How to use this library called bezierjs? - javascript

I have a canvas draw that has curves and I want to know the size of it like one of the examples of this library.
https://github.com/Pomax/bezierjs
Example: Size of a curve
How can I combine your example with my canvas draw?
This is my javascript code:
<script type="text/javascript">
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
c_size = 650;
ctx.canvas.width = c_size;
ctx.canvas.height = c_size;
ctx.beginPath();
ctx.strokeStyle = 'blue';
ctx.moveTo(535,105);
ctx.quadraticCurveTo(585,44,620,115);
ctx.quadraticCurveTo(628,155,643,155);
ctx.quadraticCurveTo(628,195,643,360);
ctx.lineTo(550,368);
ctx.lineTo(538,302);
ctx.lineTo(552,285);
ctx.quadraticCurveTo(528,195,535,105);
ctx.stroke();
</script>
<canvas id='canvas' width='650' height='650' style="border: 1px solid #000">
Canvas not supported
</canvas>

I am pretty sure I give you the API over on the actual page for this library. Like any browser library, include it on your page (this should not need explicit instructions), and then just invoke the library as indicated: create an instance, and then call the api functions described in the online documentation.
Also note that in HTML5, you don't indicate the script type unless it's not JavaScript. So:
<!doctype html>
<html>
...
<script src="bezier.js"></script>
...
<canvas id="mycanvas"></canvas>
...
<script src="yourscript.js">?</script>
...
</html>
And then in your own file:
const cvs = document.getElementById("mycanvas");
const size = 650;
cvs.width = size;
cvs.height = size;
let ctx = cvs.getContext("2d");
// now do things. Like this:
const curve = new Bezier(/* some coordinates here */);
const p = curve.points,
p1 = p[0],
p2 = p[1],
p3 = p[2],
p4 = p[3];
// draw the curve
ctx.beginPath();
ctx.moveTo(p1.x,p1.y);
ctx.curveTo(p2.x,p2.y, p3.x,p3.y, p4.x,p4.y);
ctx.stroke();
// what do we know about the curve?
let len = curve.length();
let bbox = JSON.stringify(curve.bbox());
let msg = `The curve has length ${len} and bounds ${bbox}`;
document.getElementById('infopanel').textContent = msg;
Note that Bezier.js is not itself a drawing library, it is a maths library for working with Bezier curves. Canvas has quadratic and cubic curve drawing built in (as does the SVG pathing instruction set). Bezierjs is a support library for "getting information about your curves" like their arc length, LUT of on-curve points, intersection computation, etc.

Related

JavaScript - Gap between triangles when wire-frame is removed

I'm relatively new to JavaScript and to get a grip on it I've been working on a 3D engine and I stumbled on something odd.
When I render a filled mesh with wire-frame disabled, a gap shows up between my triangles.
Here's an example:
// vertices
var v1 = [40,20];
var v2 = [125,35];
var v3 = [165,105];
var v4 = [35,95];
// draw on screen 1
var canvas = document.getElementById("screen");
var context = canvas.getContext("2d");
triangle(v1,v2,v3,context,true);
triangle(v3,v4,v1,context,true);
// draw on screen 2
var canvas = document.getElementById("screen2");
var context = canvas.getContext("2d");
triangle(v1,v2,v3,context,false);
triangle(v3,v4,v1,context,false);
// draw triangle method
function triangle(v1,v2,v3, context,wireframe)
{
context.beginPath();
context.moveTo(v1[0],v1[1]);
context.lineTo(v2[0],v2[1]);
context.lineTo(v3[0],v3[1]);
context.lineTo(v1[0],v1[1]);
context.closePath();
context.fillStyle = "#333";
context.fill();
if (wireframe)
{
context.strokeStyle = "#0f3";
context.stroke();
}
}
body
{
background-color: #ddd;
}
canvas
{
border:2px solid #000;
}
<canvas id="screen" width="200" height="150" ></canvas>
<canvas id="screen2" width="200" height="150"></canvas>
In essence, the two polygons don't seem to connect properly.
Making the wire-frame the same colour as triangle is not a solution. I want to apply a texture without seeing the edge.
Drawing connected polygons isn't a solution, each triangle may have its own texture transformation.
Should I overdraw triangles to close the gaps?
Is this an Anti-Aliasing issue?
Thanks in advance.
Above: Shows gap between triangles when the wire-frame has been disabled
UPDATE 9-apr-2017
I've considered various options to solve my issue, including writing a triangle routine. Picture down below. However, drawing two triangles tanks my FPS quite a lot. I need a faster way to put pixels on the canvas, but that's for another post since it's off topic.
However, I think that expanding the triangle half a pixel is a better/faster solution since the fill() method is executed by the browser internally instead of JavaScript.
One solution would be to inflate the triangles by a little bit to fill the gaps. This code inflates by 1%.
I think more ideal would be code that inflates by 0.5 pixels, however, that code would be a little more expensive as it would involve calculating vector lenghts...
// vertices
var v1 = [80,40];
var v2 = [250,70];
var v3 = [230,210];
var v4 = [70,190];
// draw on screen 1
var canvas = document.getElementById("screen");
var context = canvas.getContext("2d");
triangle(v1,v2,v3,context,true);
triangle(v3,v4,v1,context,true);
// draw on screen 2
var canvas = document.getElementById("screen2");
var context = canvas.getContext("2d");
inflateTriangle(v1,v2,v3,context,false);
inflateTriangle(v3,v4,v1,context,false);
// draw triangle method
function inflateTriangle(v1,v2,v3, context,wireframe)
{
//centre of tri
xc=(v1[0]+v2[0]+v3[0])/3;
yc=(v1[1]+v2[1]+v3[1])/3;
//inflate tri by 1%
x1= xc+(v1[0]-xc)*1.01;
x2= xc+(v2[0]-xc)*1.01;
x3= xc+(v3[0]-xc)*1.01;
y1= yc+(v1[1]-yc)*1.01;
y2= yc+(v2[1]-yc)*1.01;
y3= yc+(v3[1]-yc)*1.01;
context.beginPath();
context.moveTo(x1,y1);
context.lineTo(x2,y2);
context.lineTo(x3,y3);
context.closePath();
context.fillStyle = "#333";
context.fill();
if (wireframe)
{
context.strokeStyle = "#0f3";
context.stroke();
}
}
<body>
<canvas id="screen" width="400" height="300" style="border:2px solid #000;"></canvas>
<canvas id="screen2" width="400" height="300" style="border:2px solid #000;"></canvas>
</body>

How to add mouse event in drawn canvas compoent

I want to draw 200 or more(highly fluid) object in canvas.
and add mouse over, mouse click event each of them.
source code like this...
(valiable k is increase)
'
....
....
for( k = 0 ; k < 200; k++){
start = start[k];
end = end[k];
x1 = centerX-radius*Math.sin(-arg*start)*0.9;
y1 = centerY-radius*Math.cos(-arg*start)*0.9;
x2 = centerX-radius*Math.sin(-arg*start)*0.95;
y2 = centerY-radius*Math.cos(-arg*start)*0.95;
x3 = centerX-radius*Math.sin(-arg*end)*0.95;
y3 = centerY-radius*Math.cos(-arg*end)*0.95;
x4 = centerX-radius*Math.sin(-arg*end)*0.9;
y4 = centerY-radius*Math.cos(-arg*end)*0.9;
Shape(ctx, x1,y1,x2,y2,x3,y3,x4,y4,k);
}
function Shape(ctx, x1,y1,x2,y2,x3,y3,x4,y4, k){
ctx.strokeStyle = "black";
ctx.fillStyle = "red";
ctx.globalAlpha = 1.0;
ctx.moveTo(x1,y1);
ctx.lineTo(x2,y2);
ctx.lineTo(x3,y3);
ctx.lineTo(x4,y4);
ctx.lineTo(x1,y1);
ctx.lineWidth = 0.5;
ctx.fill();
ctx.stroke();
ctx.fillText(k,(x2+x3)/2,(y2+y3)/2);
}
....
....
my hope is..
if mouse over on shape, display valiable k
if mouse click on shape, go other url with valiable k parameter
but, I did not want to use image.
please help me.
thanks.
If you keep the shape's coordinates in an array, you can loop trough them and check for collision with the mouse's coordinates.
Canvas are drawn like bitmap. All the changes are made to the pixels, and no trace of line or path would be kept. If you want to see whether a click is on or inside certain path, you need to implement you own hit test. If the shapes you draw can overlap each other, you will need to handle the order by yourself. It's doable, but you are on your own.
The other way out is to use SVG instead. Because SVG are objects, browser will keep track of them for you. You can just add onclick to an SVG element like you do to an HTML element.
The easiest solution would be just use library like d3: http://d3js.org/
Since your shapes are irregular, it would be difficult to do hit-testing mathematically.
Fortunately, the context has the isPointInPath method that will test if the supplied mouseX / mouseY is inside the last defined path.
To hit-test your irregular shapes:
Keep enough information to redefine each path in an object.
Add each shape object to an array.
In the mousemove event handler...
Iterate through the array
Redefine each shape (1 at a time). Note: redefining is drawing without stroke/fill.
Use context.isPointInPath(mouseX,mouseY) to hit-test if the mouse is inside the last defined shape.
Here is example code and a Demo: http://jsfiddle.net/m1erickson/o5xp21t2/
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
body{ background-color: ivory; }
canvas{border:1px solid red;}
</style>
<script>
$(function(){
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var $canvas=$("#canvas");
var canvasOffset=$canvas.offset();
var offsetX=canvasOffset.left;
var offsetY=canvasOffset.top;
ctx.strokeStyle = "black";
ctx.fillStyle = "red";
ctx.globalAlpha = 1.0;
ctx.lineWidth = 0.5;
ctx.font="14px verdana";
var centerX=150;
var centerY=150;
var radius=120;
var arg=1;
var start=0;
var end=Math.PI/8;
var shapes=[];
for(var k=0;k<10;k++){
start+=Math.PI/8;
end+=Math.PI/8;
x1 = centerX-radius*Math.sin(-arg*start)*0.9;
y1 = centerY-radius*Math.cos(-arg*start)*0.9;
x2 = centerX-radius*Math.sin(-arg*start)*0.95;
y2 = centerY-radius*Math.cos(-arg*start)*0.95;
x3 = centerX-radius*Math.sin(-arg*end)*0.95;
y3 = centerY-radius*Math.cos(-arg*end)*0.95;
x4 = centerX-radius*Math.sin(-arg*end)*0.9;
y4 = centerY-radius*Math.cos(-arg*end)*0.9;
var s={x1:x1,y1:y1,x2:x2,y2:y2,x3:x3,y3:y3,x4:x4,y4:y4,k:k};
shapes.push(s);
Shape(s,k,true);
}
$results=$("#results");
$("#canvas").mousemove(function(e){handleMouseMove(e);});
function handleMouseMove(e){
e.preventDefault();
e.stopPropagation();
mouseX=parseInt(e.clientX-offsetX);
mouseY=parseInt(e.clientY-offsetY);
for(var k=0;k<shapes.length;k++){
Shape(shapes[k],k,false);
if(ctx.isPointInPath(mouseX,mouseY)){
$results.text("Last mouseover: "+k);
}
}
}
function Shape(s, k, draw){
ctx.fillStyle="red";
ctx.beginPath();
ctx.moveTo(s.x1,s.y1);
ctx.lineTo(s.x2,s.y2);
ctx.lineTo(s.x3,s.y3);
ctx.lineTo(s.x4,s.y4);
ctx.lineTo(s.x1,s.y1);
if(draw){
ctx.fill();
ctx.stroke();
ctx.fillStyle="blue";
ctx.fillText(k,(s.x2+s.x3)/2,(s.y2+s.y3)/2);
}
}
}); // end $(function(){});
</script>
</head>
<body>
<p id=results>Hover mouse over shapes.</p>
<canvas id="canvas" width=300 height=300></canvas>
</body>
</html>

drawing over an Image in HTML5 Canvas while preserving the image

In HTML5 Canvas, what's the simplest way to draw and move a line over an Image (already on the canvas), preserving the image underneath? (e.g. have a vertical line track the mouse X position)
My current canvas:
$(document).ready(function() {
canvas = document.getElementById("myCanvas");
context = canvas.getContext("2d");
imageObj = new Image();
imageObj.onload = function() {
context.drawImage(imageObj, 0,0);
}
imageObj.src = "http://example.com/some_image.png";
$('#myCanvas').click(doSomething);
});
You will have to do most of the ground-work with canvas which in this case you will have to implement the functionality to move the line and then redraw everything.
The steps can be:
Keep the line as an object which can self-render (method on the object)
Listen to mousemove (in this case) in order to move the line
For each move, redraw background (image) then render the line at its new position
You can redraw the background as a whole or you can optimize it to just draw over the last line.
Here is some example code of this and a live demo here:
var canvas = document.getElementById('demo'), /// canvas element
ctx = canvas.getContext('2d'), /// context
line = new Line(ctx), /// our custom line object
img = new Image; /// the image for bg
ctx.strokeStyle = '#fff'; /// white line for demo
/// start image loading, when done draw and setup
img.onload = start;
img.src = 'http://i.imgur.com/O712qpO.jpg';
function start() {
/// initial draw of image
ctx.drawImage(img, 0, 0, demo.width, demo.height);
/// listen to mouse move (or use jQuery on('mousemove') instead)
canvas.onmousemove = updateLine;
}
Now all we need to do is to have a mechnism to update the background and the line for each move:
/// updates the line on each mouse move
function updateLine(e) {
/// correct mouse position so it's relative to canvas
var r = canvas.getBoundingClientRect(),
x = e.clientX - r.left,
y = e.clientY - r.top;
/// draw background image to clear previous line
ctx.drawImage(img, 0, 0, canvas.width, canvas.height);
/// update line object and draw it
line.x1 = x;
line.y1 = 0;
line.x2 = x;
line.y2 = canvas.height;
line.draw();
}
The custom line object is in this demo very simple:
/// This lets us define a custom line object which self-draws
function Line(ctx) {
var me = this;
this.x1 = 0;
this.x2 = 0;
this.y1 = 0;
this.y2 = 0;
/// call this method to update line
this.draw = function() {
ctx.beginPath();
ctx.moveTo(me.x1, me.y1);
ctx.lineTo(me.x2, me.y2);
ctx.stroke();
}
}
If you are not gonna do anything specific with the image itself you can also set it as a background-image using CSS. You will still need to clear the canvas before redrawing the line though.
May this is not an actual answer, just in case you need it (in the future). Working with canvas would be better (and easier) with some library. I have tried EaselJS of CreateJS and find myself loving it.
You can have a look at it EaselJS
(I have done an example allow drawing and dragging image using EaselJS long time before)
You can get your "crosshairs" by listening to mousemove events and then:
clear the canvas
draw the image
draw your line at the mouse position
Here is code and a Fiddle: http://jsfiddle.net/m1erickson/jEc7N/
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
body{ background-color: ivory; padding:20px; }
#canvas{border:1px solid red;}
</style>
<script>
$(function(){
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
ctx.lineWidth=2;
var canvasOffset=$("#canvas").offset();
var offsetX=canvasOffset.left;
var offsetY=canvasOffset.top;
var img=new Image();
img.onload=function(){
canvas.width=img.width;
canvas.height=img.height;
ctx.drawImage(img,0,0);
}
img.src="https://dl.dropboxusercontent.com/u/139992952/stackoverflow/KoolAidMan.png";
function handleMouseMove(e){
mouseX=parseInt(e.clientX-offsetX);
mouseY=parseInt(e.clientY-offsetY);
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.drawImage(img,0,0);
ctx.beginPath();
ctx.moveTo(mouseX,0);
ctx.lineTo(mouseX,canvas.height);
ctx.moveTo(0,mouseY);
ctx.lineTo(canvas.width,mouseY);
ctx.stroke();
}
$("#canvas").mousemove(function(e){handleMouseMove(e);});
}); // end $(function(){});
</script>
</head>
<body>
<canvas id="canvas" width=300 height=300></canvas>
</body>
</html>
or just use 2 layers:
background layer has image and do not change,
top layer has line, what you can clear and redraw it lots of time without affecting background layer.

How to fill pattern in canvas and curving along the shape?

I have one image like this and I want to fill with pattern like this to make result like this .
I can fill the pattern using following code but I don't know how to curve pattern properly along the collar shape because it should look like real but my result become like this. .
Here is my sample script
$(function(){
drawCanvas("body","collar","images/collar.png", 180);
function drawCanvas(overlayType, canvasID, imageSource, degreeRotate){
var canvas=document.getElementById(canvasID);
var ctx=canvas.getContext("2d");
var imgBody=new Image();
var imgPattern=new Image();
imgPattern.onload=function(){
imgBody.onload=function(){
start();
}
imgBody.src=imageSource;
}
imgPattern.src="images/pattern.png";
function start(){
ctx.drawImage(imgBody,0,0);
if(overlayType=="body"){
ctx.globalCompositeOperation="source-atop";
ctx.globalAlpha=.85;
var pattern = ctx.createPattern(imgPattern, 'repeat');
ctx.fillStyle = pattern;
ctx.rect(0, 0, canvas.width, canvas.height);
ctx.rotate(degreeRotate * Math.PI/180);
ctx.fill();
ctx.translate(150,0);
ctx.globalAlpha=.1;
ctx.drawImage(imgBody,150,0);
}
}
}});
Can someone guide me to how to manage pattern to curve along side collar shape to look like real?
You can get this close by simply slicing and offsetting your pattern vertically
Original "collar" image:
Collar filled with curved checkered texture
**The Method:*
Create an image tiled with your checkered texture.
Draw that texture image onto a temporary canvas.
Get the image data for the temporary canvas.
For each column of pixels, offset that entire column by the curve of your collar.
A quadratic curve fits the curve of your collar well, so I used that in the example to determin the Y offset.
Put the image data back on the temporary canvas.
(You now have a curved checkered pattern to apply to your collar image).
Draw the collar image on your main canvas.
Set context.globalCompositeOperation=”source-atop”
Draw the texture from the temporary canvas onto the main canvas.
(The compositing mode will paint the texture only on the collar—not the background)
Here is code and a Fiddle: http://jsfiddle.net/m1erickson/hdXyk/
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
body{ background-color: ivory; padding:20px; }
canvas{border:1px solid red;}
</style>
<script>
$(function(){
// get canvas references (canvas=collar, canvas1=texture)
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var canvas1=document.getElementById("canvas1");
var ctx1=canvas1.getContext("2d");
// preload the texture and collar images before starting
var textureImg,collarImg;
var imageURLs=[];
var imagesOK=0;
var imgs=[];
imageURLs.push("https://dl.dropboxusercontent.com/u/139992952/stackoverflow/checkered.png");
imageURLs.push("https://dl.dropboxusercontent.com/u/139992952/stackoverflow/collar.png");
loadAllImages();
function loadAllImages(callback){
for (var i = 0; i < imageURLs.length; i++) {
var img = new Image();
img.crossOrigin="anonymous";
imgs.push(img);
img.onload = function(){
imagesOK++;
if (imagesOK==imageURLs.length ) {
textureImg=imgs[0];
collarImg=imgs[1];
start();
}
};
img.src = imageURLs[i];
}
}
function start(){
// set both canvas dimensions
canvas.width=collarImg.width;
canvas.height=collarImg.height+5;
canvas1.width=textureImg.width;
canvas1.height=textureImg.height;
// draw the textureImg on canvas1
ctx1.drawImage(textureImg,0,0,canvas1.width,canvas1.height);
// curve the texture into a collar shaped curved
curveTexture(collarImg.width,collarImg.height);
// draw the collarImg on canvas
ctx.drawImage(collarImg,0,0);
// set compositing to source-atop
// any new drawing will ONLY fill existing non-transparent pixels
ctx.globalCompositeOperation="source-atop";
// draw the curved texture from canvas1 onto the collar of canvas
// (the existing pixels are the collar, so only the collar is filled)
ctx.drawImage(canvas1,0,0);
}
function curveTexture(w,h){
// define a quadratic curve that fits the collar bottom
// These values change if the collar image changes (+5,-32)
var x0=0;
var y0=h+5;
var cx=w/2;
var cy=h-32;
var x1=w;
var y1=h+5;
// get a,b,c for quadratic equation
// equation is used to offset columns of texture pixels
// in the same shape as the collar
var Q=getQuadraticEquation(x0,y0,cx,cy,x1,y1);
// get the texture canvas pixel data
// 2 copies to avoid self-referencing
var imageData0 = ctx1.getImageData(0,0,w,h);
var data0 = imageData0.data;
var imageData1 = ctx1.getImageData(0,0,w,h);
var data1 = imageData1.data;
// loop thru each vertical column of pixels
// Offset the pixel column into the shape of the quad-curve
for(var y=0; y<h; y++) {
for(var x=0; x<w; x++) {
// the pixel to write
var n=((w*y)+x)*4;
// the vertical offset amount
var yy=parseInt(y+h-(Q.a * x*x + Q.b*x + Q.c));
// the offset pixel to read
var nn=((w*yy)+x)*4;
// offset this pixel by the quadCurve Y value (yy)
data0[n+0]=data1[nn+0];
data0[n+1]=data1[nn+1];
data0[n+2]=data1[nn+2];
data0[n+3]=data1[nn+3];
}
}
ctx1.putImageData(imageData0,0,0);
}
// Quadratic Curve: given x coordinate, find y coordinate
function getQuadraticY(x,Q){
return(Q.a * x*x + Q.b*x + Q.c);
}
// Quadratic Curve:
// Given: start,control,end points
// Find: a,b,c in quadratic equation ( y=a*x*x+b*x+c )
function getQuadraticEquation(x0,y0,cx,cy,x2,y2){
// need 1 more point on q-curve, so calc its midpoint XY
// Note: since T=0.5 therefore TT=(1-T)=0.5 also [so could simplify]
var T=0.50;
var TT=1-T;
var x1=TT*TT*x0+2*TT*T*cx+T*T*x2;
var y1=TT*TT*y0+2*TT*T*cy+T*T*y2;
var A = ((y1-y0)*(x0-x2)
+ (y2-y0)*(x1-x0))/((x0-x2)*(x1*x1-x0*x0)
+ (x1-x0)*(x2*x2-x0*x0));
var B = ((y1-y0)-A*(x1*x1-x0*x0))/(x1-x0);
var C = y0-A*x0*x0-B*x0;
return({a:A,b:B,c:C});
}
}); // end $(function(){});
</script>
</head>
<body>
<p>"Curve" a texture by offsetting Y pixels based on Q-curve</p>
<canvas id="canvas" width=300 height=300></canvas>
<p>The temporary texture canvas</p>
<canvas id="canvas1" width=300 height=300></canvas>
</body>
</html>
You can triangulate the polygon and then bend the mesh. Then you can fill the mesh with the pattern. Here is an example of a triangulation in Java: How does this code for delaunay triangulation work?. Here is an example of a triangulation and a bit of work to remove long edges. It's a concave hull of a 2d point set.

Line is not being drawn correctly on canvas

I am a newbie in HTML5 but have good experience of HTML. I was learning about canvas and thought of making a program. In this I was handling the user's mousedown and mouseup and was setting up the values of my variables according to the coordinates of the mouse. Then with the help of those I was stroking the line on the canvas which is not being drawn properly.
The work I have done to achieve this:
HTML
<script type="text/javascript" src="jquery.min.js"></script>
<script src="bhaiya.js"></script>
<canvas id="myCanvas" style="height: 100%; width: 100%;">
</canvas>
JS
$(document).ready(function() {
var $x1 = 0;
var $x2 = 0;
var $y1 = 0;
var $y2 = 0;
$(this).mousedown(function(e){
$x1 = e.pageX;
$y1 = e.pageY;
});
$(this).mouseup(function(e){
$x2 = e.pageX;
$y2 = e.pageY;
var c = document.getElementById("myCanvas");
var context = c.getContext("2d");
context.moveTo($x1, $y1);
context.lineTo($x2, $y2);
context.stroke();
});
});
What is the problem? Any help would be appreciated! :)
1) If you're bothered by the fact the drawing is fuzzy and doesn't seem to follow the x and y you give, then you can fix it like this :
var c = document.getElementById("myCanvas");
c.width = c.clientWidth;
c.height = c.clientHeight;
2) you must take into account the offset due to the canvas position when it's not exactly in the top-left corner of the document :
$x1 = e.pageX-c.offsetLeft;
$y1 = e.pageY-c.offsetTop;
Demonstration
Note that in a real application you shouldn't recreate the context each time. In this case, you would also begin a new path when needed (probably at each click).
Use .beginPath():
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
context.beginPath();
context.moveTo(100, 150);
context.lineTo(450, 50);
context.stroke();
http://jsfiddle.net/j4XY8/
http://dev.opera.com/articles/view/html5-canvas-painting/ (might be helpful)

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