Huge memory leak in javascript - javascript

I'm working on a canvas element, and I thought I'd add some simple graphics elements, but for some reason they are grinding the fps to a halt. Without them it's 60fps, with them it slows down to 3-4 fps within a minute of it running:
ctx.rect(0, 0, cnv.width, cnv.height);
ctx.fillStyle = ctx.createPattern(albImg[8], "repeat");
ctx.fill();
ctx.lineWidth="1";
ctx.strokeStyle="#5d92de";
ctx.rect(173.5,638.5,623,98);
ctx.stroke();
What am I doing wrong?

Animation slows with each new animation loop
#DanielBengtsson, Yes, as you've discovered, use strokeRect.
Alternatively, you can add ctx.beginPath before ctx.rect. What's happening is that all previous rects are being redrawn since the last beginPath so you are really drawing hundreds of rects as you animate.
// alternative with beginPath so previous rects will not redraw and
// cause slowdowns.
ctx.lineWidth="1";
ctx.strokeStyle="#5d92de";
ctx.beginPath();
ctx.rect(173.5,638.5,623,98);
ctx.stroke();
Repeating Background Pattern -- wait for the image to fully load before trying to use it
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var cw = canvas.width;
var ch = canvas.height;
var img = new Image();
img.onload = start;
img.src = "https://dl.dropboxusercontent.com/u/139992952/multple/emoticon1.png";
function start() {
ctx.fillStyle = ctx.createPattern(img, "repeat");
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
#canvas{border:1px solid red; margin:0 auto; }
<canvas id="canvas" width=300 height=300></canvas>

Related

Clearing canvas "layers" separately?

I've been battling with <canvas> for a while. I want to create an animation/game with lots of different units on different layers.
Due to <canvas> limitation to just one context my approach is as follows:
have one <canvas> on the page,
create multiple "layers" using document.createElement("canvas"),
animate/rerender "layers" separately.
But this approach does not seem to work properly due to one quirk - in order to stack "layers" on my main canvas I'm doing realCanvas.drawImage(layerCanvas, 0, 0);. Otherwise the layers are not being rendered.
The issue here is ultimately it does not change a thing as everything is in being drawn on my main <canvas> and when I do clearRect on one of my layers it does nothing as the pixels are also drawn on the main canvas in addition to given layer. If I run clearRect on main canvas then the layers are useless as every layer is on main canvas so I'm back to starting point as I'm clearing the whole canvas and layers are not separated at all.
Is there a way to fix it easily? I feel like I'm missing something obvious.
Here's an example, how do I clear blue ball trail without touching background rectangles here? There should be only one blue ball under your cursor. Note it's a very simplified example, I'll have multiple blue balls and multiple other layers. I just want to know how the heck do I clear only one layer in canvas. Note I don't want to use multiple <canvas> elements and don't want to use any libs/engines as I'm trying to learn canvas by this. I know many apps use just one canvas html element, many layers and somehow animate them separately.
Source: https://jsfiddle.net/rpmf4tsb/
Try adding canvas2ctx.clearRect(0,0, canvas.width, canvas.height); under ctx.clearRect(0,0, canvas.width, canvas.height); and it works as supposed but all the layers are being cleared, not only the one with the ball...
If you look at things from a performance point-of-view, things are better if you use a single visible <canvas> element for your visual output.
Nothing is stopping you from doing things on seperate canvases you stack on top of each other though. Maybe there's just a basic misunderstanding here.
You say:
and when I do clearRect on one of my layers it does nothing as the
pixels are also drawn on the main canvas in addition to given layer
Well that's not true. If you draw the contents of a freshly cleared canvas onto another canvas it won't overwrite the target canvas with 'nothing'.
Take a look at this example:
let canvas = document.getElementById("canvas")
let ctx = canvas.getContext("2d");
ctx.fillStyle = "green";
ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.beginPath();
ctx.lineWidth = 10;
ctx.arc(canvas.width / 2, canvas.height / 2, 50, 0, 2 * Math.PI);
ctx.stroke();
let tempCanvas = document.createElement("canvas");
let tempContext = tempCanvas.getContext("2d");
tempContext.clearRect(0, 0, tempCanvas.width, tempCanvas.height);
ctx.drawImage(tempCanvas, 0, 0, canvas.width, canvas.height);
<canvas id="canvas"></canvas>
Our main canvas contains a green background with a black circle and we're utilizing the drawImage() method to draw a dynamically created, freshly cleared canvas onto, which results in a green background with a black circle as the new canvas element did not contain any data to draw. It did not erase the main canvas.
If we change the example a bit, so the second canvas contains a rectangle things will work as expected:
let canvas = document.getElementById("canvas")
let ctx = canvas.getContext("2d");
ctx.fillStyle = "green";
ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.beginPath();
ctx.lineWidth = 10;
ctx.arc(canvas.width / 2, canvas.height / 2, 50, 0, 2 * Math.PI);
ctx.stroke();
let tempCanvas = document.createElement("canvas");
let tempContext = tempCanvas.getContext("2d");
tempContext.clearRect(0, 0, tempCanvas.width, tempCanvas.height);
tempContext.strokeRect(tempCanvas.width / 2 - 60, tempCanvas.height / 2 - 60, 120, 120);
ctx.drawImage(tempCanvas, 0, 0, canvas.width, canvas.height);
<canvas id="canvas"></canvas>
Now if we assume the green background with the circle (tempCanvasA) and the rectangle (tempCanvasB) are two separate canvases we ultimately want to draw to a main canvas it will bring up an important point: the order of drawing.
So this will work:
let canvas = document.getElementById("canvas")
let ctx = canvas.getContext("2d");
let tempCanvasA = document.createElement("canvas");
let tempContextA = tempCanvasA.getContext("2d");
tempContextA.fillStyle = "green";
tempContextA.fillRect(0, 0, tempCanvasA.width, tempCanvasA.height);
tempContextA.beginPath();
tempContextA.lineWidth = 10;
tempContextA.arc(tempCanvasA.width / 2, tempCanvasA.height / 2, 50, 0, 2 * Math.PI);
tempContextA.stroke();
let tempCanvasB = document.createElement("canvas");
let tempContextB = tempCanvasB.getContext("2d");
tempContextB.strokeRect(tempCanvasB.width / 2 - 60, tempCanvasB.height / 2 - 60, 120, 120);
ctx.drawImage(tempCanvasA, 0, 0, canvas.width, canvas.height);
ctx.drawImage(tempCanvasB, 0, 0, canvas.width, canvas.height);
<canvas id="canvas"></canvas>
while this fails:
let canvas = document.getElementById("canvas")
let ctx = canvas.getContext("2d");
let tempCanvasA = document.createElement("canvas");
let tempContextA = tempCanvasA.getContext("2d");
tempContextA.fillStyle = "green";
tempContextA.fillRect(0, 0, tempCanvasA.width, tempCanvasA.height);
tempContextA.beginPath();
tempContextA.lineWidth = 10;
tempContextA.arc(tempCanvasA.width / 2, tempCanvasA.height / 2, 50, 0, 2 * Math.PI);
tempContextA.stroke();
let tempCanvasB = document.createElement("canvas");
let tempContextB = tempCanvasB.getContext("2d");
tempContextB.strokeRect(tempCanvasB.width / 2 - 60, tempCanvasB.height / 2 - 60, 120, 120);
ctx.drawImage(tempCanvasB, 0, 0, canvas.width, canvas.height);
ctx.drawImage(tempCanvasA, 0, 0, canvas.width, canvas.height);
<canvas id="canvas"></canvas>
The rectangle is missing! Why does it fail? Because we changed the order we draw the canvases onto the main canvas. In the latter example:
ctx.drawImage(tempCanvasB, 0, 0, canvas.width, canvas.height);
ctx.drawImage(tempCanvasA, 0, 0, canvas.width, canvas.height);
We first draw tempCanvasB which contains a transparent background & the rectangle and afterwards tempCanvasA with the solid green background - which covers the entire canvas - and the circle. As there are no transparent pixels it will overwrite the rectangle which we've drawn first.
To get to your example with the ball. The problem is that you're drawing the ball to the wrong canvas. Inside your draw function you're doing this:
ctx.clearRect(0, 0, canvas.width, canvas.height);
ball.draw();
ball.x = e.clientX;
ball.y = e.clientY;
ctx.drawImage(canvas2, 0, 0);
So first you clear ctx, afterwards call ball's draw method which draws onto canvas2ctx and finally drawImage onto ctx with the contents of canvas2ctx.
Instead draw the ball onto the main ctx after using drawImage()
e.g.
// helper functions
function randomInt(min, max) {
return Math.floor(Math.random() * (max - min + 1) + min)
}
// canvas
let firstRender = true;
var canvas = document.getElementById('canvas');
canvas.width = window.innerWidth - 50;
canvas.height = window.innerHeight - 50;
let ctx = canvas.getContext('2d');
// virtual canvas for rectangles layer
let canvas2 = document.createElement("canvas");
canvas2.width = window.innerWidth - 50;
canvas2.height = window.innerHeight - 5;
let canvas2ctx = canvas2.getContext("2d");
let ball = {
x: 100,
y: 100,
vx: 5,
vy: 2,
radius: 25,
color: 'blue',
draw: function() {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2, true);
ctx.closePath();
ctx.fillStyle = this.color;
ctx.fill();
}
};
function draw(e) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(canvas2, 0, 0);
ball.draw();
ball.x = e.clientX;
ball.y = e.clientY;
if (firstRender) {
drawRandomRectangles()
firstRender = false;
}
}
function drawRandomRectangles() {
for (i = 0; i < 50; i++) {
canvas2ctx.beginPath();
canvas2ctx.rect(randomInt(0, window.innerWidth - 50), randomInt(0, window.innerWidth - 50), randomInt(5, 20), randomInt(5, 20));
canvas2ctx.stroke();
}
}
canvas.addEventListener('mousemove', function(e) {
draw(e);
});
ball.draw();
<canvas id="canvas"></canvas>
Thinking about your approach of multiple canvas stacking above each other sounds like an interesting approach to get things done. I would not recommend doing this in that way and therefore handle multiple layers through JavaScript and then still render every time everything new. Especially if you will use animations, then I believe that multiple not synchronized canvases will give you another sort of headache.
Then you would do the following:
Clear your canvas with clearRect.
Draw in an iteration each layer above each other
I hope this theoretical explanation helps.
Now to your code: At the end of the day your ctx and canvas2ctx are in the very same context, because they are from the same canvas. That makes anyway not much sense.

Canvas - clip image and use composite operation "multiply" in Firefox doesn't work as in Chrome

I am working on an app which uses canvas. I draw some shapes, one over another which can be filled with colours or images and overlap each other. I use clip() to clip images to fit shape, but when I change globalCompositeOperation to multiply it makes clip() stop working. I've created a simple example to present what my problem is.
Please try to open it in Google Chrome and in Mozilla Firefox. While in Chrome image can be clipped then set as a multiply of lower layer, in Mozilla after applying multiply, clipping stops working. Any ideas to solve this issue?
// Grab the Canvas and Drawing Context
var canvas = document.getElementById('c');
var ctx = canvas.getContext('2d');
// Create an image element
var img = document.createElement('IMG');
// When the image is loaded, draw it
img.onload = function () {
ctx.fillStyle="red"
ctx.fillRect(0,0,100,100)
// Save the state, so we can undo the clipping
ctx.save();
// Create a shape, of some sort
ctx.beginPath();
ctx.moveTo(10, 10);
ctx.lineTo(100, 30);
ctx.lineTo(180, 10);
ctx.lineTo(200, 60);
ctx.arcTo(180, 70, 120, 0, 10);
ctx.lineTo(200, 180);
ctx.lineTo(100, 150);
ctx.lineTo(70, 180);
ctx.lineTo(20, 130);
ctx.lineTo(50, 70);
ctx.closePath();
// Clip to the current path
ctx.clip();
ctx.globalCompositeOperation="multiply";
ctx.drawImage(img, 0, 0);
// Undo the clipping
ctx.restore();
}
// Specify the src to load the image
img.src = "http://i.imgur.com/gwlPu.jpg";
body {
background: #CEF;
}
<canvas id="c" width="200" height="158"></canvas>
This sounds like a known issue on Windows version of FireFox...
Only FF devs could have provided a real fix, but since the bug has been reported at least two years ago, I wouldn't expect it to be fixed anytime soon.
Now, to workaround the issue, you could draw in two steps:
on a first offscreen canvas do the clipping,
then do the blending on the main canvas using the now clipped one.
This may incur a little memory overhead, but having a second canvas ready might also come handy if you do a lot of compositing/blending.
// Grab the Canvas and Drawing Context
var canvas = document.getElementById('c');
var ctx = canvas.getContext('2d');
// create an off-screen copy of the context
var ctx2 = canvas.cloneNode().getContext('2d');
// Create an image element
var img = document.createElement('IMG');
// When the image is loaded, draw it
img.onload = function () {
// Do the clipping on the offscreen canvas
ctx2.save();
// Create a shape, of some sort
ctx2.beginPath();
ctx2.moveTo(10, 10);
ctx2.lineTo(100, 30);
ctx2.lineTo(180, 10);
ctx2.lineTo(200, 60);
ctx2.arcTo(180, 70, 120, 0, 10);
ctx2.lineTo(200, 180);
ctx2.lineTo(100, 150);
ctx2.lineTo(70, 180);
ctx2.lineTo(20, 130);
ctx2.lineTo(50, 70);
ctx2.closePath();
ctx2.clip();
// draw the image
ctx2.drawImage(img, 0, 0);
ctx2.restore();
// Now go back on the main canvas
ctx.fillStyle = "red";
ctx.fillRect(0,0,100,100);
// do the blending with our now clipped image
ctx.globalCompositeOperation="multiply";
ctx.drawImage(ctx2.canvas,0,0);
}
// Specify the src to load the image
img.src = "http://i.imgur.com/gwlPu.jpg";
body {
background: #CEF;
}
<canvas id="c" width="200" height="158"></canvas>
But for this exact case, i.e multiply blending, you can actually simply get rid of the clipping altogether on a single canvas.
Indeed, if I'm not mistaken, multiply doesn't really cares of which layer is top or bottom, the result will just be the same.
So you could simply do your compositing first, and as a final step do the blending over the composited image.
// Grab the Canvas and Drawing Context
var canvas = document.getElementById('c');
var ctx = canvas.getContext('2d');
// Create an image element
var img = document.createElement('IMG');
// When the image is loaded, draw it
img.onload = function () {
ctx.fillStyle="red";
// Create a shape, of some sort
ctx.beginPath();
ctx.moveTo(10, 10);
ctx.lineTo(100, 30);
ctx.lineTo(180, 10);
ctx.lineTo(200, 60);
ctx.arcTo(180, 70, 120, 0, 10);
ctx.lineTo(200, 180);
ctx.lineTo(100, 150);
ctx.lineTo(70, 180);
ctx.lineTo(20, 130);
ctx.lineTo(50, 70);
ctx.closePath();
// fill the current path
ctx.fill();
// draw only where our previous shape was drawn
ctx.globalCompositeOperation="source-atop";
ctx.drawImage(img, 0, 0);
// multiply blending should work the same in two directions
ctx.globalCompositeOperation="multiply";
ctx.fillRect(0,0,100,100);
}
// Specify the src to load the image
img.src = "http://i.imgur.com/gwlPu.jpg";
body {
background: #CEF;
}
<canvas id="c" width="200" height="158"></canvas>
And of course, you could very well get rid of clipping thanks to compositing and use a second offscreen canvas. (Probably my personal favorite).

How to transform the image pattern in JavaScript canvas fillingStyle?

I'm currently developing a 2D graphic library in JavaScript, and now I'm sticking with the background texture transforming problems.
I want to set the background texture (property fillStyle) of a canvas context (CanvasRenderingContext2D) to an image (CanvasPattern).
It's easy to assign an image to the fillStyle.
But the only problem is that, the image can't actually be translated, scaled nor skewed.
I've looked up MDN, it says there's a prototype called setTransform().
With this API you can transform the image by an SVGMatrix, that seems a little annoying.
Not only you'd have to create an redundant <svg> element, it's also an experimental API, and it CAN'T work in Google Chrome.
It's just impossible to solve using a regular way.
Is there any 'hacky' ways to do this?
First draw the path then set the transform.The path stays where it was while the fill is transformed.
The example rotates the pattern inside two boxes.
const ctx = canvas.getContext('2d');
var pattern;
const img = new Image();
img.src = 'https://mdn.mozillademos.org/files/222/Canvas_createpattern.png';
img.onload = () => pattern = ctx.createPattern(img, 'repeat');
requestAnimationFrame(mainLoop);
function mainLoop(time){
ctx.setTransform(1,0,0,1,0,0);
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.fillStyle = pattern;
ctx.beginPath();
ctx.setTransform(1,0,0,1,0,0);
ctx.rect(100,100,200,200); // create the path for rectangle
ctx.setTransform(1,0,0,1,300,200); // Set the transform for the pattern
ctx.rotate(time / 1000);
ctx.fill();
ctx.beginPath();
ctx.setTransform(1,0,0,1,0,0);
ctx.rect(150,0,100,400); // create the path for the rectangle
ctx.setTransform(0.2,0,0,0.2,150,200); // Set the transform for the pattern
ctx.rotate(-time / 1000);
ctx.fill();
requestAnimationFrame(mainLoop);
}
<canvas id="canvas" width="400" height="400" style="border:2px solid black;"></canvas>
Set the transform on the CanvasRenderingContext2D, not on the CanvasPattern. This is much better supported, and you do not neet the SVGMatrix object.
The resulting painted area is the transformed one, so this might only be usefull if you want the whole canvas to have a uniform pattern.
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var img = new Image();
img.src = 'https://mdn.mozillademos.org/files/222/Canvas_createpattern.png';
img.onload = function() {
var pattern = ctx.createPattern(img, 'repeat');
ctx.fillStyle = pattern;
ctx.setTransform(0.8, 0.3, 0, 0.8, 0, 0)
ctx.fillRect(0, -172, 450, 700); //make sure the whole canvas is covered
};
<canvas id="canvas" width="400" height="400"></canvas>

Change color Image in Canvas

I want to change color a Image in canvas
this is the Image
You can see there is a Image transparent I was try using PutImgData but my transparent is changing color
Is there anyway to change color the car and money only ?
I was using this code :
var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d"),
image = document.getElementById("testImage");
canvas.height = canvas.width = 100;
ctx.fillStyle = 'red';
ctx.fillRect(10,10,20,10);
ctx.drawImage(image,0,0);
var imgd = ctx.getImageData(0, 0, 45, 45),
pix = imgd.data;
for (var i = 0, n = pix.length; i <n; i += 4) {
if(pix[i+3]==0)
{continue;}
pix.length[i]=r|pix.length[i];
pix.length[i+1]=g|pix.length[i+1];
pix.length[i+2]=b|pix.length[i+2];
pix[i + 3] = 255;
}
ctx.putImageData(imgd, 0, 0);
To mix manually you would have to apply a different formula to mix foreground (new color) and background (image) to preserve anti-aliased pixels (and just in case: the image included in the question is not actually transparent, but I guess you just tried to illustrate transparency using the solid checkerboard background?).
I would suggest a different approach which is CORS safe and much faster (and simpler) -
There are a couple of ways to do this: one is to draw in the color you want, then set composite mode to destination-in and then draw the image, or draw the image, set composite mode to source-in and then draw the color.
Example using the first approach coloring the following image blue:
var img = new Image; img.onload = draw; img.src = "//i.stack.imgur.com/cZ0gC.png";
var ctx = c.getContext("2d");
function draw() {
// draw color
ctx.fillStyle = "#09f";
ctx.fillRect(0, 0, c.width, c.height);
// set composite mode
ctx.globalCompositeOperation = "destination-in";
// draw image
ctx.drawImage(this, 0, 0);
}
<canvas id=c></canvas>
Example using second approach:
var img = new Image; img.onload = draw; img.src = "//i.stack.imgur.com/cZ0gC.png";
var ctx = c.getContext("2d");
function draw() {
// draw image
ctx.drawImage(this, 0, 0);
// set composite mode
ctx.globalCompositeOperation = "source-in";
// draw color
ctx.fillStyle = "#09f";
ctx.fillRect(0, 0, c.width, c.height);
}
<canvas id=c></canvas>
To reset comp. mode back to normal use:
// reset comp. mode
ctx.globalCompositeOperation = "source-over";
As with getImageData(), the drawback with this technique is that your canvas must only hold the content of this image while doing this process. A workaround if the image needs to be colored and mixed with other content is to use an off-screen canvas to do the processing, then draw that canvas back onto the main canvas.

Javascript canvas flickering

Seems like there are other questions like this and I'd like to avoid a buffer and/or requestAnimationFrame().
In a recent project the player is flickering but I cannot find out the reason. You can find the project on JSFiddle: https://jsfiddle.net/90wjetLa/
function gameEngine() {
timer += 1;
timer = Math.round(timer);
// NEWSHOOT?
player.canShoot -= 1;
// MOVE:
movePlayer();
shootEngine(); // Schussbewegung & Treffer-Abfrage
// DRAW:
ctx.beginPath();
canvas.width = canvas.width;
ctx.beginPath();
ctx.fillStyle = 'black';
ctx.rect(0, 0, canvas.width, canvas.height);
ctx.fill();
drawField();
drawPlayer();
drawShoots();
setTimeout(gameEngine, 1000 / 30);
}
Each time you write to a visible canvas the browser want's to update the display. Your drawing routines might be out of sync with the browsers display update. The requestAnimationFrame function allows you to run all your drawing routines before the display refreshes. Your other friend is using an invisible buffer canvas. Draw everything to the buffer canvas and then draw the buffer to the visible canvas. The gameEngine function should only run once per frame and if it runs multiple times you could see flicker. Try the following to clear multiple runs in the same frame.
(edit): You might also want to clear the canvas instead of setting width.
(edit2): You can combine the clearRect, rect, and fill to one command ctx.fillRect(0, 0, canvas.width, canvas.height);.
var gameEngineTimeout = null;
function gameEngine() {
// clear pending gameEngine timeout if it exists.
clearTimeout(gameEngineTimeout);
timer += 1;
timer = Math.round(timer);
// NEWSHOOT?
player.canShoot -= 1;
// MOVE:
movePlayer();
shootEngine(); // Schussbewegung & Treffer-Abfrage
// DRAW:
ctx.beginPath();
//canvas.width = canvas.width;
//ctx.clearRect(0, 0, canvas.width, canvas.height);
//ctx.beginPath();
ctx.fillStyle = 'black';
ctx.fillRect(0, 0, canvas.width, canvas.height);
//ctx.fill();
drawField();
drawPlayer();
drawShoots();
gameEngineTimeout = setTimeout(gameEngine, 1000 / 30);
}

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