 0)
dy=-dy;
circle.x += dx;
circle.y += dy;
}
I tried to code a working exemple. Here stars are popping up continuously.
HTML
<!DOCTYPE html>
<html>
<head>
<title>Exemple</title>
</head>
<body>
<canvas id="viewport"></canvas>
<script src='test.js'></script>
</body>
</html>
JS
var doc = document;
var canvas = doc.getElementById('viewport');
var ctx = canvas.getContext('2d');
var settings = {
area : {
height : 100,
width : 100
}
};
canvas.width = settings.area.width;
canvas.height = settings.area.height;
function draw() {
for (var i = 10; i--;) {
var x = Math.floor(Math.random() * 1000)
var y = Math.floor(Math.random() * 1000)
ctx.beginPath();
ctx.arc(x, y, 3, 0, Math.PI * 2, true);
ctx.fillStyle = "yellow";
ctx.closePath();
ctx.fill();
}
}
function gameLoop (render, element) {
var running, lastFrame = +new Date;
function loop( now ) {
// stop the loop if render returned false
if ( running !== false ) {
requestAnimationFrame( loop, element );
running = render( now - lastFrame );
lastFrame = now;
}
}
loop( lastFrame );
}
gameLoop (function (deltaT) {
draw();
}, canvas );
Here is the fiddle : https://jsfiddle.net/q4q0uLht/
----- EDIT -----
/*
Basic config
*/
var doc = document,
canvas = doc.getElementById('viewport'),
ctx = canvas.getContext('2d');
var settings = {
canvas: {
height: 200,
width: 300
}
}
canvas.height = settings.canvas.height;
canvas.width = settings.canvas.width;
canvas.style.border = '1px #000 solid';
/*
easy gets a random number, inside a range of [0, x);
*/
function getRandomNumber(x) {
return parseInt(Math.random() * x, 10);
}
/*
Checks if the obj passed in argument is still in the canvas limits
*/
function incorrectPosition(obj) {
return obj.x < 0 || obj.y < 0 || obj.x > settings.canvas.width || obj.y > settings.canvas.height;
}
/*
stars array and Star object.
*/
var stars = [];
function Star(r) {
this.x = getRandomNumber(canvas.width);
this.y = getRandomNumber(canvas.height);
this.r = r || 10;
this.move = function(dx, dy) {
this.x += dx;
this.y += dy;
};
}
/*
This function adds new stars,
calculates new coordinates of each star,
and removes them from the stars array
when they are out of the canvas limits.
*/
function update() {
var len = stars.length;
if (len < 10) {
stars.push(new Star());
}
for (var i = len; i--;) {
var star = stars[i];
star.move(1, 2);
if (incorrectPosition(star)) {
stars.splice(i, 1);
}
}
}
/*
This function clears the canvas each turn and
draws each star which is stored inside the stores array.
*/
function draw() {
ctx.clearRect(0, 0, settings.canvas.width, settings.canvas.height);
var len = stars.length;
for (var i = len; i--;) {
var star = stars[i];
ctx.beginPath();
ctx.arc(star.x, star.y, 3, 0, Math.PI * 2, true);
ctx.fillStyle = "yellow";
ctx.closePath();
ctx.fill();
}
}
// Here is the loop inside which are called functions
setInterval(loop, 33);
function loop() {
update(); // update first
draw(); // then draw
}
<!DOCTYPE html>
<html>
<head>
<title>Exemple</title>
</head>
<body>
<canvas id="viewport"></canvas>
<script src='test.js'></script>
</body>
</html>

Animating sine wave in js

I'm trying to animate a sine wave in JS but it's not acting as expected. I'm using a <canvas> element along with window.requestAnimationFrame() method but it's a CPU hog and as i change frequency with the slider it just break and show random waveforms. I also don't know if drawing adjacent lines is the best way to represent a sine wave. Please note that i'll use vanilla JS and that the sine's frequency and amplitude are variables set by sliders. Thanks in advance.
This is what i got so far: http://cssdeck.com/labs/8cq5vclp
UPDATE: i worked on it and this is the new version: http://cssdeck.com/labs/sbfynjkr
var canvas = document.querySelector("canvas"),
ctx = canvas.getContext("2d"),
cHeight = canvas.height,
cWidth = canvas.width,
frequency = document.querySelector("#f").value,
amplitude = 80,
x = 0,
y = cHeight / 2,
point_y = 0;
window.onload = init;
function init() {
document.querySelector("#f").addEventListener("input", function() {
frequency = this.value;
document.querySelector("#output_f").value = frequency;
}, false);
drawSine();
}
function drawSine() {
ctx.clearRect(0, 0, cWidth, cHeight);
ctx.beginPath();
ctx.moveTo(0, y);
ctx.strokeStyle = "red";
ctx.lineTo(cWidth, y);
ctx.stroke();
ctx.closePath();
ctx.beginPath();
ctx.strokeStyle = "black";
for (x = 0; x < 600; x++) {
point_y = amplitude * -Math.sin((frequency / 95.33) * x) + y;
ctx.lineTo(x, point_y);
}
ctx.stroke();
ctx.closePath();
requestAnimationFrame(drawSine);
}
canvas {
border: 1px solid red;
margin: 10px;
}
<input id="f" type="range" min="0" max="20000" value="20" step="1">
<output for="f" id="output_f">20</output>
<canvas width="600px" height="200px"></canvas>
I've messed around with sine waves quite a bit, because I'm working on a little project that involves animated sine waves. I've got some code you might be interested in taking a look at. Like mentioned earlier, you need to make sure you are using the right increment in your loop so the lines do not look jagged.
https://jsfiddle.net/uawLvymc/
window.requestAnimationFrame = window.requestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(f) {
return setTimeout(f, 1000 / 60)
};
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var startTime = new Date().getTime();
function getPath(height) {
var width = canvas.width;
var spacing = 0.08;
var loopNum = 0;
var pointList = [];
var i = 0;
for (i = 0; i < width / 2; i++) {
pointList[loopNum] = [loopNum, Math.sin(loopNum * spacing) * (i * height) + 100];
loopNum++;
}
for (i = width / 2; i > 0; i--) {
pointList[loopNum] = [loopNum, Math.sin(loopNum * spacing) * (i * height) + 100];
loopNum++;
}
return pointList;
}
function draw() {
var currentTime = new Date().getTime();
var runTime = currentTime - startTime;
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.beginPath();
ctx.lineWidth = 2;
ctx.strokeStyle = "rgb(80, 100, 230)";
var height = Math.sin(runTime * 0.008) * 0.2;
var pointList = getPath(height);
for (var i = 0; i < 500; i++) {
if (i === 0) {
ctx.moveTo(pointList[0][0], pointList[0][1]);
} else {
ctx.lineTo(pointList[i][0], pointList[i][1]);
}
}
ctx.stroke();
window.requestAnimationFrame(draw);
}
window.requestAnimationFrame(draw);
Sorry I didn't really edit down the code, it's just a direct copy from what I was working on. Hope it helps though.
See if this example could help you a little
Sine Wave Example canvas
function init()
{
setInterval(OnDraw, 200);
}
var time = 0;
var color = "#ff0000";
function OnDraw()
{
time = time + 0.2;
var canvas = document.getElementById("mycanvas");
var dataLine = canvas.getContext("2d");
var value = document.getElementById("lineWidth");
dataLine.clearRect(0, 0, canvas.width, canvas.height);
dataLine.beginPath();
for(cnt = -1; cnt <= canvas.width; cnt++)
{
dataLine.lineTo(cnt, canvas.height * 0.5 - (Math.random() * 2 + Math.cos(time + cnt * 0.05) * 20 ));
}
dataLine.lineWidth = value.value * 0.1;
dataLine.strokeStyle = color;
dataLine.stroke();
}

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