I'm drawing buttons on createjs canvas that have gradient fill and stroke. The number of buttons are drawn inside a for loop. Each section, as you will see in the fiddle, is drawn separately via function. but only the first function run draws the correct fill. The subsequent calls only draws the gradient stroke Jsfiddle
for (i = 0; i < db.length; i++) {
var btn = db[i];
var sdb = btn.split("_");
var blabel = sdb[0];
var battrib = sdb[1];
var bval = sdb[2];
var sid = sdb[3];
var tick = sdb[4];
var cptn = sdb[5];
var imageType = sdb[6];
var buttonSize = 90 + 10;
var bttn = new c.Shape();
bttn.graphics.beginLinearGradientFill([grad1, grad2], [.2, 1], 0, 0,0,50 ).setStrokeStyle(3).beginLinearGradientStroke([grad2, grad1], [.2, 1], 0, 0,0,50 ).drawRoundRect(x, y, 85, 35,5);
var label = new c.Text(blabel);
label.font = font;
label.color = '#000';
label.x = x+8;
label.y = y+6;
m1.addChild(bttn, label);
x+= buttonSize;
}s.update();
It seems to be working to me. Is it perhaps that you forgot to offset your buttons, so you're only seeing the first one? bttn.y = i*40
https://jsfiddle.net/gskinner/wqu4nzdq/12/
Related
I'm running into an issue with my code to make a fillet shape because the code will seemingly randomly flip the coordinates of the intersection point for reasons I can't find. Even when it is using the same equations, and the same vector is found to be the shortest, just changing the waypoint location very slightly changes the intersection point massively. I've run through the code a bunch of times, and can't tell why this would happen. I can't post images without 10 reputation, but if you run my code and change only the x coordinate for waypoint1 from 250 to 150 it has been breaking. Any help would be greatly appreciated!
var straightpath1 = new Path();
var straightpath2 = new Path();
//User inputs waypoints
var waypoint1 = new Point(250,450);
var waypoint2 = new Point(300,300);
var waypoint3 = new Point(500,600);
//Creates vectors to better visualize waypoints
straightpath1.add(waypoint1);
straightpath1.add(waypoint2);
straightpath1.strokeColor = 'red';
straightpath2.add(waypoint2);
straightpath2.add(waypoint3);
straightpath2.strokeColor = 'red';
//Find waypoint locations relative to waypoint2
var veca = new Point(waypoint1.x-waypoint2.x,waypoint2.y-waypoint1.y);
var vecb = new Point(waypoint3.x-waypoint2.x,waypoint2.y-waypoint3.y);
//Uses a circle to find intersections on each path to have
//equal length vectors being added to find angle bisector
var minpathlength = Math.min(straightpath1.length,straightpath2.length);
var bisectcirc = new Path.Circle(waypoint2, minpathlength-0.1);
var intersections1 = straightpath1.getIntersections(bisectcirc);
var intersections2 = straightpath2.getIntersections(bisectcirc);
//Creates angle bisector that fillet circle will be placed on
var intervec1 = new Point(intersections1[0].point.x-waypoint2.x,waypoint2.y-intersections1[0].point.y);
var intervec2 = new Point(intersections2[0].point.x-waypoint2.x,waypoint2.y-intersections2[0].point.y);
var addvec = intervec1 + intervec2;
var addpoint = new Point(addvec.x, addvec.y);
//Calculates slope and b intercept for this added vector
var addslope = (addpoint.y/addpoint.x);
var addbintercept = addpoint.y - (addslope*addpoint.x);
if(minpathlength == straightpath1.length){
//Finds equation for tangent line from shortest path that
//will intersect with the angle bisector
var slope = (veca.y/veca.x);
var bintercept = veca.y - (slope*veca.x);
var tangentslope = -(veca.x/veca.y);
var tangentbintercept = veca.y - (tangentslope*veca.x);
} else {
//This code runs if waypoint2 to waypoint3 is a shorter distance
var slope = (vecb.y/vecb.x);
var bintercept = vecb.y - (slope*vecb.x);
var tangentslope = -(vecb.x/vecb.y);
var tangentbintercept = vecb.y - (tangentslope*vecb.x);
}
//Finds point of intersection between the angle bisector line
//and the tangent line
if(addslope > 0){
var intersectslope = tangentslope - addslope;
} else {
var intersectslope = tangentslope + addslope;
}
if(tangentbintercept > 0){
var intersectbintercept = addbintercept - tangentbintercept;
} else {
var intersectbintercept = addbintercept + tangentbintercept;
}
//Finds x and y coordinate of the point of intersection
var intersectx = intersectbintercept/intersectslope;
var intersecty = (addslope*intersectx) + addbintercept;
//Draws circle to visualize intersection point relative to waypoint2
var intersect = new Point(intersectx+waypoint2.x, waypoint2.y-intersecty);
var intersectcirc = new Path.Circle(intersect, 5);
intersectcirc.fillColor = 'black';
//Finds dot product and cross product of original vectors to
//find a value for the angle of the vectors
var dotprod = veca.x*vecb.x+veca.y*vecb.y;
var crossprod = veca.x*vecb.y-veca.y*vecb.x;
var angle = Math.atan2(crossprod, dotprod);
//Path from waypoint2 to intersection to better visualize
var midpath = new Path();
midpath.add(waypoint2);
midpath.add(intersect);
midpath.strokeColor = 'blue';
//Bendradius is a user input to determine where the fillet
//will be located along the two vectors
var bendradius = midpath.length;
//Sets center point for circle
var filletposition = midpath.getPointAt(bendradius)
//Finds dynamic radius for circle that creates the fillet
//based on the bendradius and calculated angle
var h = (bendradius*Math.sin(angle/2));
var absh = Math.abs(h);
absh = absh + 0.2;
//Draws circle used for fillet
var fillet = new Path.Circle(filletposition,absh);
fillet.strokeColor = 'blue'
//Finds intersections between the drawn circle and the original paths
var intersections4 = straightpath1.getIntersections(fillet);
var intersections5 = straightpath2.getIntersections(fillet);
var intersections6 = midpath.getIntersections(fillet);
//Draws final fillet in three parts: waypoint1 to first intersection,
//arc of circle, intersection to waypoint3
var final1 = new Path();
final1.add(waypoint1);
final1.add(intersections4[0].point);
final1.strokeColor = 'black';
var final2 = new Path.Arc(intersections4[0].point, intersections6[0].point, intersections5[0].point);
final2.strokeColor = 'black';
var final3 = new Path();
final3.add(waypoint3);
final3.add(intersections5[0].point);
final3.strokeColor = 'black';
Trying to create multiple canvas element on a single html page and then draw different graphics on each of them . But the issue is , the same graphics is drawn on all of them without any randomization
canvas_container_div = document.getElementById('canvas_container_div');
let animation_frame_id;
let canvas_array = [];
let context_array = [];
let number_of_canvas = 5;
//creating canvas and storing it in an array
for(var i = 0;i < number_of_canvas ; i++){
var canvas1 = document.createElement('canvas');
canvas1.style.width = '200px';
canvas1.style.height = '200px';
canvas1.style.margin = '10px';
canvas1.style.border = '1px solid white';
canvas_array.push(canvas1);
}
//displaying all canvas inside the div element
for(var i = 0;i < canvas_array.length ; i++){
canvas_container_div.appendChild(canvas_array[i]);
}
//getting all the contex for all the canvas
for(var i = 0;i < canvas_array.length ; i++){
context_array.push(canvas_array[i].getContext('2d'));
}
//random values generating
let hue = Math.random()*360;
//or other radom parameters
//updating each graphics
function update(ctx){
ctx.fillStyle = 'hsl('+hue+',100%,50%)';
}
function render(){
//getting all the context
for(var i = 0;i < context_array.length ; i++){
//clearing bg for perticular canvas
context_array[i].clearRect(0,0,canvas_array[i].width,canvas_array[i].height);
//passing perticular canvas context to update method
update(context_array[i]);
//drawing with pertucular context
context_array[i].beginPath();
context_array[i].arc(canvas_array[i].width/2,canvas_array[i].height/2,40,0,Math.PI *2);
context_array[i].closePath();
context_array[i].fill();
}
animation_frame_id = requestAnimationFrame(render);
}
render();
Wanted to have different color for all the circle drawn on different canvas , but all the circles are of same color . cannot randomize
You are defining your hue outside of your renders for loop, so each time it runs the loop and calls on the hue, it is getting the same color for the fill style. You could create a function that randomizes the hue inside a for loop to to create an array of colors that is the same length as your canvas array.
Then in your for loop within the render function call on the array and its index to make each individual circle a different color fill style.
NOTE: This only randomizes the colors, it does not check if a color already exists, so you may want additional code to check if a number is already in the array before pushing the value into the array. Furthermore, you will notice some hues randomize within a certain number close enough to each other that they actually look like they are the same, you could also include code within the setHue() function that checks to see if the the numbers are within a certain restraint of each other, this would likely be a .include() or even a conditional that checks the difference between the hue array and the current value within the loop.
let hue = [];
function setHue() {
for (let h = 0; h < context_array.length; h++) {
hue.push(Math.trunc(Math.random() * 360));
}
}
setHue();
canvas_container_div = document.getElementById('canvas_container_div');
let animation_frame_id;
let canvas_array = [];
let context_array = [];
let number_of_canvas = 5;
//creating canvas and storing it in an array
for (var i = 0; i < number_of_canvas; i++) {
var canvas1 = document.createElement('canvas');
canvas1.style.width = '200px';
canvas1.style.height = '200px';
canvas1.style.margin = '10px';
canvas1.style.border = '1px solid white';
canvas_array.push(canvas1);
}
//displaying all canvas inside the div element
for (var i = 0; i < canvas_array.length; i++) {
canvas_container_div.appendChild(canvas_array[i]);
}
//getting all the contex for all the canvas
for (var i = 0; i < canvas_array.length; i++) {
context_array.push(canvas_array[i].getContext('2d'));
}
//Randomize your hue value and make an array to hold the value
//Then in your for loop within the render function call on the
//array and its index to make each individual circle a different color fill style
let hue = [];
function setHue() {
for (let h = 0; h < context_array.length; h++) {
let color = Math.trunc(Math.random() * 360);
hue.push(color);
}
console.log(hue);
}
setHue();
function render() {
//getting all the context
for (var i = 0; i < context_array.length; i++) {
//clearing bg for perticular canvas
context_array[i].clearRect(0, 0, canvas_array[i].width, canvas_array[i].height);
//drawing with particular context
context_array[i].beginPath();
context_array[i].arc(canvas_array[i].width / 2, canvas_array[i].height / 2, 40, 0, Math.PI * 2);
context_array[i].closePath();
context_array[i].fill();
context_array[i].fillStyle = 'hsl(' + hue[i] + ',100%,50%)';
}
animation_frame_id = requestAnimationFrame(render);
}
render();
<div id="canvas_container_div"></div>
Hey I am trying to build the following picture in canvas using the library:EaselJS.
My Picture components are:
two circles - yellow and red and a light green background
a coordinate system from 0 to 1 with all the necessary labels which appear in the picture.
I have succeeded in my two goals.
I have build a Coordinate System based on stackoverflow discussion:
How to draw a full coordinate system with Easeljs?.
I have left with 2 main problems which concern me a lot:
I need to draw a rectangle(or square) which fits the coordinate system, the current rectangle is just a background.
Also I need to add 3 labels: 'Critical Index' on the x axis, 'Long-term Severity Index' on the y axis and a headline of Long-term.
I would happy if someone could help me with this issues
I am adding the source code:
$(function(){
var stage = new createjs.Stage('canvas2d');
var circle1 = new createjs.Shape();
var circle2 = new createjs.Shape();
var rect = new createjs.Rectangle(0, 0, 100, 100);
circle2.graphics.beginFill("yellow").drawCircle(0, 0, 300);
circle2.x = 500;
circle2.y = 0;
stage.addChild(circle2);
circle1.graphics.beginFill("red").drawCircle(0, 0, 150);
circle1.x = 500;
circle1.y = 0;
stage.addChild(circle1);
//stage.addChild(rect);
stage.update();
var coord_xaxis = new createjs.Shape();
stage.addChild(coord_xaxis);
var coord_yaxis = new createjs.Shape();
stage.addChild(coord_yaxis);
var coord_arrow_x = new createjs.Shape();
//stage.addChild(coord_arrow_x);
var coord_arrow_y = new createjs.Shape();
//stage.addChild(coord_arrow_y);
var coord_xaxis_lines = new createjs.Shape();
stage.addChild(coord_xaxis_lines);
var coord_yaxis_lines = new createjs.Shape();
stage.addChild(coord_yaxis_lines);
/**$('#canvas2d').width()/15**/
var axis_center_x = $('#canvas2d').width()/15;
var axis_center_y = $('#canvas2d').height()/1.10;
var xaxis_width = $('#canvas2d').width()-0.05*$('#canvas2d').width();
var yaxis_width = $('#canvas2d').height()-0.05*$('#canvas2d').height();
var axis_start_x = ($('#canvas2d').width()-xaxis_width)/2;
var axis_start_y = ($('#canvas2d').height()-yaxis_width)/6;
var axis_strokewidth = 2;
coord_xaxis.graphics.setStrokeStyle(axis_strokewidth,'round').beginStroke('#000');
coord_xaxis.graphics.moveTo(axis_start_x, axis_center_y).lineTo(axis_start_x+xaxis_width, axis_center_y);
coord_yaxis.graphics.setStrokeStyle(axis_strokewidth,'round').beginStroke('#000');
coord_yaxis.graphics.moveTo(axis_center_x, axis_start_y).lineTo(axis_center_x, axis_start_y+yaxis_width);
// draw coordsys arrow for x-axis
var arrwidth = 5;
var arrxtnd = 5;
coord_arrow_x.graphics.beginFill('#000');
coord_arrow_x.graphics.setStrokeStyle(axis_strokewidth,'round').beginStroke('#000');
coord_arrow_x.graphics.moveTo(axis_center_x, axis_start_y-arrwidth/2).lineTo(axis_center_x+arrwidth, axis_start_y+arrwidth+arrxtnd).lineTo(axis_center_x-arrwidth, axis_start_y+arrwidth+arrxtnd).lineTo(axis_center_x, axis_start_y-arrwidth/2);
coord_arrow_x.graphics.endFill();
// draw coordsys arrow for y-axis
coord_arrow_y.graphics.beginFill('#000');
coord_arrow_y.graphics.beginStroke('#000');
coord_arrow_y.graphics.moveTo(axis_start_x+xaxis_width+arrwidth/2, axis_center_y).lineTo(axis_start_x+xaxis_width-arrwidth-arrxtnd, axis_center_y+arrwidth).lineTo(axis_start_x+xaxis_width-arrwidth-arrxtnd, axis_center_y-arrwidth).lineTo(axis_start_x+xaxis_width+arrwidth/2, axis_center_y);
coord_arrow_y.graphics.endFill();
var stepdist = xaxis_width/5.25;
var steplinew = 6;
// 10 horizontal lines
var xlines = 10;
var labels_x = [];
for(var i=xlines;i>=0;i--) {
// little black marker
coord_yaxis_lines.graphics.setStrokeStyle(1,'round').beginStroke('#000');
coord_yaxis_lines.graphics.moveTo(axis_center_x-steplinew, axis_center_y+(-i/2)*stepdist).lineTo(axis_center_x+steplinew, axis_center_y+(-i/2)*stepdist);
// labels
labels_x[i] = new createjs.Text('x', '14px Arial', '#333');
labels_x[i].x = axis_center_x-12;
labels_x[i].y = axis_center_y+(-i/2)*stepdist-6; // move up a bit
stage.addChild(labels_x[i]);
labels_x[i].text = (i/10);
labels_x[i].textAlign = 'right';
}
// 12 orthogonal lines
var stepdist2 = xaxis_width/6.5;
var steplinew2 = 6;
var ylines = 10;
var labels_y = [];
for(var i=ylines;i>=1;i--) {
// dont overdraw y-axis-line
// little black marker
coord_xaxis_lines.graphics.setStrokeStyle(1,'round').beginStroke('#000');
coord_xaxis_lines.graphics.moveTo(axis_center_x+(i/1.6)*stepdist2, axis_center_y-steplinew2).lineTo(axis_center_x+(i/1.6)*stepdist2, axis_center_y+steplinew2);
// labels
labels_y[i] = new createjs.Text('x', '14px Arial', '#333');
labels_y[i].x = axis_center_x+(i/1.6)*stepdist2; // move up a bit
labels_y[i].y = axis_center_y+12;
stage.addChild(labels_y[i]);
labels_y[i].text = (i/10);
labels_y[i].textAlign = 'center';
}
stage.update();
})
#canvas2d{
background-color: #32CD32;
}
<script src="https://code.createjs.com/createjs-2015.11.26.min.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<canvas id="canvas2d" width="500" height="500"></canvas>
The syntax for creating a rectangle in EaselJS is just the same as making a circle. The difference lies when calling drawRect instead of drawCircle in the graphics chain.
I've added a rectangle with arbitrary position and size values to match your overall code style, and because I couldn't find any criteria quickly. I also removed the background color on the CSS.
As for the addition of labels on each axis, I highly recommend you to use DOM instead. EaselJS support for text is almost unusable. Even EaselJS itself recommends you to use a DOMElement instead of the Text DisplayObj. More on DOMElement here.
Personally, I think it would be a lot easier to get to your desired result by using pure DOM instead of canvas work, unless you're doing some heavy user-interaction-based animation stuff.
$(function(){
var stage = new createjs.Stage('canvas2d');
var circle1 = new createjs.Shape();
var circle2 = new createjs.Shape();
var rect = new createjs.Shape();
rect.graphics.f("green").drawRect(33, 0, 500, 455);
stage.addChild(rect);
circle2.graphics.beginFill("yellow").drawCircle(0, 0, 300);
circle2.x = 500;
circle2.y = 0;
stage.addChild(circle2);
circle1.graphics.beginFill("red").drawCircle(0, 0, 150);
circle1.x = 500;
circle1.y = 0;
stage.addChild(circle1);
stage.update();
var coord_xaxis = new createjs.Shape();
stage.addChild(coord_xaxis);
var coord_yaxis = new createjs.Shape();
stage.addChild(coord_yaxis);
var coord_arrow_x = new createjs.Shape();
//stage.addChild(coord_arrow_x);
var coord_arrow_y = new createjs.Shape();
//stage.addChild(coord_arrow_y);
var coord_xaxis_lines = new createjs.Shape();
stage.addChild(coord_xaxis_lines);
var coord_yaxis_lines = new createjs.Shape();
stage.addChild(coord_yaxis_lines);
/**$('#canvas2d').width()/15**/
var axis_center_x = $('#canvas2d').width()/15;
var axis_center_y = $('#canvas2d').height()/1.10;
var xaxis_width = $('#canvas2d').width()-0.05*$('#canvas2d').width();
var yaxis_width = $('#canvas2d').height()-0.05*$('#canvas2d').height();
var axis_start_x = ($('#canvas2d').width()-xaxis_width)/2;
var axis_start_y = ($('#canvas2d').height()-yaxis_width)/6;
var axis_strokewidth = 2;
coord_xaxis.graphics.setStrokeStyle(axis_strokewidth,'round').beginStroke('#000');
coord_xaxis.graphics.moveTo(axis_start_x, axis_center_y).lineTo(axis_start_x+xaxis_width, axis_center_y);
coord_yaxis.graphics.setStrokeStyle(axis_strokewidth,'round').beginStroke('#000');
coord_yaxis.graphics.moveTo(axis_center_x, axis_start_y).lineTo(axis_center_x, axis_start_y+yaxis_width);
// draw coordsys arrow for x-axis
var arrwidth = 5;
var arrxtnd = 5;
coord_arrow_x.graphics.beginFill('#000');
coord_arrow_x.graphics.setStrokeStyle(axis_strokewidth,'round').beginStroke('#000');
coord_arrow_x.graphics.moveTo(axis_center_x, axis_start_y-arrwidth/2).lineTo(axis_center_x+arrwidth, axis_start_y+arrwidth+arrxtnd).lineTo(axis_center_x-arrwidth, axis_start_y+arrwidth+arrxtnd).lineTo(axis_center_x, axis_start_y-arrwidth/2);
coord_arrow_x.graphics.endFill();
// draw coordsys arrow for y-axis
coord_arrow_y.graphics.beginFill('#000');
coord_arrow_y.graphics.beginStroke('#000');
coord_arrow_y.graphics.moveTo(axis_start_x+xaxis_width+arrwidth/2, axis_center_y).lineTo(axis_start_x+xaxis_width-arrwidth-arrxtnd, axis_center_y+arrwidth).lineTo(axis_start_x+xaxis_width-arrwidth-arrxtnd, axis_center_y-arrwidth).lineTo(axis_start_x+xaxis_width+arrwidth/2, axis_center_y);
coord_arrow_y.graphics.endFill();
var stepdist = xaxis_width/5.25;
var steplinew = 6;
// 10 horizontal lines
var xlines = 10;
var labels_x = [];
for(var i=xlines;i>=0;i--) {
// little black marker
coord_yaxis_lines.graphics.setStrokeStyle(1,'round').beginStroke('#000');
coord_yaxis_lines.graphics.moveTo(axis_center_x-steplinew, axis_center_y+(-i/2)*stepdist).lineTo(axis_center_x+steplinew, axis_center_y+(-i/2)*stepdist);
// labels
labels_x[i] = new createjs.Text('x', '14px Arial', '#333');
labels_x[i].x = axis_center_x-12;
labels_x[i].y = axis_center_y+(-i/2)*stepdist-6; // move up a bit
stage.addChild(labels_x[i]);
labels_x[i].text = (i/10);
labels_x[i].textAlign = 'right';
}
// 12 orthogonal lines
var stepdist2 = xaxis_width/6.5;
var steplinew2 = 6;
var ylines = 10;
var labels_y = [];
for(var i=ylines;i>=1;i--) {
// dont overdraw y-axis-line
// little black marker
coord_xaxis_lines.graphics.setStrokeStyle(1,'round').beginStroke('#000');
coord_xaxis_lines.graphics.moveTo(axis_center_x+(i/1.6)*stepdist2, axis_center_y-steplinew2).lineTo(axis_center_x+(i/1.6)*stepdist2, axis_center_y+steplinew2);
// labels
labels_y[i] = new createjs.Text('x', '14px Arial', '#333');
labels_y[i].x = axis_center_x+(i/1.6)*stepdist2; // move up a bit
labels_y[i].y = axis_center_y+12;
stage.addChild(labels_y[i]);
labels_y[i].text = (i/10);
labels_y[i].textAlign = 'center';
}
stage.update();
})
<script src="https://code.createjs.com/createjs-2015.11.26.min.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<canvas id="canvas2d" width="500" height="500"></canvas>
How to draw circular segment using paper.js
I want to draw the circular segments as shown in the image. Each segment is independent and will later be used for interactive purposes.
I tried something like
//Temporary background circle
var keys = new Path.Circle(view.center, 130);
keys.fillColor = '#F1F1F1';
var home = new Path.Circle(view.center, 50);
home.fillColor = '#ee2a33';
var start = new Point(view.center.x, view.center.y-130);
var through = new Point(view.center.x-125, view.center.y-40);
var to = new Point(view.center.x-130, view.center.y);
var path = new Path.Arc(start, through, to);
path.strokeColor = 'black';
path.fillColor = 'green';
And it renders something like below
After several attempts, I came up with this. If anyone needs the same thing for whatever reason, maybe this will help.
//Creating keys
var arcOne = createSegment('#f1f1f1');
var arcTwo = createSegment('#666666');
var arcThree = createSegment('#333333');
var arcFour = createSegment('#666666');
var arcFive = createSegment('#999999');
var arcSix = createSegment('#000000');
arcTwo.rotate(-60, view.center);
arcThree.rotate(-120, view.center);
arcFour.rotate(60, view.center);
arcFive.rotate(120, view.center);
arcSix.rotate(180, view.center);
//center white
var center = new Path.Circle(view.center, 50);
center.fillColor = '#F1F1F1';
//Create Each segment
function createSegment(fillcolor){
//Segment One
var start = new Point(view.center.x, view.center.y-130);
var through = new Point(view.center.x-90, view.center.y-94);
var to = new Point(view.center.x-113, view.center.y-64);
var name = Path.Arc(start, through, to);
name.add(new Point(view.center.x, view.center.y));
name.add(new Point(view.center.x, view.center.y-130));
name.fillColor = fillcolor;
return name;
}
I have an interactive application mockup made with PaperJS but it still lacks a small feature. I need to draw a 2D grid (you know... that uniform mesh of lines that repeat endlessly over a surface), it will be used as guides for user interactions when dragging things over the screen (but the grid itself can be completely static).
I just don't know how to implement it in PaperJS. It can't be just a background image since it will be presented in different scales, also I wanted it to be rendered very fast since it will always be visible.
The type of grid I would like to draw is a 2D mesh centered grid, like in the example (a) of this picture:
Any enlightenment is welcome.
If all you want is lines:
var drawGridLines = function(num_rectangles_wide, num_rectangles_tall, boundingRect) {
var width_per_rectangle = boundingRect.width / num_rectangles_wide;
var height_per_rectangle = boundingRect.height / num_rectangles_tall;
for (var i = 0; i <= num_rectangles_wide; i++) {
var xPos = boundingRect.left + i * width_per_rectangle;
var topPoint = new paper.Point(xPos, boundingRect.top);
var bottomPoint = new paper.Point(xPos, boundingRect.bottom);
var aLine = new paper.Path.Line(topPoint, bottomPoint);
aLine.strokeColor = 'black';
}
for (var i = 0; i <= num_rectangles_tall; i++) {
var yPos = boundingRect.top + i * height_per_rectangle;
var leftPoint = new paper.Point(boundingRect.left, yPos);
var rightPoint = new paper.Point(boundingRect.right, yPos);
var aLine = new paper.Path.Line(leftPoint, rightPoint);
aLine.strokeColor = 'black';
}
}
drawGridLines(4, 4, paper.view.bounds);
If you want each rectangle to be a separate Path to hitTest for the individual rectangles:
var drawGridRects = function(num_rectangles_wide, num_rectangles_tall, boundingRect) {
var width_per_rectangle = boundingRect.width / num_rectangles_wide;
var height_per_rectangle = boundingRect.height / num_rectangles_tall;
for (var i = 0; i < num_rectangles_wide; i++) {
for (var j = 0; j < num_rectangles_tall; j++) {
var aRect = new paper.Path.Rectangle(boundingRect.left + i * width_per_rectangle, boundingRect.top + j * height_per_rectangle, width_per_rectangle, height_per_rectangle);
aRect.strokeColor = 'white';
aRect.fillColor = 'black';
}
}
}
drawGridRects(4, 4, paper.view.bounds);