I've tried googling the answer to this but i'm just going around in circles....
If I clear the rect (using clearRect) then the image doesn't redraw after.
However, if I don't clear the images just stack.
What I want it to clear the current image and then draw with new one.
What am I missing?
Does it have something to do with the image Load ?
Sorry if this is a question repeat, I couldn't find the exact answer to this- and I tried what others suggested but results were poor.
http://jsfiddle.net/bxeuhh4h/
function clear() {
var canvasTemp = document.getElementById(imgSection);
var ctxTemp = canvasTemp.getContext("2d");
ctxTemp.clearRect(0, 0, 500, 500);
}
function fillColorOrPattern(imgSection,currentcolor){
if ((oldcolor !== currentcolor) || (oldxImgToBeFilled !== xImgToBeFilled)){
clear();
}
imgFill.onload = function () {
imgToBeFilled.onload = function () {
if ((oldcolor !== currentcolor) || (oldxImgToBeFilled !== xImgToBeFilled)){
fill(imgSection,currentcolor)
}
};
imgToBeFilled.src = xImgToBeFilled;
}
imgFill.src = xImgFill;
}
function fill(imgSection,currentcolor){
canvas = document.getElementById(imgSection);
ctx = canvas.getContext("2d");
ctx.drawImage(imgToBeFilled, 0, 0);
ctx.globalCompositeOperation = "source-atop";
console.log(isItColorOrPattern);
if (isItColorOrPattern == "color"){
ctx.rect(0, 0, canvas.width, canvas.height);
console.log("currentcolor: " + currentcolor);
ctx.fillStyle = getColor(currentcolor);
console.log(getColor(currentcolor));
ctx.fill();
}else{
var pattern = ctx.createPattern(imgFill, 'repeat');
console.log("canvas.width: " + canvas.width);
console.log("xImgFill: " + xImgFill);
console.log(canvas.getContext);
ctx.rect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = pattern;
ctx.fill();
}
ctx.globalAlpha = .10;
ctx.drawImage(imgToBeFilled, 0, 0);
ctx.drawImage(imgToBeFilled, 0, 0);
ctx.drawImage(imgToBeFilled, 0, 0);
oldcolor = currentcolor;
oldxImgToBeFilled = xImgToBeFilled;
}
$(window).load(function(){
imgToBeFilled = new Image();
imgFill = new Image();
fillColorOrPattern(imgSection,currentcolor);
}
You need to add a beginPath() in there. rect() will accumulate rectangles to the path, clearRect() won't clear those. Also reset comp. mode and alpha as they are sticky.
You could avoid beginPath() if you use fillRect() instead of rect() + fill() (added example below) as fillRect() does not add to the path.
function fill(imgSection,currentcolor){
// these should really be initialized outside the loop
canvas = document.getElementById(imgSection);
ctx = canvas.getContext("2d");
// clear canvas
ctx.clearRect(0, 0, canvas.width, canvas.height);
// clear path
ctx.beginPath();
// use default comp. mode
ctx.globalCompositeOperation = "source-over";
// reset alpha
ctx.globalAlpha = 1;
ctx.drawImage(imgToBeFilled, 0, 0);
ctx.globalCompositeOperation = "source-atop";
if (isItColorOrPattern === "color"){
// rect() accumulates on path
ctx.rect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = getColor(currentcolor);
ctx.fill();
// instead of rect() + fill() you could have used:
// fillRect() does not accumulate on path
// fillRect(0, 0, canvas.width, canvas.height);
}
else {
var pattern = ctx.createPattern(imgFill, 'repeat');
ctx.rect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = pattern;
ctx.fill();
}
ctx.globalAlpha = .1;
ctx.drawImage(imgToBeFilled, 0, 0);
ctx.drawImage(imgToBeFilled, 0, 0);
ctx.drawImage(imgToBeFilled, 0, 0);
oldcolor = currentcolor;
oldxImgToBeFilled = xImgToBeFilled;
}
Canvas workflow goes like this:
Draw some things on the canvas.
Calculate changes to the position of those things.
Clear the canvas.
Redraw all the things in their new positions.
Canvas does not "remember" where it drew your things so you cannot directly order your things to move.
But you can save the definition of your things in javascript object:
var myCircle={
centerX:50,
centerY:50,
radius:25,
fill:'blue'
}
Then you can "move" your things using the javascript objects:
myCircle.centerX += 5;
And then redraw the things at their new positions. Putting the redraw code in a function makes redrawing easier:
function redraw(){
// clear the canvas
ctx.clearRect(0,0,canvas.width,canvas.height);
// redraw one or more things based on their javascript objects
ctx.beginPath();
ctx.arc( myCircle.centerX, myCircle.centerY, myCircle.radius, 0, Math.PI*2 );
ctx.closePath();
ctx.fillStyle=myCircle.fill;
ctx.fill();
}
Putting it all together:
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var myCircle={
centerX:50,
centerY:50,
radius:25,
fill:'blue'
}
redraw();
document.getElementById('move').addEventListener('click',function(){
myCircle.centerX+=5;
redraw();
});
function redraw(){
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.beginPath();
ctx.arc( myCircle.centerX, myCircle.centerY, myCircle.radius, 0, Math.PI*2 );
ctx.closePath();
ctx.fillStyle=myCircle.fill;
ctx.fill();
}
body{ background-color: ivory; }
#canvas{border:1px solid red; margin:0 auto; }
<button id=move>Move</button>
<br>
<canvas id="canvas" width=300 height=300></canvas>
Related
This question has been asked twice without the caveat of "Fully Fade Out"
Fastest way of fading out entire contents of a canvas to transparency, not other color
HTML5: Apply transparency to Canvas after drawing through JavaScript
Both of the accepted answers only partially fade out the contents. They both suggest something like:
// semi functional code, but doesn't fully work
ctx.save();
ctx.globalAlpha = 1;
ctx.globalCompositeOperation = "destination-in";
ctx.fillStyle = "rgba(0, 0, 0, 0.9)";
ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
ctx.restore();
This leaves residue everywhere, never fully fading out anything. See example below:
let canvas = document.getElementsByTagName('canvas')[0];
let ctx = canvas.getContext('2d');
let rand = n => Math.floor(Math.random() * n);
setInterval(() => {
ctx.beginPath();
ctx.arc(rand(300), rand(120), rand(60), Math.PI * 2, 0);
ctx.fillStyle = `rgba(${rand(256)}, ${rand(256)}, ${rand(256)}, 1)`;
ctx.globalCompositeOperation = 'source-over';
ctx.fill();
}, 1000);
let fadeOut = () => {
let fadeAmount = 0.05;
// Note that the colour here doesn't matter! Only the alpha matters.
// The colour here is red, but you'll see no red appear
ctx.fillStyle = `rgba(255, 0, 0, ${1 - fadeAmount})`;
ctx.globalCompositeOperation = 'destination-in';
ctx.fillRect(0, 0, 300, 120);
requestAnimationFrame(fadeOut);
};
requestAnimationFrame(fadeOut);
canvas { border: 3px solid #808080; background-color: #000000; }
<canvas width="300" height="120"></canvas>
The question is: How can one fully fade out elements on a canvas, all the way to transparent?
EDIT: I'm searching for a performant solution that works for heavily layered (think visualizer) situations.
Here is a small sample using globalAlpha, looks good to me, no residue...
each FadingCircle will have own fade, that will determine how fast it fades and if it goes to 0 or below we do not draw it, seems like an easy solution.
You can add colors, random positions and change it as much as you like to suit your needs.
const canvas = document.getElementsByTagName('canvas')[0];
const ctx = canvas.getContext('2d');
class FadingCircle {
constructor(x, y, radius, fade) {
this.x = x
this.y = y
this.radius = radius
this.fade = fade
this.globalAlpha = 1
}
draw(ctx) {
if (this.globalAlpha > 0) {
ctx.beginPath()
ctx.globalAlpha = this.globalAlpha
ctx.arc(this.x, this.y, this.radius, Math.PI * 2, 0)
ctx.fill()
this.globalAlpha -= this.fade
}
}
}
let sml = new FadingCircle(40, 50, 20, 0.01)
let med = new FadingCircle(140, 50, 30, 0)
let big = new FadingCircle(100, 50, 50, 0.005)
let animation = () => {
ctx.clearRect(0, 0, canvas.width, canvas.height);
big.draw(ctx)
med.draw(ctx)
sml.draw(ctx)
requestAnimationFrame(animation);
};
requestAnimationFrame(animation);
<canvas width="300" height="120"></canvas>
I am drawing five horizontal lines to an HMTL 5 2D canvas:
var canvas_ctx = my_canvas.getContext("2d");
canvas_ctx.lineWidth = 0.5;
canvas_ctx.strokeStyle = "black";
{
let line_x = 0;
let line_length = canvas_ctx.width;
let offset = 5;
let numLines = 5;
let numYincrement = 10;
for (let i=0;i<numLines * numYincrement;i+=numYincrement) {
//canvas_ctx.beginPath();
canvas_ctx.moveTo(line_x,i + offset);
canvas_ctx.lineTo(line_length,i + offset);
canvas_ctx.stroke();
//canvas_ctx.closePath();
}
}
This should, ideally result in 5 black lines. Instead, the color of the lines seems to fade with each new line (as if it's a gradient!), so that line 5 is gray. If I uncomment canvas_ctx.beginPath(); and canvas_ctx.closePath();, all lines become gray. Why is this happening??
Strokes do overlap from both sides of the coordinates.
var ctx = c.getContext('2d');
ctx.strokeStyle="red";
// draw big
ctx.scale(30, 30);
ctx.beginPath();
ctx.moveTo(5, 0);
ctx.lineTo(5, 10);
ctx.stroke();
drawPixelGrid();
function drawPixelGrid() {
// simply renders where the pixel bounds are
ctx.beginPath();
// remove the zoom
ctx.setTransform(1,0,0,1,0,0);
ctx.strokeStyle = 'gray';
ctx.lineWidth = 2; // avoid the problem we are demonstrating by using a perfect lineWidth ;-)
for(let y=0; y<=300; y+=30) {
ctx.moveTo(0, y);
ctx.lineTo(300, y);
for(let x=0; x<=300; x+=30) {
ctx.moveTo(x, 0);
ctx.lineTo(x, 300);
}
}
ctx.stroke();
}
<canvas id="c" height=300></canvas>
But obviously, a pixel can't be set to two colors at the same time. So browsers apply antialiasing, which will fade your pixel color to an other color, being the result of mixing the background and the foreground color.
So for a black stroke over a white or transparent background, this leads to actual gray pixels being rendered. Here I'll keep using red as an example:
var ctx = c.getContext('2d');
ctx.strokeStyle="red";
// first draw as on a 10*10 canvas
ctx.beginPath();
ctx.moveTo(5, 0);
ctx.lineTo(5, 10);
ctx.stroke();
// zoom it
ctx.imageSmoothingEnabled = 0;
ctx.globalCompositeOperation = 'copy';
ctx.drawImage(c, 0,0,9000,9000);
drawPixelGrid();
// this is not red...
function drawPixelGrid() {
ctx.globalCompositeOperation = 'source-over';
ctx.beginPath();
ctx.setTransform(1,0,0,1,0,0);
ctx.strokeStyle = 'gray';
ctx.lineWidth = 2;
for(let y=0; y<=300; y+=30) {
ctx.moveTo(0, y);
ctx.lineTo(300, y);
for(let x=0; x<=300; x+=30) {
ctx.moveTo(x, 0);
ctx.lineTo(x, 300);
}
}
ctx.stroke();
}
<canvas id="c" height=300></canvas>
One way to avoid it is generally to apply an offset on your coordinates so that the line extends correctly on pixels boundaries. E.g for a 1px lineWidth, you would apply a 0.5 offset:
var ctx = c.getContext('2d');
ctx.strokeStyle="red";
// first draw as on a 10*10 canvas
ctx.beginPath();
ctx.moveTo(5.5, 0); // offset +0.5px
ctx.lineTo(5.5, 10);
ctx.stroke();
// zoom it
ctx.imageSmoothingEnabled = 0;
ctx.globalCompositeOperation = 'copy';
ctx.drawImage(c, 0,0,9000,9000);
drawPixelGrid();
// now we've got a real red
function drawPixelGrid() {
ctx.globalCompositeOperation = 'source-over';
ctx.beginPath();
ctx.setTransform(1,0,0,1,0,0);
ctx.strokeStyle = 'gray';
ctx.lineWidth = 2;
for(let y=0; y<=300; y+=30) {
ctx.moveTo(0, y);
ctx.lineTo(300, y);
for(let x=0; x<=300; x+=30) {
ctx.moveTo(x, 0);
ctx.lineTo(x, 300);
}
}
ctx.stroke();
}
<canvas id="c" height=300></canvas>
But in your case, you are drawing at 0.5px lineWidth, so no offset will be able to get rid of this antialiasing.
So if you want perfect color, choose a correct lineWidth.
I've been having difficulty with producing crisp shapes on my canvas, I've been taking out code to try and debug it and it seems one of the causes is the fact that's being redrawn. Below is the code without a loop:
var context = $('canvas')[0].getContext('2d');
function draw() {
context.clearRect(0, 0, context.width, context.height);
context.beginPath();
context.arc(100, 100, 50, 0, 2 * Math.PI, false);
context.fillStyle = 'red';
context.fill();
context.lineWidth = 4;
context.strokeStyle = 'darkred';
context.stroke();
}
draw();
<canvas width=200 height=200></canvas>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.2.1/jquery.min.js"></script>
And here is the same again with the loop:
var context = $('canvas')[0].getContext('2d');
function draw() {
requestAnimationFrame(draw);
context.clearRect(0, 0, context.width, context.height);
context.beginPath();
context.arc(100, 100, 50, 0, 2 * Math.PI, false);
context.fillStyle = 'red';
context.fill();
context.lineWidth = 4;
context.strokeStyle = 'darkred';
context.stroke();
}
function init() {
if (typeof game_loop != "undefined") clearInterval(game_loop);
var game_loop = setInterval(draw, 30);
}
init();
<canvas width=200 height=200></canvas>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.2.1/jquery.min.js"></script>
For those who do not see what I do in Chrome, here's an image:
It would seem that even putting the line requestAnimationFrame(draw); in the first example causes the same issue.
What am I doing wrong here?
The problem is that you cannot access context.width and context.height. Therefore this will cause the clearRect method to fail and have the circles being drawn over another.
Use canvas.widthand canvas.height.
var canvas = $('canvas')[0]
var context = canvas.getContext('2d');
var game_loop
function draw() {
context.clearRect(0, 0, canvas.width, canvas.height);
context.beginPath();
context.arc(100, 100, 50, 0, 2 * Math.PI, false);
context.fillStyle = 'red';
context.fill();
context.lineWidth = 4;
context.strokeStyle = 'darkred';
context.stroke();
}
function init() {
if (typeof game_loop != "undefined") clearInterval(game_loop);
game_loop = setInterval(requestAnimationFrame.bind(null, draw), 30) // use requestAnimationFrame but limit to 30ms interval - from #JoshuaK
}
init();
<canvas width=200 height=200></canvas>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.2.1/jquery.min.js"></script>
Also you used both, an interval and the requestAnimationFrame. Which will cause massive lags. Use intervals for anmation only when you have no other option. You could also use this polyfill:
window.requestAnimFrame = function(){
return (
window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(func){
window.setTimeout(func, 30);
}
);
}()
If you changed the transformation matrix (for example using scale, rotation, or translation), context.clearRect (0,0, canvas.width, canvas.height) will probably not remove the entire visible part Canvas
The solution? Reset the transformation matrix before clearing the canvas:
// Store the current transformation matrix
context.save();
// Use the identity matrix while clearing the canvas
context.setTransform(1, 0, 0, 1, 0, 0);
context.clearRect(0, 0, canvas.width, canvas.height);
// Restore the transform
context.restore();
CanvasRenderingContext2D (the type of context) has no width and height attribute, but it keeps a reference to the canvas it belongs to.
And of course that has width/height, so the minimal change in your code could be:
context.clearRect(0, 0, context.canvas.width, context.canvas.height);
I have a problem with canvas. Let's say, 1/10 time I have black square instead of my image, on chrome. My code is as follow, how can I modify it in order to avoid this black display?
<canvas id="Canvas" width="954" height="267"></canvas>
<script>
var canvas = document.getElementById('Canvas');
var context = canvas.getContext("2d");
// Map sprite
var mapSprite = new Image();
mapSprite.src = 'image.png';
var main = function () {
draw();
};
var draw = function () {
// Clear Canvas
context.fillStyle = "#000";
context.fillRect(0, 0, canvas.width, canvas.height);
// Draw diagramme
context.drawImage(mapSprite, 0, 0, 954, 267);
}
main();
</script>
EDIT 1: full function draw :
var draw = function () {
// Clear Canvas
context.fillStyle = "#000";
context.fillRect(0, 0, canvas.width, canvas.height);
// Draw diagramme
context.drawImage(mapSprite, 0, 0, nextWidth, nextHeight);
//draw all precedent cross
cross = new Image();
cross.src = "cross.png";
for (var i = 0; i < array_x.length; i++) {
context.drawImage(cross, array_x[i], array_y[i], 10, 10);
}
}
I believe you want to wait until image is loaded.
Replace:
main();
With:
mapSprite.addEventListener('load', main);
I am trying to do a simple animation with html5. Please take a look at the link below, through a touch screen device.
https://dl.dropbox.com/u/41627/wipe.html
The problem is as follows : Every time the user touches the screen , a box gets drawn around his finger which animates from small to big. I want just the outer most boundary to be visible and not the rest. I do not want to clear the canvas as I want the state of the rest of the canvas to be preserved.
Images to illustrate the issue:
My code is as follows :
function init() {
var canvas = document.getElementById('c');
var ctx = canvas.getContext('2d');
var img = document.createElement('IMG');
img.onload = function () {
ctx.beginPath();
ctx.drawImage(img, 0, 0);
ctx.closePath();
ctx.globalCompositeOperation = 'destination-out';
}
img.src = "https://dl.dropbox.com/u/41627/6.jpg";
function drawPoint(pointX,pointY){
var grd = ctx.createRadialGradient(pointX, pointY, 0, pointX, pointY, 30);
grd.addColorStop(0, "rgba(255,255,255,.6)");
grd.addColorStop(1, "transparent");
ctx.fillStyle = grd;
ctx.beginPath();
ctx.arc(pointX,pointY,50,0,Math.PI*2,true);
ctx.fill();
ctx.closePath();
}
var a = 0;
var b = 0;
function boxAround(pointX,pointY, a, b) {
ctx.globalCompositeOperation = 'source-over';
ctx.strokeStyle = "black";
ctx.strokeRect(pointX-a, pointY-b, (2*a), (2*b));
ctx.globalCompositeOperation = 'destination-out';
if(a < 100) {
setTimeout(function() {
boxAround(pointX,pointY, a+5, b+5);
}, 20);
}
}
canvas.addEventListener('touchstart',function(e){
drawPoint(e.touches[0].screenX,e.touches[0].screenY);
boxAround(e.touches[0].screenX,e.touches[0].screenY,0 , 0);
},false);
canvas.addEventListener('touchmove',function(e){
e.preventDefault();
drawPoint(e.touches[0].screenX,e.touches[0].screenY);
},false);
You can achieve this effect by either using a second canvas, or even just having the box be a plain <div> element that is positioned over the canvas. Otherwise, there is no way around redrawing your canvas.