Drawing a path on canvas using for loop in javascript - javascript
I want to draw a path on canvas using a for loop. I do not want to draw the normal way, I need to use a for loop. Now, the coords work perfectly, but the problem is that the last click draws lines to each of the previous clicks, while I only want to draw a path. I know that I should make a copy of the "i" but I can't make it work.
function draw(event) {
var coords = getMouseCoords(event);
xpos = coords[0];
ypos = coords[1];
for(i=0; i<myArray.length; i++) {
context.beginPath();
context.moveTo(coords[0], coords[1]);
context.lineTo(myArray[i].x, myArray[i].y);
context.stroke();
}
myArray.push({x:coords[0], y:coords[1]});
}
HTML
<canvas width="600" height="480" id="myCanvas" onclick="draw(event)"></canvas>
Could you take a look at it and see if you can fix the problem? No JQuery please.
Thanks,
Marco
You wanted to use for loop, solution below draws path each time function draw is invoked, but keep in mind that it makes sense only when canvas is cleared before drawing. Otherwise you could draw line from current click location to last element of array and the result would be the same.
Also replace var coords = [event.clientX, event.clientY]; with call to your function, I have changed it to make snippet work.
var canvas = document.getElementById("myCanvas");
var context = canvas.getContext("2d");
var myArray = [];
function draw(event) {
var coords = [event.clientX, event.clientY];
xpos = coords[0];
ypos = coords[1];
myArray.push({
x: coords[0],
y: coords[1]
});
if (myArray.length > 1) {
for (i = 0; i < myArray.length - 1; i++) {
context.beginPath();
context.moveTo(myArray[i].x, myArray[i].y);
context.lineTo(myArray[i + 1].x, myArray[i + 1].y);
context.stroke();
}
}
}
<canvas width="600" height="480" id="myCanvas" onclick="draw(event)"></canvas>
Related
Update canvas drawing on click with Javascript
I'm trying to increase the radius of a circle drawn in canvas using JavaScript functions. There were many topics with similar issues but couldn't find an answer that would fix this one, I've tried using built-in methods that were suggested like setInterval, setTimeout, window.requestAnimationFrame and clearing the canvas to redraw the circle with the updated variable. So far the setInterval method displayed the update but kept the previous iterations in the canvas, the clear method doesn't work. Here's the example : //Define globals var radiusIncrement = 5; var ballRadius = 20; //Helper functions function increaseRadius() { ballRadius += radiusIncrement; } function decreaseRadius() { if (ballRadius > 0) { ballRadius -= radiusIncrement; } } //Draw handler function draw() { var canvas = document.getElementById('myCanvas'); var ctx = canvas.getContext('2d'); ctx.beginPath(); ctx.arc(canvas.height/2,canvas.width/2,ballRadius,0,2*Math.PI); ctx.stroke(); } //Event handler setInterval(function() { draw(); ctx.clearRect(0,0,canvas.width,canvas.height); }, 100); <!--Create frame and assign callbacks to event handlers--> <button type="button" onclick="increaseRadius()">Increase Radius</button> <button type="button" onclick="decreaseRadius()">Decrease Radius</button> <canvas id="myCanvas" width="400" height="400" style="border:1px solid #000000;"></canvas> Rather than using setInterval, is there a way to streamline the code using and use an event handler to refresh the canvas on every onlick ? Thanks for your help. Cheers.
If I understand you correctly, you only want to redraw on the button click, i.e. on a radius change. You don't need any timing functions for this, you can call the draw function whenever a radius change happens: //Define globals var radiusIncrement = 5; var ballRadius = 20; var canvas = document.getElementById('myCanvas'); var ctx = canvas.getContext('2d'); //initialize draw(); //Helper functions function increaseRadius() { ballRadius += radiusIncrement; draw(); } function decreaseRadius() { if (ballRadius > 0) { ballRadius -= radiusIncrement; draw(); } } //Draw handler function draw() { ctx.clearRect(0,0,canvas.width,canvas.height); ctx.beginPath(); ctx.arc(canvas.height/2,canvas.width/2,ballRadius,0,2*Math.PI); ctx.stroke(); } As you can see I also extracted the variable definition for canvas and ctx out of the draw function, since you don't need to re-assign these on every draw call.
How to make javascript canvas draw faster?
I have the following code to display an ECG. I use the canvas to draw the graph background (each grid of 2.5 mm dimension). Later I'm taking the y coordinates from an array array_1 (x coordinates are calculated within the program). The problem with this approach is it will take around 40 seconds to plot the entire graph since there are 1250 values within array array_1. What I could do is I could do the plotting part within a loop in which case, the entire graph is plotted as soon as the page is loaded. But, I need the plotting to happen over the course of 5 seconds. Not more. Not less. How would I alter the code to do this? Please help. <!DOCTYPE html> <html> <head> <title></title> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> </head> <body> <canvas id="canvas" width="1350" height="1300" style="background-color: white;"></canvas> <script type='text/javascript'> var canvas = document.getElementById("canvas"); var ctxt = canvas.getContext("2d"); var n1 = 1; var n1_x=49; //Graph x coordinate starting pixel. var n1_y=72;//Graph y coordinate starting pixel. var array_1 = []// array from which y coordinates are taken. Has 1250 elements var ctx = canvas.getContext("2d"); var x=0; var y=0; var Line_position=-1; while(x<=1350)//graph width { ctxt.lineWidth = "0.5"; Line_position=Line_position+1; if(Line_position%5==0) { ctxt.lineWidth = "1.5"; } ctxt.strokeStyle = "black"; ctxt.beginPath(); ctxt.moveTo(x, 0); ctxt.lineTo(x, 1300); ctxt.stroke(); x=x+9.43; } Line_position=-1; while(y<=1300)//graph height { ctxt.lineWidth = "0.5"; Line_position=Line_position+1; if(Line_position%5==0) { ctxt.lineWidth = "1.5"; } ctxt.strokeStyle = "black"; ctxt.beginPath(); ctxt.moveTo(0, y); ctxt.lineTo(1350,y); ctxt.stroke(); y=y+9.43; } drawWave(); function drawWave() { requestAnimationFrame(drawWave); ctx.lineWidth = "1"; ctx.strokeStyle = 'blue'; ctx.beginPath(); ctx.moveTo(n1_x- 1, n1_y+array_1[n1-1]);//move to the pixel position ctx.lineTo(n1_x, n1_y+array_1[n1]);//Draw to the pixel position ctx.stroke(); n1_x=n1_x+0.374;//Incrementing pixel so as to traverse x axis. n1++; } </script> </body> </html> Here is the array: array_1 = [69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,72,72,72,72,72,72,72,73,73,74,74,74,74,74,74,74,73,73,73,73,74,74,74,74,73,73,73,73,73,73,73,73,73,73,73,73,73,74,74,74,73,73,73,72,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,72,72,72,71,72,72,72,73,73,73,72,72,72,73,73,73,74,73,73,72,72,72,72,72,73,73,73,73,73,72,72,72,72,73,73,73,72,72,72,71,101,71,70,70,70,69,68,68,67,67,66,66,67,67,69,70,72,72,72,73,73,74,73,73,73,73,73,73,73,73,73,74,76,77,76,70,57,40,22,11,11,22,40,57,69,73,73,71,71,71,72,72,73,73,74,74,74,73,72,72,72,72,72,72,72,72,72,72,72,72,71,71,70,70,71,71,71,71,70,70,69,69,69,69,69,69,69,68,68,68,67,67,66,66,65,65,64,63,63,62,62,62,62,62,62,62,62,63,63,64,65,66,67,68,68,69,70,71,72,72,72,73,73,73,73,72,72,72,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,72,72,72,73,73,73,73,72,73,73,73,73,73,73,73,73,73,73,72,72,72,72,72,72,73,73,74,74,74,74,74,74,73,73,72,73,73,73,74,73,73,72,72,72,73,73,73,72,72,73,73,74,74,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,72,72,71,70,70,70,70,70,69,69,68,67,67,67,67,68,69,71,72,72,73,73,73,73,74,74,74,74,74,73,73,73,73,75,77,78,76,67,53,35,18,8,10,23,41,58,69,73,72,71,70,71,72,73,73,73,73,73,73,73,73,72,72,73,73,73,73,72,71,71,70,70,71,71,71,71,71,71,71,71,70,70,69,69,69,69,68,68,67,67,67,67,67,66,65,65,65,64,63,62,61,61,61,60,60,60,59,60,60,60,61,62,63,65,66,66,67,68,69,70,71,72,72,72,72,73,73,73,72,72,72,72,72,72,72,73,73,73,73,73,73,72,72,73,73,73,73,73,73,73,73,73,73,73,73,73,72,72,71,71,72,72,73,73,73,72,72,72,72,72,72,73,73,73,73,73,73,73,73,73,72,73,73,73,73,73,73,72,73,73,73,73,73,73,73,72,72,72,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,72,71,71,70,70,69,69,69,68,67,67,66,65,66,66,68,69,70,71,72,72,73,73,73,73,73,73,74,74,74,74,74,74,76,78,78,74,64,48,29,13,5,10,26,45,62,71,73,72,71,71,72,73,73,73,73,73,74,74,74,73,72,72,72,73,73,73,73,73,73,73,72,72,72,72,71,71,71,71,71,71,71,71,71,70,70,69,69,69,69,68,67,66,66,66,66,65,65,64,63,62,62,61,61,60,60,60,60,61,62,62,63,64,65,66,67,68,70,71,72,72,72,72,72,72,73,73,73,73,73,73,73,74,74,75,75,74,74,74,73,73,73,74,73,73,73,73,73,74,74,74,74,74,73,73,73,73,73,73,73,73,73,73,73,73,73,73,72,72,73,73,74,74,74,73,73,73,73,73,73,73,73,73,73,72,72,72,72,73,73,72,72,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,72,72,73,73,72,72,71,70,70,70,69,69,68,68,67,67,66,67,67,68,69,70,71,72,73,73,74,74,73,73,73,74,75,75,74,73,73,74,76,78,75,67,52,32,15,5,8,22,41,59,69,73,72,71,70,71,72,72,73,73,73,73,73,73,73,73,73,72,72,72,72,72,72,72,72,72,72,71,71,71,70,70,70,70,70,70,70,69,69,69,69,68,68,68,68,67,67,66,65,65,64,64,64,63,62,61,60,60,60,60,60,61,61,62,62,63,64,65,65,66,67,68,69,70,71,71,71,71,71,71,72,72,73,73,73,72,72,73,73,73,73,73,73,73,73,73,73,73,73,73,72,72,72,72,72,72,72,71,71,71,71,71,71,71,72,72,72,72,72,72,72,72,72,71,71,71,72,72,73,73,72,72,72,72,72,73,73,73,73,73,72,72,72,72,72,73,73,73,73,73,72,72,72,73,73,74,73,73,73,73,73,73,73,73,73,73,73,73,72,72,72,72,71,71,71,70,70,70,70,69,69,68,67,67,68,69,71,72,73,73,73,73,73,73,73,73,74,75,75,75,74,74,74,75,77,77,75,67,52,34,18,10,12,26,45,62,71,74,73,72,72,72,73,74,74,74,75,75,74,74,74,74,74,74,74,74,74,73,73,73,73,74,74,73,73,73,73,73,73,73,72,72,71,71,71,71,71,70,70,70,69,69,69,68,68,68,68,67,66,65,64,63,63,62,62,62,63,63,63,63,64,65,66,67,69,69,70,71,72,72,73,73,74,74,74,74,75,75,76,76,74,72,70,70,69,69 ];
I'd probably go about the task something like this. As mentioned in a comment, we need to draw a number of the data-points per-frame. How many we draw depends on the speed that the browser is able to supply an animation frame. I've hard-coded the value to 4, since that seems to work on my machine, but with not much more work you can probably make the code time itself and adjust this value on the fly so that your animation runs for as close as possible to the target time. I had a quick go, but the results were awful, I'll leave that as an exercise in research or thought for the reader. By keeping track of how many frames we've already drawn for the current 'refresh-cycle', we know how far to index into the array for the first point to be drawn for each frame. I've tried to parameterize the code as much as possible, but it's late and I'm tired, I may have overlooked something somewhere. <!doctype html> <html> <head> <script> function byId(id,parent){return (parent == undefined ? document : parent).getElementById(id);} window.addEventListener('load', onDocLoaded, false); function onDocLoaded(evt) { drawBkg(byId('canvas'), 9.43, 5, "0.5", "1.5", "black"); drawCurFrame(); } var dataSamples = [69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,20,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,69,72,72,72,72,72,72,72,73,73,74,74,74,74,74,74,74,73,73,73,73,74,74,74,74,73,73,73,73,73,73,73,73,73,73,73,73,73,74,74,74,73,73,73,72,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,72,72,72,71,72,72,72,73,73,73,72,72,72,73,73,73,74,73,73,72,72,72,72,72,73,73,73,73,73,72,72,72,72,73,73,73,72,72,72,71,101,71,70,70,70,69,68,68,67,67,66,66,67,67,69,70,72,72,72,73,73,74,73,73,73,73,73,73,73,73,73,74,76,77,76,70,57,40,22,11,11,22,40,57,69,73,73,71,71,71,72,72,73,73,74,74,74,73,72,72,72,72,72,72,72,72,72,72,72,72,71,71,70,70,71,71,71,71,70,70,69,69,69,69,69,69,69,68,68,68,67,67,66,66,65,65,64,63,63,62,62,62,62,62,62,62,62,63,63,64,65,66,67,68,68,69,70,71,72,72,72,73,73,73,73,72,72,72,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,72,72,72,73,73,73,73,72,73,73,73,73,73,73,73,73,73,73,72,72,72,72,72,72,73,73,74,74,74,74,74,74,73,73,72,73,73,73,74,73,73,72,72,72,73,73,73,72,72,73,73,74,74,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,72,72,71,70,70,70,70,70,69,69,68,67,67,67,67,68,69,71,72,72,73,73,73,73,74,74,74,74,74,73,73,73,73,75,77,78,76,67,53,35,18,8,10,23,41,58,69,73,72,71,70,71,72,73,73,73,73,73,73,73,73,72,72,73,73,73,73,72,71,71,70,70,71,71,71,71,71,71,71,71,70,70,69,69,69,69,68,68,67,67,67,67,67,66,65,65,65,64,63,62,61,61,61,60,60,60,59,60,60,60,61,62,63,65,66,66,67,68,69,70,71,72,72,72,72,73,73,73,72,72,72,72,72,72,72,73,73,73,73,73,73,72,72,73,73,73,73,73,73,73,73,73,73,73,73,73,72,72,71,71,72,72,73,73,73,72,72,72,72,72,72,73,73,73,73,73,73,73,73,73,72,73,73,73,73,73,73,72,73,73,73,73,73,73,73,72,72,72,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,72,71,71,70,70,69,69,69,68,67,67,66,65,66,66,68,69,70,71,72,72,73,73,73,73,73,73,74,74,74,74,74,74,76,78,78,74,64,48,29,13,5,10,26,45,62,71,73,72,71,71,72,73,73,73,73,73,74,74,74,73,72,72,72,73,73,73,73,73,73,73,72,72,72,72,71,71,71,71,71,71,71,71,71,70,70,69,69,69,69,68,67,66,66,66,66,65,65,64,63,62,62,61,61,60,60,60,60,61,62,62,63,64,65,66,67,68,70,71,72,72,72,72,72,72,73,73,73,73,73,73,73,74,74,75,75,74,74,74,73,73,73,74,73,73,73,73,73,74,74,74,74,74,73,73,73,73,73,73,73,73,73,73,73,73,73,73,72,72,73,73,74,74,74,73,73,73,73,73,73,73,73,73,73,72,72,72,72,73,73,72,72,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,73,72,72,73,73,72,72,71,70,70,70,69,69,68,68,67,67,66,67,67,68,69,70,71,72,73,73,74,74,73,73,73,74,75,75,74,73,73,74,76,78,75,67,52,32,15,5,8,22,41,59,69,73,72,71,70,71,72,72,73,73,73,73,73,73,73,73,73,72,72,72,72,72,72,72,72,72,72,71,71,71,70,70,70,70,70,70,70,69,69,69,69,68,68,68,68,67,67,66,65,65,64,64,64,63,62,61,60,60,60,60,60,61,61,62,62,63,64,65,65,66,67,68,69,70,71,71,71,71,71,71,72,72,73,73,73,72,72,73,73,73,73,73,73,73,73,73,73,73,73,73,72,72,72,72,72,72,72,71,71,71,71,71,71,71,72,72,72,72,72,72,72,72,72,71,71,71,72,72,73,73,72,72,72,72,72,73,73,73,73,73,72,72,72,72,72,73,73,73,73,73,72,72,72,73,73,74,73,73,73,73,73,73,73,73,73,73,73,73,72,72,72,72,71,71,71,70,70,70,70,69,69,68,67,67,68,69,71,72,73,73,73,73,73,73,73,73,74,75,75,75,74,74,74,75,77,77,75,67,52,34,18,10,12,26,45,62,71,74,73,72,72,72,73,74,74,74,75,75,74,74,74,74,74,74,74,74,74,73,73,73,73,74,74,73,73,73,73,73,73,73,72,72,71,71,71,71,71,70,70,70,69,69,69,68,68,68,68,67,66,65,64,63,63,62,62,62,63,63,63,63,64,65,66,67,69,69,70,71,72,72,73,73,74,74,74,74,75,75,76,76,74,72,70,70,69,69 ]; function drawBkg(canvasElem, squareSize, numSquaresPerBlock, minorLineWidthStr, majorLineWidthStr, lineColStr) { var nLinesDone = 0; var i, curX, curY; var ctx = canvasElem.getContext('2d'); ctx.clearRect(0,0,canvasElem.width,canvasElem.height); // draw the vertical lines curX=0; ctx.strokeStyle = lineColStr; while (curX < canvasElem.width) { if (nLinesDone % numSquaresPerBlock == 0) ctx.lineWidth = majorLineWidthStr; else ctx.lineWidth = minorLineWidthStr; ctx.beginPath(); ctx.moveTo(curX, 0); ctx.lineTo(curX, canvasElem.height); ctx.stroke(); curX += squareSize; nLinesDone++; } // draw the horizontal lines curY=0; nLinesDone = 0; while (curY < canvasElem.height) { if (nLinesDone % numSquaresPerBlock == 0) ctx.lineWidth = majorLineWidthStr; else ctx.lineWidth = minorLineWidthStr; ctx.beginPath(); ctx.moveTo(0, curY); ctx.lineTo(canvasElem.width, curY); ctx.stroke(); curY += squareSize; nLinesDone++; } } // position that will be treated as 0,0 when drawing our points. var originX=49; var originY=72; function drawSamples(nSamplesToDraw, firstSample, lineWidthStr, lineColourStr) { var can = byId('canvas'); var ctx = can.getContext('2d'); ctx.strokeStyle = lineColourStr; ctx.lineWidth = lineWidthStr; console.log(firstSample); ctx.beginPath(); ctx.moveTo( originX+firstSample-1, dataSamples[firstSample-1]+originY ); for (var i=0; i<nSamplesToDraw; i++) { var curSample = dataSamples[i + firstSample]; ctx.lineTo( originX+firstSample+i, curSample+originY ); } ctx.stroke(); } var curFrame=0; var nPointsPerFrame = 4; function drawCurFrame() { if ((dataSamples.length - (nPointsPerFrame * curFrame)) < nPointsPerFrame) // will we over-run the end of the array of datapoints? { curFrame = 0; // if so, reset drawBkg(byId('canvas'), 9.43, 5, "0.5", "1.5", "black"); } drawSamples(nPointsPerFrame, nPointsPerFrame*curFrame, "1", "blue"); curFrame++; requestAnimationFrame( drawCurFrame ); } </script> <style> #canvas { border: solid 1px black; background-color: #FFFFFF; } </style> </head> <body> <div id='txt'></div> <canvas id="canvas" width="1350" height="1300"></canvas> </body> </html>
Update Now that I see you have provided some more info I get what you want. The problem is you need to draw a fixed number of line segments within time t. As you do not know how long each frame could take you can not rely on a fixed frame rate. The alternative it to just use the current time and save the end time. Get the start time and then each frame draw all the should be drawn until the current time. As the line segments being drawn will not be displayed until the next screen refresh the time you get will be approx 16ms behind so will need to adjust for that. What I have done is keep track of the average frame time and used half that time to estimate when the new canvas update will be displayed. Its a bit pedantic but might as well show how to get a required time as close as possible. If you dont care its a few ms out then just remove the average frame time stuff. You will be at most 30ms off on a slow machine. var canvas; // canvas var ctx; function getCanvas () { // to do // get canvas and context } function drawGrid () { // to do // draw the grid } function drawTimedLine(){ if(canvas === undefined){ // if the canvas not available get it getCanvas(); } // clear the canvas is repeating animation ctx.clearRect(0, 0, canvas.width, canvas.height); drawGrid(); var array_1 = ; // your data // All stuff needed for timed animation. // The frame you render will not be displayed untill the next // vertical refresh which is unknown, Assume it is one frame. var startDelay = 1000; // if Needed time in milliseconds to delay start var endTime; // hold the time that the animation has to end var lastDataPoint; // holds the last point drawn to var timeToDraw = 5 * 1000; // how long the animation should last var repeatAfter = 1 *1000; // if you want to repeat the animatoin var frameCount = 0; // count the frames to get average frame time var startTime; //the start time; var numberPoints = array_1.length; // number of points; var startX = 49; // line starts at var yOffset = 72; // line Y offset var endX = 512; // line ends at. var width = endX - startX; // width var xStep = width / numberPoints; // X step per point var pointsPerMS = numberPoints / timeToDraw; // get how many points per ms should be drawn // function to draw function drawWave() { // variable needed var averageframeTime, timeLeft, i, currentTime; currentTime = new Date().valueOf(); // gets the time in millisecond; if (startTime === undefined) { // Is this the first frame startTime = currentTime; // save the start time; endTime = currentTime + timeToDraw; // workout when the end time is; lastDataPoint = 0; // set the data position to the start; averageframeTime = 0; // no frames counted so frame time is zero } else { frameCount += 1; // count the frames // get the average frame time averageframeTime = (currentTime - startTime) / frameCount; } // get the time this frame // will most likely be displayed // then calculate how long // till the end timeLeft = endTime - Math.min(endTime, currentTime + averageframeTime / 2); // now get where we should // be when the frame is presented pointPos = Math.floor(pointsPerMS * (timeToDraw - timeLeft)); // now draw the points from where we last left of // till the new pos; ctx.lineWidth = 4; ctx.strokeStyle = 'blue'; ctx.beginPath(); ctx.moveTo( // move to first point lastDataPoint * xStep + startX, array_1[lastDataPoint] + yOffset ); // draw each line from the last drawn to the new position for (i = lastDataPoint + 1; i <= pointPos && i < numberPoints; i++) { // Add the line segment ctx.lineTo( i * xStep + startX, array_1[i] + yOffset ); } ctx.stroke(); // execute the render commands lastDataPoint = pointPos; // update the last point if (pointPos < numberPoints) { // are we there yet??? requestAnimationFrame(drawWave); // no so request another frame }else{ // if you want to repeat the animation setTimeout(drawTimedLine , repeatAfter ); } } // start the line animation with delay if needed setTimeout(drawWave,startDelay); } // use this if you want it to start as soon as page is ready. document.addEventListener("DOMContentLoaded",drawTimedLine); // or use if you want it to start when page has images loaded and is ready // document.addEventListener("load",drawTimedLine); I have also added the ability to repeat the animation. If not needed just remove that code My original answer Dont know what the problem is with speed as it runs quite well on my machine. To set up a better start use function startFunction(){ // your code } document.addEventListener("DOMContentLoaded",startFunction); This will wait until the page has loaded and parsed the page. Images and other media may not have loaded but the page is ready to be manipulated. Not sure what you mean with 5 seconds. Assuming you may want the thing to sart in 5 seconds. The following will do that. document.addEventListener("DOMContentLoaded",function() {setTimeout(startFunction,5000);}); I would ask why plot the graph one entry at a time with requestAnimationFrame 1250 is not that many lines to draw. If you add ctx.beginPath() ctx.moveTo(/*first point*/) then loop all points with ctx.moveTo(/*points*/) then ctx.stroke() will run realtime on but the slowest of devices. BTW ctx.lineWidth is a Number not a string. Also you have two context? Use the one context for the canvas. Remove ctxt and just use ctx and finally you don't need to add type='text/javascript' to the script tag as Javascript is the default.
1) It cannot take that long to draw 1000 lines, even 100000 lines won't take more than 10 ms on any decent Browser. Look else where the time is lost. 2) The core issue of your code is that it lacks modularity. Split your code into a few clear functions, group the parameters into a few objects only, name and indent things properly. Below an (incomplete but working) example of how this might look. var cv, ctx; var data = null; var debug = true; // --------------------------------------- // define here all graphic related parameters var gfxParams = { canvasWidth: 600, canvasHeight: 600, gridColor: '#A66', gridSpacing: 10, gridLineWidth: 0.5, gridStrongLinesEvery: 5, lineColor: '#AEB', lastLineColor: '#8A9' // , ... }; // define here all animation related parameters var animationParams = { duration: 5, startTime: -1 } // --------------------------------------- // main // --------------------------------------- window.onload = function() { data = getData(); setupCanvas(data); launchAnimation(); } // --------------------------------------- // function setupCanvas(data) { cv = document.getElementById('cv'); cv.width = gfxParams.canvasWidth; cv.height = gfxParams.canvasHeight; ctx = cv.getContext('2d'); // here you should translate and scale the context // so that it shows your data. } function drawGrid(ctx) { var i = 0, pos = 0, lw = gfxParams.gridLineWidth; ctx.fillStyle = gfxParams.gridColor; var vLineCount = gfxParams.canvasWidth / gfxParams.gridSpacing; for (i = 0; i < vLineCount; i++) { pos = i * gfxParams.gridSpacing; ctx.fillRect(pos, 0, lw, gfxParams.canvasHeight); } var hLineCount = gfxParams.canvasHeight / gfxParams.gridSpacing; for (i = 0; i < hLineCount; i++) { pos = i * gfxParams.gridSpacing; ctx.fillRect(0, pos, gfxParams.canvasWidth, lw); } } function animate() { requestAnimationFrame(animate); var now = Date.now(); // erase screen ctx.clearRect(0, 0, gfxParams.canvasWidth, gfxParams.canvasHeight); // draw grid drawGrid(ctx); // draw lines var lastIndex = getLastDrawnIndex(data, now - animationParams.startTime); drawLines(ctx, data, lastIndex); if (debug) { ctx.save(); ctx.fillStyle = '#000'; ctx.fillText(lastIndex + ' lines drawn. Time elapsed : ' + (now - animationParams.startTime), 10, 10); ctx.restore(); } } // comment function launchAnimation() { requestAnimationFrame(animate); animationParams.startTime = Date.now(); } // comment function getData() { var newData = []; for (var i = 0; i < 500; i++) { newData.push([Math.random() * 600, Math.random() * 600]); } return newData; } // comment function getLastDrawnIndex(data, timeElapsed_ms) { var timeElapsed = timeElapsed_ms / 1000; if (timeElapsed >= animationParams.duration) return data.length - 1; return Math.floor(data.length * timeElapsed / animationParams.duration); } function drawLines(ctx, data, lastIndex) { ctx.strokeStyle = gfxParams.lineColor; // other ctx setup here. for (var i = 0; i < lastIndex - 1; i++) { drawLine(ctx, data[i], data[i + 1]); } ctx.strokeStyle = gfxParams.lastLineColor; drawLine(ctx, data[lastIndex - 1], data[lastIndex]); } function drawLine(ctx, p1, p2) { ctx.beginPath(); ctx.moveTo(p1[0], p1[1]); ctx.lineTo(p2[0], p2[1]); ctx.stroke(); } <canvas id='cv'></canvas>
Drawing in canvas becomes slower and slower when it draws more stuff during loop
I am trying to incrementally draw 3 lines which are 120 degrees from each other from a point using html5 canvas. The vertex of each lines will become another 3 new center point and spawns another 3 lines at each center and it repeats this.. My problem is, the incremental speed becomes slower and slower (or the drawing becomes slower) as more items are drawn. (maybe something happens in my code but I am not quite familiar how canvas exactly works...). You can copy the code and run it in your local browser to see what I means. Please see my code (it is very easy to understand) and tell me what causes this. <!DOCTYPE HTML> <html> <head> <style> body { margin: 0px; padding: 0px; } </style> </head> <body> <canvas id="canvas" ></canvas> <script> window.requestAnimFrame = (function(callback) { return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function(callback) { window.setTimeout(callback, 1000 / 60); }; })(); var canvas=document.getElementById("canvas"); var ctx=canvas.getContext("2d"); canvas.width= window.innerWidth; canvas.height= window.innerHeight; // some staring test values var centerPt={x:canvas.width/2,y:canvas.height/2}; var radius=100; var angle=0; // calculate the 3 endpoints at 120 degree separations var endPt000=anglePoint(centerPt,90); var endPt120=anglePoint(centerPt,210); var endPt240=anglePoint(centerPt,330); var length = 0; var maxLength = 100; var centreSet = new Array(); centreSet = getCentres(); var counter = 0; var end = centreSet.length; init(); function init() { start(centreSet[0].x, centreSet[0].y); } function start(myX, myY) { centerPt.x = myX; centerPt.y = myY; animate(centerPt, length); } function animate(centerPt,length) { // update // clear ctx.clearRect(0, 0, canvas.width, canvas.height); // draw stuff draw(centerPt,length); length = length + 1; // request new frame if(length < maxLength){ requestAnimFrame(function() { animate(centerPt,length); }); } else{ if(counter < end){ counter = counter + 1; centerPt.x = centreSet[counter].x; centerPt.y = centreSet[counter].y; endPt000=anglePoint(centerPt,90); endPt120=anglePoint(centerPt,210); endPt240=anglePoint(centerPt,330); length = 0; setTimeout(function(){animate(centerPt, length);},600); } } } // draw a red center dot // draw 3 blue endpoint dots // draw 3 lines from center going slider% of the way to the endpoints function draw(centerPt,sliderValue){ var pct=sliderValue; ctx.clearRect(0,0,canvas.width,canvas.height); line(centerPt,pointAtPercent(centerPt,endPt000,pct),"green"); line(centerPt,pointAtPercent(centerPt,endPt120,pct),"green"); line(centerPt,pointAtPercent(centerPt,endPt240,pct),"green"); } // calc XY at the specified angle off the centerpoint function anglePoint(centerPt,degrees){ var x=centerPt.x-radius*Math.cos( degrees*Math.PI/180 ); var y=centerPt.y-radius*Math.sin( degrees*Math.PI/180 ); return({x:x,y:y}); } // just draw a line from point1 to point2 function line(pt1,pt2,color){ // ctx.beginPath(); ctx.moveTo(pt1.x,pt1.y); ctx.lineTo(pt2.x,pt2.y); ctx.strokeStyle=color; ctx.lineWidth=2; ctx.stroke(); } // calc XY which is a specified percent distance from pt1 to pt2 function pointAtPercent(pt1,pt2,sliderValue) { // calculate XY at slider% towards pt2 var x = pt1.x + (pt2.x-pt1.x) * sliderValue/100; var y = pt1.y + (pt2.y-pt1.y) * sliderValue/100; return({x:x,y:y}); } //the following are used to get all the center points... function getCentres() { var x = window.innerWidth/2; var y = window.innerHeight/2; centreSet[0] = centerPt; var ref = 0; var end = 0; var b = true; var tempCenter = centerPt; for(var j = 0; j < 5; j++){ tempCenter = centreSet[ref]; end = end + 1; centreSet[end] = anglePoint(tempCenter,90); end = end + 1; centreSet[end] = anglePoint(tempCenter,210); end = end + 1; centreSet[end] = anglePoint(tempCenter,330); ref = ref+1; } return centreSet; } </script> </body> </html>
The problem is you are appending and appending the path. This means that each time you call stroke() the new line together with all the old lines are stroked. You won't see this clearly as the old lines are drawn on top in the same location. And as more and more lines are added the more time it takes to stroke them.. To prevent this you need to break the path. Do this with beginPath(). If you activate your out-commented line it should work fine: function line(pt1,pt2,color){ ctx.beginPath(); //<-- activate this ctx.moveTo(pt1.x,pt1.y); ctx.lineTo(pt2.x,pt2.y); ctx.strokeStyle=color; ctx.lineWidth=2; ctx.stroke(); }
HTML5 canvas continuously stroking lines
I want to draw some continuously growing lines in HTML5 and Javascript. Here is what I want to do: A point located at the center of my screen will have 3 lines growing (120 degree to each other) to a certain length, say 50 pix, then each of this 3 vertex will become a new center and have another 3 lines. (I couldnt post images due to low reputation I have, hopefully you know what I mean abt the image here...) I already written the function to have a array of all the points I need as the centers, starting from the center of my screen. I am thinking to write a loop over this array to draw the lines. I DO NOT want to directly use the stroke so that the line just appears on the screen. I want to have something like the the lines are drawn bit by bit (bad english here, please excuse my english) until it reaches the pre-defined length. However my code dont work quite well here, it only displays all the center points and only the last center point has the movement to have the 3 lines to grow... I need to know the correct way to do this... many thanks in advance! (please ignore the variable time or startTime in my code... ) <script> window.requestAnimFrame = (function(callback) { return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function(callback) { window.setTimeout(callback, 1000 / 60); }; })(); var canvas = document.getElementById('myCanvas'); canvas.width= window.innerWidth; canvas.height= window.innerHeight; var context = canvas.getContext('2d'); var totalLength = 50; var centreSet = new Array(); var counter = 0; var centre = { x: canvas.width / 2, y: canvas.height / 2, }; var myLine = { length : 0, color : 'grey', lineWidth : 0.5, }; function drawLine(centre, context, mylength) { context.beginPath(); context.moveTo(centre.x, centre.y); context.lineTo(centre.x, centre.y - mylength); context.moveTo(centre.x, centre.y); context.lineTo(centre.x - 0.866 * mylength, centre.y + mylength/2); context.moveTo(centre.x, centre.y); context.lineTo(centre.x + 0.866 * mylength, centre.y + mylength/2); context.lineWidth = myLine.lineWidth; context.strokeStyle = myLine.color; context.closePath(); context.stroke(); } function startAnimate(centre, canvas, context, startTime, mylength) { // update var time = (new Date()).getTime() - startTime; var linearSpeed = 5; // pixels / second var newX = linearSpeed / 10; if(mylength < totalLength) { mylength = mylength + newX; // clear //context.clearRect(0, 0, canvas.width, canvas.height); drawLine(centre, context, mylength); // request new frame requestAnimFrame(function() { startAnimate(centre, canvas, context, startTime, mylength); }); } } function animate(centre, canvas, context, startTime){ //create array to have all the center points centreSet = getCentres(); for (var i = 0; i < centreSet.length; i++){ //pass the x and y values in a object for each center we have in the array centre.x = str2x(centreSet[i]); centre.y = str2y(centreSet[i]); startAnimate(centre, canvas, context, startTime, 0); } } setTimeout(function() { var startTime = (new Date()).getTime(); animate(centre, canvas, context, startTime); }, 1000); I just edited your code, I added the following part: var length = 0; for(var i = 0; i < 380; i++){ window.setTimeout(function() {drawFrame(length);},16.67); length = length + 0.25; } I expect the screen appears to draw the incremental lines bit by bit until it reaches the length I want. However, it seems like the whole incremental process is not shown and it only shows the finished drawing. Can anyone tell me why?
Regarding your followup question about why your animation loop fails By putting your setTimeout in a for-loop, each new setTimeout is cancelling the previous setTimeout. So you’re just left with the very last setTimeout running to completion. In an animation loop, you typically do 3 things during each "frame": Change some data to reflect how the new frame is different from the previous frame. Draw the frame. Test if the animation is complete. If not, do another frame (go to #1). The setTimeout function is used to do the last part of #3 (do another frame) So setTimeout is really acting as your animation loop. --- Your for-loop is not needed. This is how you would restructure your code to follow this pattern: var length=0; var maxLength=50; function draw(){ // make the line .25 longer length=length+.25; // draw drawFrame(length); // test if the line is fully extended // if not, call setTimeout again // setTimeout(draw,100) will call this same draw() function in 100ms if(length<maxLength){ setTimeout(draw,100); } }
[Edited: to include spawning of child objects after lines reach terminal distance] In your code you were not spawning new center points when the lines reached their maximum extension. I would suggest that each of your centre objects have at least this much information in order to spawn a new set of centre objects when their lines reach terminal length: var newCentrePoint={ x:x, y:y, maxLength:newMaxLength, growLength:growLength, currentLength:0, isActive:true } The x,y are the centerpoint’s coordinates. maxLength is the maximum extension of the 3 lines before they are terminated. growLength is the amount by which each line will grow in each new frame. currentLength is the current length of the line. isActive is a flag indicating if this point is growing lines (true) or if it’s terminated (false) Then when each line reaches terminal length you can spawn a new set of lines like this: // spawns 3 new centre points – default values are for testing function spawn(point,newMaxLength,newColor,growLength,newLineWidth){ var max=newMaxLength||point.maxLength/2; var color=newColor|| (colors[++colorIndex%(colors.length)]); var grow=growLength||point.growLength/2; var lw=newLineWidth||point.lineWidth-1; // new center points are spawned at the termination points of the 3 current lines newPoint((point.x),(point.y-point.maxLength),max,color,grow,lw); newPoint((point.x-0.866*point.maxLength),(point.y+point.maxLength/2),max,color,grow,lw); newPoint((point.x+0.866*point.maxLength),(point.y+point.maxLength/2),max,color,grow,lw); } // creates a new point object and puts in the centreSet array for processing function newPoint(x,y,newMaxLength,newColor,growLength,newLineWidth){ var newPt={ x:x, y:y, maxLength:newMaxLength, color:newColor, lineWidth:newLineWidth, growLength:growLength, currentLength:0, isActive:true } centreSet.push(newPt); } Here is code and a Fiddle: http://jsfiddle.net/m1erickson/Vc8Gf/ <!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 context = canvas.getContext('2d'); // colors var colors=["red","blue","gold","purple","green"]; var colorIndex=0; // var centreSet=[] var generations=1; // seed point newPoint(canvas.width/2,canvas.height/2,100,"red",15); // start draw(); // function draw(){ // context.clearRect(0,0,canvas.width,canvas.height); // for(var i=0;i<centreSet.length;i++){ // var centre=centreSet[i]; // if(centre.isActive){ // centre.currentLength+=centre.growLength; // if(centre.currentLength>=centre.maxLength){ centre.isActive=false; centre.currentLength=centre.maxLength; spawn(centre); } } // drawLines(centre); } // if(generations<120){ setTimeout(draw,500); }else{ context.font="18pt Verdana"; context.fillText("Finished 120 generations",40,350); } } function spawn(point,newMaxLength,newColor,growLength,newLineWidth){ var max=newMaxLength||point.maxLength/2; var color=newColor|| (colors[++colorIndex%(colors.length)]); var grow=growLength||point.growLength/2; var lw=newLineWidth||point.lineWidth-1; newPoint((point.x),(point.y-point.maxLength),max,color,grow,lw); newPoint((point.x-0.866*point.maxLength),(point.y+point.maxLength/2),max,color,grow,lw); newPoint((point.x+0.866*point.maxLength),(point.y+point.maxLength/2),max,color,grow,lw); generations++; } function newPoint(x,y,newMaxLength,newColor,growLength,newLineWidth){ var newPt={ x:x, y:y, maxLength:newMaxLength, color:newColor, lineWidth:newLineWidth, growLength:growLength, currentLength:0, isActive:true } centreSet.push(newPt); } function drawLines(centre) { var length=centre.currentLength; // context.beginPath(); context.moveTo(centre.x, centre.y); context.lineTo(centre.x, centre.y - length); // context.moveTo(centre.x, centre.y); context.lineTo(centre.x - 0.866 * length, centre.y + length/2); // context.moveTo(centre.x, centre.y); context.lineTo(centre.x + 0.866 * length, centre.y + length/2); // context.strokeStyle=centre.color; context.lineWidth = centre.lineWidth; context.stroke(); } }); // end $(function(){}); </script> </head> <body> <canvas id="canvas" width=400 height=400></canvas> </body> </html>
HTML5 Canvas - Repeat Canvas Element as a Pattern
I have a 64x64 canvas square element which I want to repeat in x- and y-directions to fill the page. I've found many explanations on how to do this with an image, but none explaining how to do it with a canvas element. Here is my code so far: $(document).ready(function(){ var canvas = document.getElementById('dkBg'); var ctx = canvas.getContext('2d'); ctx.canvas.width = window.innerWidth; ctx.canvas.height = window.innerHeight; ctx.fillStyle = 'rgb(0,0,0)'; //I want the following rectangle to be repeated: ctx.fillRect(0,0,64,64); for(var w=0; w<=64; w++){ for(var h=0; h<=64; h++){ rand = Math.floor(Math.random()*50); while(rand<20){ rand = Math.floor(Math.random()*50); } opacity = Math.random(); while(opacity<0.5){ opacity = Math.random(); } ctx.fillStyle= 'rgba('+rand+','+rand+','+rand+','+opacity+')'; ctx.fillRect(w,h,1,1); } } }); The thing is, I don't want all of the random numbers/etc to be regenerated. I just want to tile the exact same square to fit the page. Is this possible? Here is a fiddle: http://jsfiddle.net/ecMDq/
Doing what you want is actually super easy. You do not need to use images at all. The createPattern function accepts an image or another canvas! (Or a video tag, even) All you have to do is make a canvas that is only 64x64 large and make the pattern on it. Let's call this canvas pattern. You only have to make your design once. Then with the context of the main canvas we can do: // "pattern" is our 64x64 canvas, see code in fiddle var pattern = ctx.createPattern(pattern, "repeat"); ctx.fillStyle = pattern; Working example using your code to make the pattern, then repeating it onto a 500x500 canvas: http://jsfiddle.net/tGa8M/
You can get the base64 version of your image using the toDataURL() method of the canvas element. From there it's as simple as setting the background-image of your page to the string "url(" + base64 + ")" Here is a working example: http://jsfiddle.net/ecMDq/1/ $(document).ready(function(){ var canvas = document.getElementById('dkBg'); var ctx = canvas.getContext('2d'); ctx.canvas.width = 64; //window.innerWidth; ctx.canvas.height = 64; //window.innerHeight; ctx.fillStyle = 'rgb(0,0,0)'; //I want the following rectangle to be repeated: ctx.fillRect(0,0,64,64); for(var w=0; w<=64; w++){ for(var h=0; h<=64; h++){ rand = Math.floor(Math.random()*50); while(rand<20){ rand = Math.floor(Math.random()*50); } opacity = Math.random(); while(opacity<0.5){ opacity = Math.random(); } ctx.fillStyle= 'rgba('+rand+','+rand+','+rand+','+opacity+')'; ctx.fillRect(w,h,1,1); } } document.documentElement.style.backgroundImage = 'url(' +canvas.toDataURL() + ')'; }); Note that you need to make the canvas 64x64 because that's the size of your source image. You can also now make the canvas display:none, or even remove it from the dom completely because it's only acting as a source for the background-image. Also, what on earth is up with those while loops? while(rand<20){ rand = Math.floor(Math.random()*50); } It looks like you're trying to enforce a minimum value. Just use this: rand = Math.floor(Math.random() * (50-20) + 20);