Make Canvas Act as a Button - javascript

What I want is for there to be a button, and the background of the button to be a canvas. This is my button code:
//Lets create a simple particle system in HTML5 canvas and JS
//Initializing the canvas
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
//Canvas dimensions
var W = 500; var H = 500;
//Lets create an array of particles
var particles = [];
for(var i = 0; i < 50; i++)
{
//This will add 50 particles to the array with random positions
particles.push(new create_particle());
}
//Lets create a function which will help us to create multiple particles
function create_particle()
{
//Random position on the canvas
this.x = Math.random()*W;
this.y = Math.random()*H;
//Lets add random velocity to each particle
this.vx = Math.random()*20-10;
this.vy = Math.random()*20-10;
//Random colors
var r = Math.random()*255>>0;
var g = Math.random()*255>>0;
var b = Math.random()*255>>0;
this.color = "rgba("+r+", "+g+", "+b+", 0.5)";
//Random size
this.radius = Math.random()*20+20;
}
var x = 100; var y = 100;
//Lets animate the particle
function draw()
{
//Moving this BG paint code insde draw() will help remove the trail
//of the particle
//Lets paint the canvas black
//But the BG paint shouldn't blend with the previous frame
ctx.globalCompositeOperation = "source-over";
//Lets reduce the opacity of the BG paint to give the final touch
ctx.fillStyle = "rgba(0, 0, 0, 0.3)";
ctx.fillRect(0, 0, W, H);
//Lets blend the particle with the BG
ctx.globalCompositeOperation = "lighter";
//Lets draw particles from the array now
for(var t = 0; t < particles.length; t++)
{
var p = particles[t];
ctx.beginPath();
//Time for some colors
var gradient = ctx.createRadialGradient(p.x, p.y, 0, p.x, p.y, p.radius);
gradient.addColorStop(0, "white");
gradient.addColorStop(0.4, "white");
gradient.addColorStop(0.4, p.color);
gradient.addColorStop(1, "black");
ctx.fillStyle = gradient;
ctx.arc(p.x, p.y, p.radius, Math.PI*2, false);
ctx.fill();
//Lets use the velocity now
p.x += p.vx;
p.y += p.vy;
//To prevent the balls from moving out of the canvas
if(p.x < -50) p.x = W+50;
if(p.y < -50) p.y = H+50;
if(p.x > W+50) p.x = -50;
if(p.y > H+50) p.y = -50;
}
}
setInterval(draw, 33);
//I hope that you enjoyed the tutorial :)
<button align=center>
<canvas id="canvas"></canvas>
<span id="submit">Submit</span>
</button>
For some reason, the button is huge, and I don't know why, but also, I want my text to be on top of the canvas. How can I do that?

You need to specify the size of the canvas. You can do so by setting the width and height of the canvas to a fixed value via attributes i.e <canvas width="50" height="50"></canvas>. The drawing is bound by the width and height variables which you may like to alter as well. As for the text, it needs to be positioned on top of the canvas using absolute positioning. Alternatively, you could draw text on the canvas directly. Note that you can use a canvas without the button and then register a click event handler on the canvas to simulate a button instead.
https://jsfiddle.net/684vtxm1/

Related

The canvas problem. ( ctx.clearRect does not working)

I want to create a break out game through javascript. I am wondering why the ctx.clearRect does not working. I want to put the rectangle in the y coordinate 430 to make it show at the bottom of the canvas. It moves when I have used the window.setInterval. But the rectangle move continuously.
Any help would be appreciated. Sorry for my poor English.
var canvas = document.getElementById("canvas");
const ctx = canvas.getContext('2d');
var position = 0;
var yposition = 430;
var length = 80;
var width = 20;
var xSpeed = length*1;
var ySpeed = 0;
function R(){
ctx.fillStyle = "green";
ctx.fillRect(position, yposition, length, width);
};
function C(){
position += xSpeed;
yposition += ySpeed;
};
window.setInterval(() => {
ctx.clearRect(0, 430, length, width);
R();
C();
},150);
ctx.beginPath();
ctx.arc(150, 50, 20, 0, Math.PI * 2, true);
ctx.closePath();
ctx.fillStyle = "blue";
ctx.fill();
The culprit are the parameters you're feeding into the clearRect function:
(0, 430, length, width)
Since length and width are hardcoded values of 80 and 20 respectively, the above means every time the intervals callback function gets fired it clears a rectangular area of 80 x 20 pixels at x = 0 and y = 430.
As your green paddle is moving you're actually clearing an area your paddle isn't located at anymore.
So you basically have two options:
Clear the whole canvas every frame
Clear the screen area your paddle has been before changing it's position
The second would look a little something like this:
var canvas = document.getElementById("canvas");
const ctx = canvas.getContext('2d');
var position = 0;
var yposition = 150;
var length = 80;
var width = 20;
var xSpeed = length * 1;
var ySpeed = 0;
function R() {
ctx.fillStyle = "green";
ctx.fillRect(position, yposition, length, width);
}
function C() {
position += xSpeed;
yposition += ySpeed;
}
window.setInterval(() => {
ctx.clearRect(position, yposition, length, width);
C();
R();
}, 500);
<canvas id="canvas" width="600" height="400"></canvas>
I'd definitely recommend clearing the whole canvas though since there will be other on-screen objects beside the paddle.

Creating a grid which only exists within a shape

am having trouble doing something in Canvas - I want to create a grid that only exists within that shape. I am able to create the gird to fit the shape if it is a square but if the shape is an unusual shape I do not know how to create the grid.
Here is what I have so far: I only want the grid to exist within the shape
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
ctx.beginPath();
ctx.moveTo(75, 50);
ctx.lineTo(40, 65);
ctx.lineTo(100, 105);
ctx.lineTo(200, 15);
ctx.fillStyle = 'green';
ctx.fill();
function drawGrid(context) {
context.globalCompositeOperation = 'destination-out ';
for (var x = 40.5; x < 300; x += 10) {
context.moveTo(x, 0);
context.lineTo(x, 300);
}
for (var y = 0.5; y < 501; y += 10) {
context.moveTo(0, y);
context.lineTo(300, y);
}
context.strokeStyle = "#ddd";
context.stroke();
}
drawGrid(ctx)
https://jsfiddle.net/fom9gtb6/
context.globalCompositeOperation = 'destination-out ';
should be
context.globalCompositeOperation = 'destination-out';
You can use context.globalCompositeOperation = 'source-atop';
From MDN
The new shape is only drawn where it overlaps the existing canvas content.
This way the strokeStyle is actually used for the grid instead of erasing parts of the shape, which destination-out will do.

JS: Flying random objects (images)

I have small question about my concept in photoshop:
I need to create html5/css/js adwords banner, where they will levitate background images (red pentagons) but also at the forefront of the entire banner, because in addition to those levitating pictures there will be other objects (texts, buttons).
It is possible to achive this, and also it is possible change path of moving these red pentagons base base on cursor position if user will move his cursor on over that banner?
Edit:
I found this project: https://codepen.io/VIRU/pen/FAdkl
Can be edited for flying pictures?
window.onload = function() {
//Create canvas and initialize it's context
var canvas = document.getElementById("flying-bubbles");
var ctx = canvas.getContext("2d");
//Set the dimensions of canvas equal to the window's dimensions
var W = window.innerWidth, H = window.innerHeight;
canvas.width = W;
canvas.height = H;
//Create an array of circles
var circles = [];
for(var i = 0; i < 20; i++ ){
circles.push(new create_circle());
}
//Function to create circles with different positions and velocities
function create_circle() {
//Random Position
this.x = Math.random()*W;
this.y = Math.random()*H;
//Random Velocities
this.vx = 0.1+Math.random()*1;
this.vy = -this.vx;
//Random Radius
this.r = 10 + Math.random()*50;
}
//Function to draw the background
function draw() {
//Create the gradient
var grad = ctx.createLinearGradient(0, 0, W, H);
grad.addColorStop(0, 'rgb(19, 105, 168)');
grad.addColorStop(1, 'rgb(0, 0, 0)');
//Fill the canvas with the gradient
ctx.globalCompositeOperation = "source-over";
ctx.fillStyle = grad;
ctx.fillRect(0,0,W,H);
//Fill the canvas with the circles
for(var j = 0; j < circles.length; j++) {
var c = circles[j];
//Draw the circle and it with the blur grad
ctx.beginPath();
ctx.globalCompositeOperation = "lighter";
ctx.fillStyle = grad;
ctx.arc(c.x, c.y, c.r, Math.PI*2, false);
ctx.fill();
//Lets use the velocity now
c.x += c.vx;
c.y += c.vy;
//To prevent the circles from moving out of the canvas
if(c.x < -50) c.x = W+50;
if(c.y < -50) c.y = H+50;
if(c.x > W+50) c.x = -50;
if(c.y > H+50) c.y = -50;
}
}
setInterval(draw, 25);
}
http://codepen.io/zimon/pen/KNmKpN
Try to change circles drawing to the image.
var img = new Image();
img.src= 'http://www.media3.net/images/redsquare.png';
ctx.drawImage(img,c.x,c.y);

Rotate individual objects in canvas?

the rotate() function seems to rotate the whole drawing area. Is there a way to rotate paths individually? I want the center for the rotation to be the object, not the drawing area.
Using save() and restore() still makes rotate take into account the whole drawing area.
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
context.save();
context.fillStyle = 'red';
context.rotate(0.35);
context.fillRect(40,40, 100, 100);
context.restore();
context.save();
context.fillStyle = 'blue';
context.rotate(0.35);
context.fillRect(200, 40, 100, 100);
context.restore();
<canvas id="canvas" width="500" height="500"></canvas>
Use local space
Instead of drawing object at the position you want them draw everything around its own origin in its local space. The origin is at (0,0) and is the location that the object rotates around.
So if you have a rectangle that you draw with
function drawRect(){
context.fillRect(200, 40, 100, 100);
}
change it so that it is drawn at its origin
function drawRect(){
context.fillRect(-50,-50 , 100, 100);
}
Now you can easily draw it wherevery you want
Start with the setTransform function as that clears any existing tranforms and is a convenient way to set the location of the center of the object will be
ctx.setTransform(1,0,0,1,posX,posY); // clear transform and set center location
if you want to rotate it then add the rotation
ctx.rotate(ang);
and scale with
ctx.scale(scale,scale);
if you have two different scales you should scale before the rotate.
Now just call the draw function
drawRect();
and it is drawn with its center at posX,posY rotated and scaled.
You can combine it all into a function that has the x,y position, the width and the height, scale and rotation. You can include the scale in the setTransform
function drawRect(x,y,w,h,scale,rotation){
ctx.setTransform(scale,0,0,scale,x,y);
ctx.rotate(rotation);
ctx.strokeRect(-w/2,-h/2,w,h);
}
It also applies to an image as a sprite, and I will include a alpha
function drawImage(img,x,y,w,h,scale,rotation,alpha){
ctx.globalAlpha = alpha;
ctx.setTransform(scale,0,0,scale,x,y);
ctx.rotate(rotation);
ctx.drawImage(img,-img.width/2,-img.height/2,img.width,img.height);
}
On a 6 year old laptop that can draw 2000 sprites on firefox every 1/60th of a second, each rotated, scaled, positioned, and with a alpha fade.
No need to mess about with translating back and forward. Just keep all the objects you draw around there own origins and move that origin via the transform.
Update
Lost the demo so here it is to show how to do it in practice.
Just draws a lot of rotated, scaled translated, alphaed rectangles.
By using setTransform you save a lot of time by avoiding save and restore
// create canvas and add resize
var canvas,ctx;
function createCanvas(){
canvas = document.createElement("canvas");
canvas.style.position = "absolute";
canvas.style.left = "0px";
canvas.style.top = "0px";
canvas.style.zIndex = 1000;
document.body.appendChild(canvas);
}
function resizeCanvas(){
if(canvas === undefined){
createCanvas();
}
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
ctx = canvas.getContext("2d");
}
resizeCanvas();
window.addEventListener("resize",resizeCanvas);
// simple function to draw a rectangle
var drawRect = function(x,y,w,h,scale,rot,alpha,col){
ctx.setTransform(scale,0,0,scale,x,y);
ctx.rotate(rot);
ctx.globalAlpha = alpha;
ctx.strokeStyle = col;
ctx.strokeRect(-w/2,-h/2, w, h);
}
// create some rectangles in unit scale so that they can be scaled to fit
// what ever screen size this is in
var rects = [];
for(var i = 0; i < 200; i ++){
rects[i] = {
x : Math.random(),
y : Math.random(),
w : Math.random() * 0.1,
h : Math.random() * 0.1,
scale : 1,
rotate : 0,
dr : (Math.random() - 0.5)*0.1, // rotation rate
ds : Math.random()*0.01, // scale vary rate
da : Math.random()*0.01, // alpha vary rate
col : "hsl("+Math.floor(Math.random()*360)+",100%,50%)",
};
}
// draw everything once a frame
function update(time){
var w,h;
w = canvas.width; // get canvas size incase there has been a resize
h = canvas.height;
ctx.setTransform(1,0,0,1,0,0); // reset transform
ctx.clearRect(0,0,w,h); // clear the canvas
// update and draw each rect
for(var i = 0; i < rects.length; i ++){
var rec = rects[i];
rec.rotate += rec.dr;
drawRect(rec.x * w, rec.y * h, rec.w * w,rec.h * h,rec.scale + Math.sin(time * rec.ds) * 0.4,rec.rotate,Math.sin(time * rec.da) *0.5 + 0.5,rec.col);
}
requestAnimationFrame(update); // do it all again
}
requestAnimationFrame(update);
All transformations in canvas are for the whole drawing area. If you want to rotate around a point you're going to have to translate that point to the origin, do your rotation and translate it back. Something like this is what you want.
Use a rotate function to rotate all of the shape's points around its center.
<!DOCTYPE html>
<html>
<head>
<style>
body
{
margin: 0px;
padding: 0px;
overflow: hidden;
}
canvas
{
position: absolute;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<script>
var canvas;
var context;
canvas = document.getElementById("canvas");
context = canvas.getContext("2d");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
var degreesToRadians = function(degrees)
{
return degrees*Math.PI/180;
}
var rotate = function(x, y, cx, cy, degrees)
{
var radians = degreesToRadians(degrees);
var cos = Math.cos(radians);
var sin = Math.sin(radians);
var nx = (cos * (x - cx)) + (sin * (y - cy)) + cx;
var ny = (cos * (y - cy)) - (sin * (x - cx)) + cy;
return new Vector2(nx, ny);
}
var Vector2 = function(x, y)
{
return {x:x,y:y};
}
var Shape = function(points, color)
{
this.color = color;
this.points = points;
};
Shape.prototype.rotate = function(degrees)
{
var center = this.getCenter();
for (var i = 0; i < this.points.length; i++)
{
this.points[i] = rotate(this.points[i].x,this.points[i].y,center.x,center.y,degrees);
}
context.beginPath();
context.arc(center.x,center.y,35,0,Math.PI*2);
context.closePath();
context.stroke();
}
Shape.prototype.draw = function()
{
context.fillStyle = this.color;
context.strokeStyle = "#000000";
context.beginPath();
context.moveTo(this.points[0].x, this.points[0].y);
for (var i = 0; i < this.points.length; i++)
{
context.lineTo(this.points[i].x, this.points[i].y);
//context.fillText(i+1, this.points[i].x, this.points[i].y);
}
context.closePath();
context.fill();
context.stroke();
}
Shape.prototype.getCenter = function()
{
var center = {x:0,y:0};
for (var i = 0; i < this.points.length; i++)
{
center.x += this.points[i].x;
center.y += this.points[i].y;
}
center.x /= this.points.length;
center.y /= this.points.length;
return center;
}
Shape.prototype.translate = function(x, y)
{
for (var i = 0; i < this.points.length; i++)
{
this.points[i].x += x;
this.points[i].y += y;
}
}
var Rect = function(x,y,w,h,c)
{
this.color = c;
this.points = [Vector2(x,y),Vector2(x+w,y),Vector2(x+w,y+h),Vector2(x,y+h)];
}
Rect.prototype = Shape.prototype;
var r = new Rect(50, 50, 200, 100, "#ff0000");
r.draw();
r.translate(300,0);
r.rotate(30);
r.draw();
</script>
</body>
</html>

rotate one of the 2 canvas objects placed in canvas

I'm developing web app using canvas and I made three. canvas, canvas_panorama and canvas_image.
First one is something like main canvas, conteiner for the others. canvas_panorama is a background for canvas_image.
After canvas is right clicked, I'm computing angle to rotate canvas_image:
function getAngle( e, pw /*canvas*/ ){
var offset = pw.offset();
var center_x = (offset.left) + ($(pw).width() / 2);
var center_y = (offset.top) + ($(pw).height() / 2);
var mouse_x = e.pageX;
var mouse_y = e.pageY;
var radians = Math.atan2(mouse_x - center_x, mouse_y - center_y);
angle = radians;
}
After I have an angle I'm trying to rotate canvas_image like this:
function redraw(){
var p1 = ctx.transformedPoint(0,0);
var p2 = ctx.transformedPoint(canvas.width,canvas.height);
ctx.clearRect( p1.x, p1.y, p2.x-p1.x, p2.y-p1.y );
canvas_image_ctx.drawImage(image_img, 0, 0, 150, 150);
canvas_panorama_ctx.drawImage(panorama_img, 0, 0, 600, 300);
canvas_panorama_ctx.drawImage(canvas_image, 20, 20);
// rotate panorama_img around its center
// x = x + 0.5 * width
// y = y + 0.5 * height
canvas_panorama_ctx.translate(95, 95);
canvas_panorama_ctx.rotate(angle);
// translate to back
canvas_panorama_ctx.translate(-95, -95);
ctx.drawImage(canvas_panorama, 0, 0);
}
But this rotates both canvas_image and canvas_panorama. It should only rotate canvas_image
JSFiddle to show you my problem
I think you are confusing yourself with this idea of multiple canvases.
Once in the drawImage() method, every of your canvases are just images, and could be just one or even just plain shapes.
Transformation methods do apply to the canvas' context's matrix, and will have effect only if you do some drawing operations when they are set.
Note : To reset your context matrix, you can either use save(); and restore() methods which will also save all other properties of your context, so if you only need to reset the transform, then it's preferred to simply reset the transformation matrix to its default : ctx.setTransform(1,0,0,1,0,0).
Here is a simplified example to make things clearer :
var ctx = canvas.getContext('2d');
// a single shape, with the border of the context matrix
var drawRect = function(){
ctx.beginPath();
ctx.rect(10, 10, 50, 20);
ctx.fill();
ctx.stroke();
ctx.beginPath();
ctx.rect(0, 0, canvas.width, canvas.height);
ctx.stroke();
};
// set the color of our shapes
var gradient = ctx.createLinearGradient(0,0,70,0);
gradient.addColorStop(0,"green");
gradient.addColorStop(1,"yellow");
ctx.fillStyle = gradient;
// here comes the actual drawings
//we don't have modified the transform matrix yet
ctx.strokeStyle = "green";
drawRect();
// here we translate of 100px then we do rotate the context of 45deg
ctx.translate(100, 0)
ctx.rotate(Math.PI/4)
ctx.strokeStyle = "red";
drawRect();
// reset the matrix
ctx.setTransform(1,0,0,1,0,0);
// here we move of 150px to the right and 25px to the bottom
ctx.translate(150, 25)
ctx.strokeStyle = "blue";
drawRect();
// reset the matrix
ctx.setTransform(1,0,0,1,0,0);
<canvas id="canvas" width="500" height="200"></canvas>
In your code, you are setting the transformations on the canvas that does represent your image, and you do draw every of your canvases at each call.
What you want instead, is to set the transformation on the main canvas only, and draw the non-transformed image :
var main_ctx = canvas.getContext('2d');
var img_canvas = canvas.cloneNode();
var bg_canvas = canvas.cloneNode();
var angle = 0;
// draw on the main canvas, and only on the main canvas
var drawToMain = function(){
// first clear the canvas
main_ctx.clearRect(0,0,canvas.width, canvas.height);
// draw the background image
main_ctx.drawImage(bg_canvas, 0,0);
// do the transforms
main_ctx.translate(img_canvas.width/2, img_canvas.height/2);
main_ctx.rotate(angle);
main_ctx.translate(-img_canvas.width/2, -img_canvas.height/2);
// draw the img with the transforms applied
main_ctx.drawImage(img_canvas, 0,0);
// reset the transforms
main_ctx.setTransform(1,0,0,1,0,0);
};
// I changed the event to a simple onclick
canvas.onclick = function(e){
e.preventDefault();
angle+=Math.PI/8;
drawToMain();
}
// a dirty image loader
var init = function(){
var img = (this.src.indexOf('lena')>0);
var this_canvas = img ? img_canvas : bg_canvas;
this_canvas.width = this.width;
this_canvas.height = this.height;
this_canvas.getContext('2d').drawImage(this, 0,0);
if(!--toLoad){
drawToMain();
}
};
var toLoad = 2;
var img = new Image();
img.onload = init;
img.src = "http://pgmagick.readthedocs.org/en/latest/_images/lena_scale.jpg";
var bg = new Image();
bg.onload = init;
bg.src = 'http://www.fnordware.com/superpng/pnggradHDrgba.png';
<canvas id="canvas" width="500" height="300"></canvas>

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