I am trying to compare different blocks of an image(filled.png) with a specific block of another image(blank.png).
So far I have tried this :-
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
canvas.width = 20;
canvas.height = 20;
var img = new Image();
img.onload = function(){
context.drawImage(img,53,61,20,20,0,0,20,20);
};
img.src ='blank.png';
var imgResult = new Image();
var image1,image2;
var canvasResult = document.createElement('canvas');
canvasResult.width = 20;
canvasResult.height = 20;
var contextResult = canvasResult.getContext('2d');
function compare(){
image1=new Image();
image1.onload= function(){
imgResult.onload = function(){
var x = 53;
for (var i = 1; i <= 20; i++) {
contextResult.clearRect(0, 0, 20, 20);
contextResult.drawImage(imgResult,x,61,20,20,0,0,20,20);
x += 23;
image2 = new Image();
image2.onload = function(){
resemble(image1.src).compareTo(image2.src).onComplete(function(data){
$('p').append('Diffrence : ' + data.misMatchPercentage+ '%</br>');
});
};
image2.src = canvasResult.toDataURL();
}
};
imgResult.src = 'filled.png';
}
image1.src=canvas.toDataURL();
}
But it is not working, getting same result on each iteration of for loop. So please help me find, where I am going wrong.
.onComplete - sounds asynchronous, and image2.onload DEFINITELY IS - but in the meantime you're changing contextResult ... asynchronous code strikes again
If you create a function which recursively calls itself when each iteration completes, you should have better results:
e.g. with minimal code changes to what you have:
imgResult.onload = function(){
var x = 53, i = 1;
var compare = function() {
contextResult.clearRect(0, 0, 20, 20);
contextResult.drawImage(imgResult,x,61,20,20,0,0,20,20);
x += 23;
image2 = new Image();
image2.onload = function(){
resemble(image1.src).compareTo(image2.src).onComplete(function (data) {
$('p').append('Diffrence : ' + data.misMatchPercentage+ '%</br>');
i += 1;
if (i <= 20) {
compare();
}
});
};
image2.src = canvasResult.toDataURL();
};
compare();
}
Related
I creating image and i giving file location this image with random number.
I taking these images heights and i saving in sizes array. ıts happening in for loop.
This is generaly working but sometimes sizes being zero.
My codes:
let tests = [];
let sizes = [];
let deger;
for (let index = 0; index < 40; index += 1) {
let img = new Image();
let random = Math.floor(Math.random() * 3);
if(random==0){
deger = '/img/test-1.png';
img.src = deger;
sizes[index]=img.height;
tests[index] = deger;
}else if(random==1){
deger = '/img/test-2.png';
img.src = deger;
sizes[index]=img.height;
tests[index] = deger;
}else{
deger = '/img/test-3.png';
img.src = deger;
sizes[index]=img.height;
tests[index] = deger;
}
}
console.log(sizes);
like this:
The image has not loaded yet so their will not be a height available. Instead you can use the onload method to add them to your array once they are loaded.
Also instead of assigning the sizes at an specific index you could just use the push method
let tests = [];
let sizes = [];
let deger;
for (let index = 0; index < 40; index += 1) {
let img = new Image();
let random = Math.floor(Math.random() * 3);
if(random==0){
deger = 'https://picsum.photos/200';
img.src = deger;
img.onload = function() {
sizes.push(img.height);
tests.push(deger);
console.log(sizes);
}
}else if(random==1){
deger = 'https://picsum.photos/300';
img.src = deger;
img.onload = function() {
sizes.push(img.height);
tests.push(deger);
console.log(sizes);
}
}else{
deger = 'https://picsum.photos/400';
img.src = deger;
img.onload = function() {
sizes.push(img.height);
tests.push(deger);
console.log(sizes);
}
}
}
I am a beginner JavaScript programmer and I am following a book called "Create with < code >" and I am having trouble with the code. I have been following along with the book but when I have tried running it, I get this error:
Uncaught TypeError: Failed to execute 'drawImage' on 'CanvasRenderingContext2D': The provided value is not of type '(CSSImageValue or HTMLImageElement or SVGImageElement or HTMLVideoElement or HTMLCanvasElement or ImageBitmap or OffscreenCanvas)
I have been typing the code into a plain-text editor and viewing it on Chrome. How do I fix this error?
If you run the snippet you should be able to see the error.
//CONSTANTS
var CANVAS_WIDTH = 800;
var CANVAS_HEIGHT = 600;
var GROUND_Y = 540;
//SETUP
var canvas = document.createElement('canvas');
var c = canvas.getContext('2d');
canvas.width = CANVAS_WIDTH;
canvas.height = CANVAS_HEIGHT;
document.body.appendChild(canvas);
var cameraX = 0;
var bushData = generateBushes();
var bush1Image = new Image();
bush1Image.src = 'bush1.png';
var bush2Image = new Image();
bush2Image.src = 'bush2.png';
window.addEventListener('load', start);
function start() {
window.requestAnimationFrame(mainLoop);
}
function generateBushes() {
var generatedBushData = [];
var bushX = 0;
while (bushX < (2 * CANVAS_WIDTH)) {
var bushImage;
if (Math.random() >= 0.5) {
bushImage = bush1Image;
} else {
bushImage = bush2Image
}
generatedBushData.push({
x: bushX,
y: 80 + Math.random() * 20,
image: bushImage
});
bushX += 150 + Math.random() * 200;
}
return generatedBushData;
}
//MAIN LOOP
function mainLoop() {
update();
draw();
window.requestAnimationFrame(mainLoop);
}
//UPDATING
function update() {
//Update bushes.
for (var i = 0; i < bushData.length; i++) {
if ((bushData[i].x - cameraX) < -CANVAS_WIDTH) {
bushData[i].x += (2 * CANVAS_WIDTH) + 150;
}
}
}
//DRAWING
function draw() {
//Draw the bushes
for (var i = 0; i < bushData.length; i++) {
c.drawImage(
bushData[i].image,
bushData[i].x,
GROUND_Y - bushData[i].y);
}
}
DanieleAlessandra put his finger on the error in a comment: image in the objects in bushData is undefined, because you're calling generateBushes too soon. You have:
var bushData = generateBushes();
var bush1Image = new Image();
bush1Image.src = 'bush1.png';
var bush2Image = new Image();
bush2Image.src = 'bush2.png';
but you need to initialize bush1Image and bush2Image before calling generateBushes. Just moving var bushData = generateBushes(); to after bush2Image.src = 'bush2.png'; fixes it.
I am trying to create a duck hunting game using JavaScript. The following code should move duck images from the left side to the right side of the canvas. There doesn't seem to be any syntax error but nothing happens when I test the code. I would appreciate any help.
var canvas = document.createElement("canvas");
var ctx = canvas.getContext("2d");
var time = Math.round(Math.random()*100);
var ducs = [];
canvas.width = 500;
canvas.height = 500;
document.body.appendChild(canvas);
// Background image
var bgReady = false;
var bgImage = new Image();
bgImage.onload = function () {
bgReady = true;
};
bgImage.src = "images/DHbackground.jpg";
// Duck image
var duckReady = false;
var duckImage = new Image();
duckImage.onload = function () {
duckReady = true;
};
duckImage.src = "images/duck.png";
// Handle mouse and keyboard controls
var mouseDown = {
x: 0,
y: 0,
};
function getClickPosition(e) {
mouseDown.x = e.clientX;
mouseDown.y = e.clientY;
};
canvas.addEventListener("click", getClickPosition, false);
var reset = function(){
// To do: resets the game
};
// Draw everything
var render = function () {
if (bgReady) {
ctx.drawImage(bgImage, 0, 0);
}
time = time-1;
if (time < 0){
var duck = {
cur_X: 0,
cur_Y: Math.round(Math.random()*500),
final_X: 500,
final_Y: Math.round(Math.random()*500),
};
time = Math.round(Math.random()*100);
ducs.push(duck);
for (var i = 0; i < ducs.Lenght; i++){
ctx.drawImage(duckImage, ducs[i].cur_X, ducs[i].cur_Y);
console.log(ducs[i].cur_X);
}
}
// Score
ctx.fillStyle = "rgb(250, 250, 250)";
ctx.font = "24px Helvetica";
ctx.textAlign = "left";
ctx.textBaseline = "top";
ctx.fillText("Ducks killed: " + 3, 10, 10);
};
var update = function (modifier) {
for (var i = 0; i < ducs.Lenght; i++){
ducs[i].cur_X = ducs[i].cur_X + Math.floor(((ducs[i].final_X - ducs[i].cur_X)/500)+1);
ducs[i].cur_Y = ducs[i].cur_Y + Math.floor(((ducs[i].final_Y - ducs[i].cur_Y)/500)+1);
if (ducs[i].cur_X > 500){
ducs.splice(i, 1);
}
}
};
// The main game loop
var main = function () {
var now = Date.now();
var delta = now - then;
render();
update(delta / 1000);
then = now;
// Request to do this again ASAP
requestAnimationFrame(main);
};
// Cross-browser support for requestAnimationFrame
var w = window;
requestAnimationFrame = w.requestAnimationFrame || w.webkitRequestAnimationFrame || w.msRequestAnimationFrame || w.mozRequestAnimationFrame;
var then = Date.now();
reset();
main();
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<title>Duck Hunt Pandy</title>
</head>
<body>
<script src="js/game.js"> </script>
</body>
</html>
I found a typo:
var update = function (modifier) {
for (var i = 0; i < ducs.Lenght; i++){
Length is spelled incorrectly
First problem. You misspelled length.
for (var i = 0; i < ducs.length; i++){
Second is that you need to make sure to draw the ducks each time the loop runs.
if (time < 0){
var duck = {
cur_X: 0,
cur_Y: Math.round(Math.random()*500),
final_X: 500,
final_Y: Math.round(Math.random()*400),
};
time = Math.round(Math.random()*100);
ducs.push(duck);
}
for (var i = 0; i < ducs.length; i++){
ctx.drawImage(duckImage, ducs[i].cur_X, ducs[i].cur_Y);
console.log(ducs[i].cur_X);
}
third is that you need to remove the ducks when they reach the end (you were checking for 500, but their flight final was 400).
var duck = {
cur_X: 0,
cur_Y: Math.round(Math.random()*500),
final_X: 500,
final_Y: Math.round(Math.random()*400),
};
if (ducs[i].cur_X > 500){
ducs.splice(i, 1);
}
https://jsfiddle.net/ygh6mfpw/6/
Edit: Fix for duck movement
How to set on click event in moving object in canvas? Also how to move the object bottom to top in canvas.I am newly in javascript i am going to develop the sample like when the page open, objects like square and circle randomly come from bottom of the page and move to top automatically.
You need to establish an array that will have your moving objects in it. When the onclick handler fires, check to see if the coordinates of the click are inside any of the objects in the array.
On each animation frame, move your objects up by subtracting some of the y coordinate from each object.
//width and height of canvas...
var rW = 400;
var rH = 500;
var coinImage = getCoinImage();
var coinsOnScreen = [];
var risingSpeed = 100; //pixels per second...
var coinSize = 75;
var lastAnimationTime = 0;
var howLongUntilNextCoin = 1000;
var nextCoinOnScreen = 0;
function doDraw() {
var can = document.getElementById("myCanvas");
can.width = rW;
can.height = rH;
var context = can.getContext("2d");
//Erase the canvas
context.fillStyle = "#FFFFFF";
context.fillRect(0, 0, rW, rH);
if (new Date().getTime() - nextCoinOnScreen > 0) {
var newX = Math.floor(Math.random() * rW) + 1;
var newY = rH + 50;
var newCoin = {
x: newX,
y: newY
};
coinsOnScreen.push(newCoin);
nextCoinOnScreen = new Date().getTime() + howLongUntilNextCoin;
}
//Now draw the coins
if (lastAnimationTime != 0) {
var deltaTime = new Date().getTime() - lastAnimationTime;
var coinRisePixels = Math.floor((deltaTime * risingSpeed) / 1000);
var survivingCoins = [];
for (var i = 0; i < coinsOnScreen.length; i++) {
var coin = coinsOnScreen[i];
coin.y = coin.y - coinRisePixels;
//the stl variable controlls the alpha of the image
if (coin.y + 50 > 0) {
context.drawImage(coinImage, coin.x, coin.y);
//this coin is still on the screen, so promote it to the new array...
survivingCoins.push(coin);
}
}
coinsOnScreen = survivingCoins;
}
lastAnimationTime = new Date().getTime();
//Wait, and then call this function again to animate:
setTimeout(function() {
doDraw();
}, 30);
}
function setupClickHandler() {
var can = document.getElementById("myCanvas");
//Here is the onclick handler
can.onclick = function(e) {
var x = e.clientX;
var y = e.clientY;
var survivingCoins = [];
for (var i = 0; i < coinsOnScreen.length; i++) {
var coin = coinsOnScreen[i];
//check to see if this coin has been clicked...
if (x > coin.x && x < coin.x + coinSize && y > coin.y && y < coin.y + coinSize) {
//ths coin will disappear because it is not inserted into the new array...
console.log("Coin was clicked!! " + x + " " + y);
} else {
survivingCoins.push(coin);
}
}
coinsOnScreen = survivingCoins;
};
}
doDraw();
setupClickHandler();
function getCoinImage() {
var image = new Image(50, 50);
image.src = "data:image/png;base64,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";
return image;
}
<canvas id="myCanvas"></canvas>
What I am trying to do is load images dynamically and then draw them on the screen. However, when I call console.log(images), it is empty.
Here is the code:
if (canvas.getContext)
{
var ctx = canvas.getContext("2d");
var images = new Array();
for (i = 0; i < mattes_array.length; i++)
{
var imgsrc = mattes_array[i]["imgsrc"];
var total_size = mattes_array[i]["total_size"];
var cpu = mattes_array[i]["cpu"];
var cid = mattes_array[i]["cid"];
var imageObj = new Image();
imageObj.onload = function() {
images[i] = imageObj;
console.log(images[i]);
};
imageObj.id = "matte_" + cid;
imageObj.src = imgsrc;
}
console.log(images); //this is empty
for (i = 0; i < mattes_array.length; i++)
{
var imgsrc = mattes_array[i]["imgsrc"];
var total_size = mattes_array[i]["total_size"];
var cpu = mattes_array[i]["cpu"];
var cid = mattes_array[i]["cid"];
var pattern = ctx.createPattern(images[i], 'repeat');
ctx.strokeStyle = pattern;
ctx.lineWidth = width - opening_width - (total_size * 2);
ctx.strokeRect(0, 0, width, height);
}
}
I have also tried doing it in one loop, but it seems to only draw the last image:
if (canvas.getContext)
{
var ctx = canvas.getContext("2d");
var images = new Array();
for (i = 0; i < mattes_array.length; i++)
{
var imgsrc = mattes_array[i]["imgsrc"];
var total_size = mattes_array[i]["total_size"];
var cpu = mattes_array[i]["cpu"];
var cid = mattes_array[i]["cid"];
var imageObj = new Image();
imageObj.onload = function() {
var pattern = ctx.createPattern(imageObj, 'repeat');
ctx.strokeStyle = pattern;
ctx.lineWidth = width - opening_width - (total_size * 2);
ctx.strokeRect(0, 0, width, height);
};
imageObj.id = "matte_" + cid;
imageObj.src = imgsrc;
}
}
Here is an image of what I am trying to do:
Images load asynchronously. You're trying to draw them before they are loaded. Give this a try:
if (canvas.getContext)
{
var ctx = canvas.getContext("2d");
var images = new Array();
var loaded = 0;
for (i = 0; i < mattes_array.length; i++)
{
var imgsrc = mattes_array[i]["imgsrc"];
var total_size = mattes_array[i]["total_size"];
var cpu = mattes_array[i]["cpu"];
var cid = mattes_array[i]["cid"];
var imageObj = new Image();
imageObj.onload = function() {
images[i] = imageObj;
console.log(images[i]);
if ( ++loaded === mattes_array.length ) onloaded();
};
imageObj.id = "matte_" + cid;
imageObj.src = imgsrc;
}
function onloaded() {
console.log(images); //this is won't be empty anymore
for (i = 0; i < mattes_array.length; i++)
{
var imgsrc = mattes_array[i]["imgsrc"];
var total_size = mattes_array[i]["total_size"];
var cpu = mattes_array[i]["cpu"];
var cid = mattes_array[i]["cid"];
var pattern = ctx.createPattern(images[i], 'repeat');
ctx.strokeStyle = pattern;
ctx.lineWidth = width - opening_width - (total_size * 2);
ctx.strokeRect(0, 0, width, height);
}
}
}