import javascript file in my angular 2 projet - javascript

i"m working in angular projet and i want to add two javascript file in my project ; so i just include those js file in my assets and call them in my angular cli script part . i can see that those file are called correcty .
but i have this problems :
my html code is :
<div class=" demo-1">
<div class="content">
<div id="large-header" class="large-header">
<canvas id="demo-canvas"></canvas>
<h1 class="main-title">ALTEN <span class="thin">GAV²</span></h1>
</div>
</div>
</div><!-- /container -->
and my js code is :
(function() {
var width, height, largeHeader, canvas, ctx, points, target, animateHeader = true;
// Main
initHeader();
initAnimation();
addListeners();
function initHeader() {
width = window.innerWidth;
height = window.innerHeight;
target = {x: width/2, y: height/2};
largeHeader = document.getElementById('large-header');
largeHeader.style.height = height+'px';
canvas = document.getElementById('demo-canvas');
canvas.width = width;
canvas.height = height;
ctx = canvas.getContext('2d');
// create points
points = [];
for(var x = 0; x < width; x = x + width/20) {
for(var y = 0; y < height; y = y + height/20) {
var px = x + Math.random()*width/20;
var py = y + Math.random()*height/20;
var p = {x: px, originX: px, y: py, originY: py };
points.push(p);
}
}
// for each point find the 5 closest points
for(var i = 0; i < points.length; i++) {
var closest = [];
var p1 = points[i];
for(var j = 0; j < points.length; j++) {
var p2 = points[j]
if(!(p1 == p2)) {
var placed = false;
for(var k = 0; k < 5; k++) {
if(!placed) {
if(closest[k] == undefined) {
closest[k] = p2;
placed = true;
}
}
}
for(var k = 0; k < 5; k++) {
if(!placed) {
if(getDistance(p1, p2) < getDistance(p1, closest[k])) {
closest[k] = p2;
placed = true;
}
}
}
}
}
p1.closest = closest;
}
// assign a circle to each point
for(var i in points) {
var c = new Circle(points[i], 2+Math.random()*2, 'rgba(255,255,255,0.3)');
points[i].circle = c;
}
}
// Event handling
function addListeners() {
if(!('ontouchstart' in window)) {
window.addEventListener('mousemove', mouseMove);
}
window.addEventListener('scroll', scrollCheck);
window.addEventListener('resize', resize);
}
function mouseMove(e) {
var posx = posy = 0;
if (e.pageX || e.pageY) {
posx = e.pageX;
posy = e.pageY;
}
else if (e.clientX || e.clientY) {
posx = e.clientX + document.body.scrollLeft + document.documentElement.scrollLeft;
posy = e.clientY + document.body.scrollTop + document.documentElement.scrollTop;
}
target.x = posx;
target.y = posy;
}
function scrollCheck() {
if(document.body.scrollTop > height) animateHeader = false;
else animateHeader = true;
}
function resize() {
width = window.innerWidth;
height = window.innerHeight;
largeHeader.style.height = height+'px';
canvas.width = width;
canvas.height = height;
}
// animation
function initAnimation() {
animate();
for(var i in points) {
shiftPoint(points[i]);
}
}
function animate() {
if(animateHeader) {
ctx.clearRect(0,0,width,height);
for(var i in points) {
// detect points in range
if(Math.abs(getDistance(target, points[i])) < 4000) {
points[i].active = 0.3;
points[i].circle.active = 0.6;
} else if(Math.abs(getDistance(target, points[i])) < 20000) {
points[i].active = 0.1;
points[i].circle.active = 0.3;
} else if(Math.abs(getDistance(target, points[i])) < 40000) {
points[i].active = 0.02;
points[i].circle.active = 0.1;
} else {
points[i].active = 0;
points[i].circle.active = 0;
}
drawLines(points[i]);
points[i].circle.draw();
}
}
requestAnimationFrame(animate);
}
function shiftPoint(p) {
TweenLite.to(p, 1+1*Math.random(), {x:p.originX-50+Math.random()*100,
y: p.originY-50+Math.random()*100, ease:Circ.easeInOut,
onComplete: function() {
shiftPoint(p);
}});
}
// Canvas manipulation
function drawLines(p) {
if(!p.active) return;
for(var i in p.closest) {
ctx.beginPath();
ctx.moveTo(p.x, p.y);
ctx.lineTo(p.closest[i].x, p.closest[i].y);
ctx.strokeStyle = 'rgba(156,217,249,'+ p.active+')';
ctx.stroke();
}
}
function Circle(pos,rad,color) {
var _this = this;
// constructor
(function() {
_this.pos = pos || null;
_this.radius = rad || null;
_this.color = color || null;
})();
this.draw = function() {
if(!_this.active) return;
ctx.beginPath();
ctx.arc(_this.pos.x, _this.pos.y, _this.radius, 0, 2 * Math.PI, false);
ctx.fillStyle = 'rgba(156,217,249,'+ _this.active+')';
ctx.fill();
};
}
// Util
function getDistance(p1, p2) {
return Math.pow(p1.x - p2.x, 2) + Math.pow(p1.y - p2.y, 2);
}
})();
when i try to log the largeHeader viariable in my js it return null .
this code work correctly . but including it in angular cli make problems .
is that a problem of webpack ?
thank you in advance

It's important to say what build tool you are using. If it's Webpack based (ie. Angular CLI) then you can reference a JavaScript file (or any other type) with one of the following:
import * as test from './test.js';
// or
require('./test.js');
However, your error message indicates that your JavaScript is running, but it's failing on these lines:
largeHeader = document.getElementById('large-header');
largeHeader.style.height = height+'px';
It's not finding an element on your page with ID large-header, so the call to .style fails. I suspect that, because you are importing the file from the top level HTML page, the JavaScript code is running before the template has a chance to render, so the large-header element is not created at that point.
To diagnose further, you could use the Sources tab of the Chrome Dev Tools to set a breakpoint on the line in question, then inspect the Elements tab to see if the expected div is actually present at this point.
I'm not sure exactly what you're trying to achieve here, but throwing in arbitrary bits of JavaScript that are not part of the "Angular world" might not be the best way to approach an Angular app. In the long term, perhaps it would be better to refactor this code into a Component or a Directive.

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How to optimize this simple pathfinding

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It runs as expected which is great, but performance is super slow. That may be because I'm using jsfiddle to work on this while away from my personal PC setup, but is there a way to make this perform better? As of right now I can't move the grid size to >50 without it running extremely slow. I would love to eventually move to a 4k x 4k grid and create an auto-generating maze for the 'pathfinder' to pathfind through.
Thoughts/things I'm considering for performance:
Using HTML grid and updating via CSS instead of HTML5 Canvas
Only re-drawing cells that have changed (Implemented in the Space.move() function with array renderQueue)
literally re-doing everything in python :D

How to force lines to render behind other things in HTML5 Canvas

I have been trying to make a nodal graph visualizer, but I am having trouble getting the lines to display behind the nodal points. I have already tried to use context.globalCompositeOperation, but to no avail. I have tried to implement rendering it in the order I wanted it to be drawn. Here is the full code for the project:
var canvas = document.querySelector('canvas');
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var c = canvas.getContext('2d');
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document.onmousedown = function(e) {
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class Node {
constructor(pos, id) {
this.pos = pos;
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this.connections = [];
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c.lineTo(element.node2.pos.x, element.node2.pos.y);
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c.stroke();
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c.lineWidth = 1;
nds.forEach(element => {
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c.moveTo(element.pos.x+element.radius, element.pos.y);
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Thanks to #enxaneta, for giving me the solution to this problem, so I copied his answer here:
The lines are behind the circles- In your function DrawCircles add c.fillStyle = "white";c.fill() – enxaneta

Why is this text disappearing but not the shape?

How do I make the shape disappear like the text does? I've gone through the code and they're practically identical except that one is created when the user spins the mouse wheel and the other is created when the user clicks on the screen, but the text disappears after time and the triangle does not. I feel like there's something small I must be missing. Here's the code:
<html>
<head>
<script>
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var triangles = [];
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};
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this.x = x;
this.y = y;
this.triangleColor = triangleColor;
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this.y = y;
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this.vy = Math.random() * 20 - 10;
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var colors = [[255,0,0],[255,255,255],[0,0,255]];
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drawTriangle(triangles[i]);
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var textColor = colors[Math.floor(Math.random()*colors.length)];
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for (var i=0; i<texts.length; i++) {
drawText(texts[i]);
}
}
function timeToFade(time) {
if(time > 100) {
return 1;
}
else {
return time / 100;
}
}
function pickWord() {
return textSayings[Math.floor(Math.random() * textSayings.length)];
}
function drawText(text) {
context.font = "bold 80px Verdana";
var gradient=context.createLinearGradient(0,0,canvas.width,0);
gradient.addColorStop("0","magenta");
gradient.addColorStop("0.25","yellow");
gradient.addColorStop("0.5","lime");
gradient.addColorStop("0.75","aqua");
gradient.addColorStop("1.0","magenta");
context.fillStyle = gradient;
context.fillText(text.word,text.x,text.y);
}
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 gradient = context.createLinearGradient(0,0,canvas.width,0);
gradient.addColorStop("0","red");
gradient.addColorStop("0.25","salmon");
gradient.addColorStop("0.5","aqua");
gradient.addColorStop("0.75","lime");
gradient.addColorStop("1.0","orange");
context.fillStyle = gradient;
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 -= 3;
t.x += t.vx;
t.y += t.vy;
}
for (var i=0; i<texts.length; i++) {
var te = texts[i];
drawText(te);
if (te.x + te.vx > canvas.width || te.x + te.vx < 0)
te.vx = -te.vx
if (te.y + te.vy > canvas.height || te.y + te.vy < 0)
te.vy = -te.vy
if (te.time === 0) {
texts.splice(i,1);
}
te.time -= 3;
te.x += te.vx;
te.y += te.vy;
}
}
function fillBackgroundColor() {
context.globalCompositeOperation = 'source-over';
context.fillStyle = 'rgba(0, 0, 0, 1)';
context.fillRect(0,0,canvas.width,canvas.height);
context.globalCompositeOperation = 'lighter';
}
window.onload = init;
</script>
</head>
<body>
<canvas id="canvas" width="500" height="500"></canvas>
</body>
</html>
It's because the triangle time isn't a multiple of 3, while the text time is so when you check this if statement:
if (t.time === 0) {
triangles.splice(i,1);
}
It's never true.
You can fix this by changing the if statement to:
if (t.time <= 0) {
triangles.splice(i,1);
}
This is actually my fault since it's a bug that was in my previous answer. Sorry about that.
jsfiddle:
https://jsfiddle.net/0rst8def/

How can i get the multiple apple/s to fall? [closed]

Closed. This question needs debugging details. It is not currently accepting answers.
Edit the question to include desired behavior, a specific problem or error, and the shortest code necessary to reproduce the problem. This will help others answer the question.
Closed 7 years ago.
Improve this question
I am creating a game (using HTML5 canvas) that involves catching falling apples, i know, how original! I am having trouble finding a way to make it so multiple apples fall?
Here is the code in JSFiddle: https://jsfiddle.net/pgkL09j7/12/
var apple_x = 100;
var apple_y = 0;
var basket_x = 100;
var basket_y = 100;
var points = 0;
var basket_img = new Image();
basket_img.src = "http://s18.postimg.org/h0oe1vj91/basket.png";
var Countable = function () {}
//Background colour of canvas
var c = document.getElementById("c");
var ctx = c.getContext("2d");
ctx.fillStyle = "#000";
ctx.fillRect(0, 0, 500, 500);
//Here is the event listener
c.addEventListener("mousemove", seenmotion, false);
//////////////////////
function seenmotion(e) {
//This is the code for the mouse
//moving over the canvas.
var bounding_box = c.getBoundingClientRect();
basket_x = (e.clientX - bounding_box.left) * (c.width / bounding_box.width) - basket_img.width / 2;
basket_y = (e.clientY - bounding_box.top) * (c.height / bounding_box.height) - basket_img.height / 2;
}
function start_game() {
setInterval(game_loop, 50);
}
function game_loop() {
// The code above is called every 50ms and is a
// frame-redraw-game-animation loop.
c.width = c.width;
// Below is the code that draws the objects
draw_apple(apple_x, apple_y);
draw_basket(basket_x, basket_y);
// Below is the code that updates the balloons location
apple_x++;
if (apple_y > c.height) {
apple_y = 0;
}
//Here is the collision detection code
if (collision(apple_x, apple_y, basket_x, basket_y)) {
points -= 0.5;
}
//Here is the code for the point system
points += 1;
// and let's stick it in the top right.
var integerpoints = Math.floor(points); // make it into an integer
ctx.font = "bold 24px sans-serif";
ctx.fillText(integerpoints, c.width - 50, 50);
}
context.clearRect(0, 0, 500, 500);
function collision(basket_x, basket_y, apple_x, apple_y) {
if (apple_y + 85 < basket_y) {
return false;
}
if (apple_y > basket_y + 91) {
return false;
}
if (apple_x + 80 < basket_x) {
return false;
}
if (apple_x > basket_x + 80) {
return false;
}
return true;
}
// Code to stop the game when we're finished playing
function stop_game() {
}
//Code for the ball
function draw_app
le(x, y) {
var apple_img = new Image();
apple_img.src = "http://s15.postimg.org/3nwjmzsiv/apple.png";
ctx.drawImage(apple_img, x, y);
}
//Code for the basket
function draw_basket(x, y) {
ctx.drawImage(basket_img, x, y);
}
Change the section
apple_x++;
if (apple_x > c.width) {
apple_x = 0;
}
to use vertical instead of horizontal...
apple_y++;
if (apple_y > c.height) {
apple_y = 0;
}
You've already accepted the answer, but this looked like fun. Check out this fiddle.
https://jsfiddle.net/h82gv4xn/
Improvements include:
Fixed scoreboard
Added level progression (Level increases every 10 apples)
Allowance for many many more apples on screen (play to level 9).
Apples will fall at different speeds and speed up as the levels increase.
Uses the animation frame system for much smoother animations.
Relaxed collision handling (The center of the bucket must touch the apple)
It all gets really silly as the levels wind upwards, but it should be a nice example to improve upon. The relevant javascript follows (this would go into your onLoad function):
var game = create_game();
game.init();
function create_game() {
debugger;
var level = 1;
var apples_per_level = 1;
var min_speed_per_level = 1;
var max_speed_per_level = 2;
var last_apple_time = 0;
var next_apple_time = 0;
var width = 500;
var height = 500;
var delay = 1000;
var item_width = 50;
var item_height = 50;
var total_apples = 0;
var apple_img = new Image();
var apple_w = 50;
var apple_h = 50;
var basket_img = new Image();
var c, ctx;
var apples = [];
var basket = {
x: 100,
y: 100,
score: 0
};
function init() {
apple_img.src = "http://s15.postimg.org/3nwjmzsiv/apple.png";
basket_img.src = "http://s18.postimg.org/h0oe1vj91/basket.png";
level = 1;
total_apples = 0;
apples = [];
c = document.getElementById("c");
ctx = c.getContext("2d");
ctx.fillStyle = "#000";
ctx.fillRect(0, 0, 500, 500);
c.addEventListener("mousemove", function (e) {
//moving over the canvas.
var bounding_box = c.getBoundingClientRect();
basket.x = (e.clientX - bounding_box.left) * (c.width / bounding_box.width) - basket_img.width / 2;
basket.y = (e.clientY - bounding_box.top) * (c.height / bounding_box.height) - basket_img.height / 2;
}, false);
setupApples();
requestAnimationFrame(tick);
}
function setupApples() {
var max_apples = level * apples_per_level;
while (apples.length < max_apples) {
initApple(apples.length);
}
}
function initApple(index) {
var max_speed = max_speed_per_level * level;
var min_speed = min_speed_per_level * level;
apples[index] = {
x: Math.round(Math.random() * (width - 2 * apple_w)) + apple_w,
y: -apple_h,
v: Math.round(Math.random() * (max_speed - min_speed)) + min_speed,
delay: Date.now() + Math.random() * delay
}
total_apples++;
}
function collision(apple) {
if (apple.y + apple_img.height < basket.y + 50) {
return false;
}
if (apple.y > basket.y + 50) {
return false;
}
if (apple.x + apple_img.width < basket.x + 50) {
return false;
}
if (apple.x > basket.x + 50) {
return false;
}
return true;
}
function maybeIncreaseDifficulty() {
level = Math.max(1, Math.ceil(basket.score / 10));
setupApples();
}
function tick() {
var i;
var apple;
var dateNow = Date.now();
c.width = c.width;
for (i = 0; i < apples.length; i++) {
apple = apples[i];
if (dateNow > apple.delay) {
apple.y += apple.v;
if (collision(apple)) {
initApple(i);
basket.score++;
} else if (apple.y > height) {
initApple(i);
} else {
ctx.drawImage(apple_img, apple.x, apple.y);
}
}
}
ctx.font = "bold 24px sans-serif";
ctx.fillStyle = "#2FFF2F";
ctx.fillText(basket.score, c.width - 50, 50);
ctx.fillText("Level: " + level, 20, 50);
ctx.drawImage(basket_img, basket.x, basket.y);
maybeIncreaseDifficulty();
requestAnimationFrame(tick);
}
return {
init: init
};
}

HTML5 canvas and php on Chrome not working

I would love to create a fiddle for this to show but i'm using php and it won't let me use php in those so i'm hoping someone will still know whats going on!
I have a javascript that works completely fine on it's own. It is a HTML click and drag canvas. The click and drag is constrained to a circle and draws the image to the canvas when you click a button that is next to the canvas. This button calls a method that draws the image onto the canvas and makes it click and draggable. I have tested this by itself and it works beautifully. When I add a simple line of php code my click and drag canvas quits moving the image. When you click the button to draw the image on, that works, but then you can't move the image.
I am beyond confused because the php that i am using has nothing to do with what is going on in the canvas. Here is the code:
it's also important to point out that this code works fine in safari but doesn't work at all in chrome so i know it has something to do with chrome i just don't understand what the problem is.
My question is mainly, is there a way that safari loads versus chrome that would affect running javascript and php on the same page since it works fine in one browser and not the other. I just added the code so people would know what I am referring to.
Here is the PHP
<dl class="header">
<?php
$name = $_GET['id'];
if ($name=="bracelet") {
echo "<li>Design x!</li>";
}
elseif ($name=="purse") {
echo "<li>Design y!</li>";
}
elseif ($name=="ring") {
echo "<li>Design z!</li>";
}
?>
</dl>
Here is the full code
<HTML>
<HEAD>
<style>
#canvas {
border:1px solid red;
}
</style>
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<link rel="stylesheet" type="text/css" href="styles.css">
</HEAD>
<BODY>
<dl class="header">
<?php
$name = $_GET['id'];
if ($name=="bracelet") {
echo "<li>Design x!</li>";
}
elseif ($name=="purse") {
echo "<li>Design y!</li>";
}
elseif ($name=="ring") {
echo "<li>Design z!</li>";
}
?>
</dl>
<h5>Add Images and Canvases with the buttons<br>
Click to select which image to move.<br>
Then move the mouse to desired drop location<br>
and click again to drop the image there.</h5>
<canvas id="canvas" width=300 height=300></canvas>
<input type="image" src="http://s25.postimg.org/tovdg674b/crystal_003.png" id="button1" width="35" height="20"></input>
<input type="image" src="http://s25.postimg.org/ph0l7f5or/crystal_004.png" id="button2" width="35" height="20"></input>
<input type="image" src="http://s25.postimg.org/60fvkwakr/crystal_005.png" id="button3" width="35" height="20"></input>
<input type="image" src="http://s25.postimg.org/fz5fl49e3/crystal_006.png" id="button4" width="35" height="20"></input>
<button id="save">save</button>
<br>
<script>
// canvas stuff
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var centerX = canvas.width / 2;
var centerY = canvas.height / 2;
var radius = 50;
var contexts = [];
var points = [];
// image stuff
var states = [];
var img = new Image();
img.onload = function () {}
img.src = "http://s25.postimg.org/5qs46n4az/crystal_009.png";
setUpCanvas();
setUpPoints();
function setUpCanvas() {
contexts.push(canvas.getContext("2d"));
// link the new canvas to its context in the contexts[] array
canvas.contextIndex = contexts.length;
// wire up the click handler
canvas.onclick = function (e) {
handleClick(e, this.contextIndex);
};
// wire up the mousemove handler
canvas.onmousemove = function (e) {
handleMousemove(e, this.contextIndex);
};
canvas.addEventListener('dblclick', function() {
removeState(this.contextIndex);
});
}
function setUpPoints() {
//points that make up a circle circumference to an array
points = [];
for (var degree=0; degree<360; degree++) {
var radians = degree * Math.PI/180;
var TO_RADIANS = Math.PI/180;
var xpoint = centerX + radius * Math.cos(radians);
var ypoint = centerY + radius * Math.sin(radians);
points.push({
x: xpoint,
y: ypoint
});
}
ctx.beginPath();
ctx.moveTo(points[0].x + 4, points[0].y + 4)
//draws the thin line on the canvas
for (var i = 1; i < points.length; i++) {
var pt = points[i];
ctx.lineTo(pt.x + 4, pt.y + 4);
}
ctx.stroke(); //end of drawing the thin line
}
function addCircle() {
ctx.beginPath();
ctx.moveTo(points[0].x + 4, points[0].y + 4)
//draws the thin line on the canvas
for (var i = 1; i < points.length; i++) {
var pt = points[i];
ctx.lineTo(pt.x + 4, pt.y + 4);
}
ctx.stroke(); //end of drawing the thin line
}
function clearAll() {
//Clear all canvases
for (var i = 0; i < contexts.length; i++) {
var context = contexts[i];
context.clearRect(0, 0, canvas.width, canvas.height);
}
}
function handleClick(e, contextIndex) {
e.stopPropagation();
var mouseX = parseInt(e.clientX - e.target.offsetLeft);
var mouseY = parseInt(e.clientY - e.target.offsetTop);
for (var i = 0; i < states.length; i++) {
var state = states[i];
console.log(state);
if (state.dragging) {
state.dragging = false;
state.draw();
continue;
}
if (state.contextIndex == contextIndex && mouseX > state.x && mouseX < state.x + state.width && mouseY > state.y && mouseY < state.y + state.height) {
state.dragging = true;
state.offsetX = mouseX - state.x;
state.offsetY = mouseY - state.y;
state.contextIndex = contextIndex;
}
state.draw();
}
}
function handleMousemove(e, contextIndex) {
e.stopPropagation();
var mouseX = parseInt(e.clientX - e.target.offsetLeft);
var mouseY = parseInt(e.clientY - e.target.offsetTop);
clearAll();
addCircle();
var minDistance = 1000;
var minPoint = -1;
for (var i = 0; i < states.length; i++) {
var state = states[i];
if (state.dragging) {
for (var i = 0; i < points.length; i++) {
var pt = points[i];
var dx = mouseX - pt.x;
var dy = mouseY - pt.y;
if ((dx > 0 && dx>120)) {
state.x = mouseX - state.offsetX;
state.y = mouseY - state.offsetY;
state.contextIndex = contextIndex;
} else if ((dx < 0 && dx < -120)) {
state.x = mouseX - state.offsetX;
state.y = mouseY - state.offsetY;
state.contextIndex = contextIndex;
}
else {
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < minDistance) {
minDistance = distance;
//points in relation to the constrained line (where it will be drawn to)
//reset state.x and state.y to closest point on the line
state.x = pt.x - img.width / 2;
state.y = pt.y - img.height / 2;
state.contextIndex = contextIndex;
}
}
}
}
state.draw();
}
}
function removeState(contextIndex) {
for (var i = 0; i < states.length; i++) {
var state = states[i];
state.remove();
}
}
function addState(image) {
var ptxy = points[1];
state = {}
state.dragging = false;
state.contextIndex = 1;
state.image = image;
state.x = ptxy.x - image.width / 2;
state.y = ptxy.y - image.height / 2;
state.width = image.width;
state.height = image.height;
state.offsetX = 0;
state.offsetY = 0;
state.draw = function () {
var context = contexts[this.contextIndex - 1];
if (this.dragging) {
context.strokeStyle = 'black';
context.strokeRect(this.x, this.y, this.width + 2, this.height + 2)
}
context.drawImage(this.image, this.x, this.y);
}
state.draw();
return (state);
}
function save() {
// var data = ctx.getImageData(0, 0, canvas.width, canvas.height);
}
$("#button1").click(function () {
states.push(addState(img));
});
$("#button2").click(function () {
states.push(addState(img));
});
$("#button3").click(function () {
states.push(addState(img));
});
$("#button4").click(function () {
states.push(addState(img));
});
$("#save").click(function () {
save();
});
</script>
</BODY>
</HTML>
Anyone curious and wanting to know the answer of how i solved this here you go. I am new to HTML5 canvas and how it works. After a lot of trial and error I found out that the canvas offset was wrong once the canvas changed from the top of the screen to somewhere else. It was as simple as that....

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