Circle drawn on canvas isn't round - javascript

I have problem creating simple circle. I think code drawing it is writed like it suposed to be, and another problem is with axis. I dont know why but 0x point begins in the middle of the "game screen". How to make game screen 640px/480px?
Fiddle demo | Screenshot
start.wyswietl = (function(){
var dom = start.dom,
$ = dom.$,
gracz = start.gracz,
canvas, ctx,
pUruchomienie = true;
function createBackground(){
var background = document.createElement("canvas");
bgctx = background.getContext("2d");
dom.dodKlase(background, "background");
background.width = 640;
background.height = 480;
background = new Image();
background.onload = function(){
bgctx.drawImage(background, 0, 0);
};
background.src = "../obrazki/tapeta.png";
dom.dodKlase(background, "board-bg");
return background;
}
function rysuj(callback){
var gracz = document.createElement("canvas");
gctx = gracz.getContext("2d");
gctx.fillStyle = "black";
gctx.arc(5, 40, 5, 0, 2*Math.PI);
gctx.fill();
// dom.dodKlase(gracz, "plansza");
dom.dodKlase(gracz, "gracze");
return gracz;
callback();
}
//function ()

Related

Changing Image Position drawn with canvas drawImage function [duplicate]

I am trying to move an image from the right to the center and I am not sure if this is the best way.
var imgTag = null;
var x = 0;
var y = 0;
var id;
function doCanvas()
{
var canvas = document.getElementById('icanvas');
var ctx = canvas.getContext("2d");
var imgBkg = document.getElementById('imgBkg');
imgTag = document.getElementById('imgTag');
ctx.drawImage(imgBkg, 0, 0);
x = canvas.width;
y = 40;
id = setInterval(moveImg, 0.25);
}
function moveImg()
{
if(x <= 250)
clearInterval(id);
var canvas = document.getElementById('icanvas');
var ctx = canvas.getContext("2d");
ctx.clearRect(0, 0, canvas.width, canvas.height);
var imgBkg = document.getElementById('imgBkg');
ctx.drawImage(imgBkg, 0, 0);
ctx.drawImage(imgTag, x, y);
x = x - 1;
}
Any advice?
This question is 5 years old, but since we now have requestAnimationFrame() method, here's an approach for that using vanilla JavaScript:
var imgTag = new Image(),
canvas = document.getElementById('icanvas'),
ctx = canvas.getContext("2d"),
x = canvas.width,
y = 0;
imgTag.onload = animate;
imgTag.src = "http://i.stack.imgur.com/Rk0DW.png"; // load image
function animate() {
ctx.clearRect(0, 0, canvas.width, canvas.height); // clear canvas
ctx.drawImage(imgTag, x, y); // draw image at current position
x -= 4;
if (x > 250) requestAnimationFrame(animate) // loop
}
<canvas id="icanvas" width=640 height=180></canvas>
drawImage() enables to define which part of the source image to draw on target canvas. I would suggest for each moveImg() calculate the previous image position, overwrite the previous image with that part of imgBkg, then draw the new image. Supposedly this will save some computing power.
Here's my answer.
var canvas = document.getElementById("canvas");
ctx = canvas.getContext("2d");
var myImg = new Image();
var myImgPos = {
x: 250,
y: 125,
width: 50,
height: 25
}
function draw() {
myImg.onload = function() {
ctx.drawImage(myImg, myImgPos.x, myImgPos.y, myImgPos.width, myImgPos.height);
}
myImg.src = "https://mario.wiki.gallery/images/thumb/c/cc/NSMBUD_Mariojump.png/1200px-NSMBUD_Mariojump.png";
}
function moveMyImg() {
ctx.clearRect(myImgPos.x, myImgPos.y, myImgPos.x + myImgPos.width, myImgPos.y +
myImgPos.height);
myImgPos.x -= 5;
}
setInterval(draw, 50);
setInterval(moveMyImg, 50);
<canvas id="canvas" class="canvas" width="250" height="150"></canvas>
For lag free animations,i generally use kinetic.js.
var stage = new Kinetic.Stage({
container: 'container',
width: 578,
height: 200
});
var layer = new Kinetic.Layer();
var hexagon = new Kinetic.RegularPolygon({
x: stage.width()/2,
y: stage.height()/2,
sides: 6,
radius: 70,
fill: 'red',
stroke: 'black',
strokeWidth: 4
});
layer.add(hexagon);
stage.add(layer);
var amplitude = 150;
var period = 2000;
// in ms
var centerX = stage.width()/2;
var anim = new Kinetic.Animation(function(frame) {
hexagon.setX(amplitude * Math.sin(frame.time * 2 * Math.PI / period) + centerX);
}, layer);
anim.start();
Here's the example,if you wanna take a look.
http://www.html5canvastutorials.com/kineticjs/html5-canvas-kineticjs-animate-position-tutorial/
Why i suggest this is because,setInterval or setTimeout a particular function causes issues when large amount of simultaneous animations take place,but kinetic.Animation deals with framerates more intelligently.
Explaining window.requestAnimationFrame() with an example
In the following snippet I'm using an image for the piece that is going to be animated.
I'll be honest... window.requestAnimationFrame() wasn't easy for me to understand, that is why I coded it as clear and intuitive as possible. So that you may struggle less than I did to get my head around it.
const
canvas = document.getElementById('root'),
btn = document.getElementById('btn'),
ctx = canvas.getContext('2d'),
brickImage = new Image(),
piece = {image: brickImage, x:400, y:70, width:70};
brickImage.src = "https://i.stack.imgur.com/YreH6.png";
// When btn is clicked execute start()
btn.addEventListener('click', start)
function start(){
btn.value = 'animation started'
// Start gameLoop()
brickImage.onload = window.requestAnimationFrame(gameLoop)
}
function gameLoop(){
// Clear canvas
ctx.clearRect(0, 0, canvas.width, canvas.height)
// Draw at coordinates x and y
ctx.drawImage(piece.image, piece.x, piece.y)
let pieceLeftSidePos = piece.x;
let middlePos = canvas.width/2 - piece.width/2;
// Brick stops when it gets to the middle of the canvas
if(pieceLeftSidePos > middlePos) piece.x -= 2;
window.requestAnimationFrame(gameLoop) // Needed to keep looping
}
<input id="btn" type="button" value="start" />
<p>
<canvas id="root" width="400" style="border:1px solid grey">
A key point
Inside the start() function we have:
brickImage.onload = window.requestAnimationFrame(gameLoop);
This could also be written like: window.requestAnimationFrame(gameLoop);
and it would probably work, but I'm adding the brickImage.onload to make sure that the image has loaded first. If not it could cause some issues.
Note: window.requestAnimationFrame() usually loops at 60 times per second.

Drawing multiple offscreen canvases into onscreen canvas

I am having an issue when I'm trying to render multiple offscreen canvases into onscreen canvas. I do get one offscreen canvas rendered but the problem is that there should be two other rendered before. In other words, only last canvas is rendered. The expected result would be three overlapping rectangles (or squares :) in red, green and blue. Here's the code:
function rectangle(color) {
var offScreenCanvas = document.createElement('canvas');
var offScreenCtx = offScreenCanvas.getContext('2d');
var width = offScreenCanvas.width = 150;
var height = offScreenCanvas.height = 150;
switch(color) {
case 1:
offScreenCtx.fillStyle='rgb(255,0,0)';
break;
case 2:
offScreenCtx.fillStyle='rgb(0,255,0)';
break;
case 3:
offScreenCtx.fillStyle='rgb(0,0,255)';
break;
}
offScreenCtx.fillRect(0,0,width,height);
return offScreenCanvas;
}
function draw(offScreenCanvas, x , y) {
var canvas = document.getElementById('canvas')
var ctx = canvas.getContext('2d');
var width = canvas.width = window.innerWidth;
var height = canvas.height = window.innerHeight;
ctx.drawImage(offScreenCanvas, x, y);
}
var images = [];
var color = 1;
for (var i=0; i<3; i++) {
var img = new rectangle(color);
images.push(img);
color++;
}
var x = 0;
var y = 0;
for (var i = 0; i < images.length; i++) {
draw(images[i], x, y);
x += 100;
y += 100;
}
I did some searching and it seems that I'm not the first with this issue, but I could not get this working properly.
Setting canvas height or width clears the canvas.
The problem with your code is that you are causing the onscreen canvas to be cleared when you set it size in the function draw
Setting the canvas size, even if that size is the same, will cause the canvas context to reset and clear the canvas. All the other canvases are rendered, but erased when you set the onscreen canvas size.
Your draw function
function draw(offScreenCanvas, x , y) {
var canvas = document.getElementById('canvas')
var ctx = canvas.getContext('2d');
// The cause of the problem ===================================
// Either one of the following lines will clear the canvas
var width = canvas.width = window.innerWidth;
var height = canvas.height = window.innerHeight;
//=============================================================
ctx.drawImage(offScreenCanvas, x, y);
}
To avoid this just set the canvas size once. If you need to resize the canvas and keep its content you first need to create a copy of the canvas, then resize it, then render the copy back to the original.
Demo shows 5 offscreen canvases being rendered onto one onscreen canvas.
const colours = ['#f00', '#ff0', '#0f0', '#0ff', '#00f'];
const ctx = can.getContext('2d');
can.width = innerWidth - 4; // sub 4 px for border
can.height = innerHeight - 4;
function createCanvas(color, i) {
const canvas = document.createElement('canvas');
const ctx = canvas.getContext('2d');
canvas.width = 150;
canvas.height = 150;
ctx.font = "24px arial";
ctx.fillStyle = color;
ctx.fillRect(0, i * 30, canvas.width, 30);
ctx.fillStyle = "black";
ctx.fillText("Canvas "+i,10,(i + 0.75) * 30);
return canvas;
}
colours.forEach((c, i) => {
ctx.drawImage(createCanvas(c, i), 0, 0);
})
canvas {
border: 2px solid black;
position : absolute;
top : 0px;
left : 0px;
}
<canvas id="can"></canvas>

A function object can't draw images to an image from a canvas

The title is poorly worded but there's no way to concisely describe the problem. I'm drawing images to the 2D context of a dynamically created canvas. The data of the context is then saved to an image via toDataURL, which is then draw on every frame. The code below is condensed, I will be drawing multiple images to the context, not just one; which is why I'm saving to an image. I will only draw part of the image at once but the image remains constant so I thought this was the best method, if there are alternatives I will happily accept those as answers.
In short: many images drawn on an image. Part of the image draw each frame.
The code below works:
var picture = new Image();
picture.src = "images/tilesheet.png";
var canvas = document.getElementById("background");
var context = canvas.getContext("2d");
function generate(){
var ctx = document.createElement("canvas").getContext("2d");
ctx.canvas.width = canvas.width;
ctx.canvas.height = canvas.height;
ctx.fillStyle = "red";
ctx.rect (0, 0, 40, 40);
ctx.fill();
ctx.drawImage(picture,0,0);
image = new Image();
image.src = ctx.canvas.toDataURL("image/png");
}
function draw(){
context.clearRect(0, 0, canvas.width, canvas.height);
context.drawImage(image, 0,0,100,100,0,0,100,100);
}
function play(){
generate();
setInterval(function(){draw();}, 0.0333);
}
window.onload = function(){
if(picture.complete)play();
else picture.onload = play;
}
<canvas id="background"></canvas>
However this doesn't:
window.Game = {};
canvas = document.getElementById("background");
var tilesheet = new Image();
tilesheet.src = "images/tilesheet.png";
(function(){
function Map(){
this.width = 2736;
this.height = 2736;
this.image = null;
}
Map.prototype.generate = function(){
var ctx = document.createElement("canvas").getContext("2d");
ctx.canvas.width = this.width;
ctx.canvas.height = this.height;
ctx.fillStyle = "red";
ctx.rect (0, 0, 40, 40);
ctx.fill();
ctx.drawImage(tilesheet,0,0);
this.image = new Image();
this.image.setAttribute('crossOrigin', 'anonymous');
this.image.src = ctx.canvas.toDataURL("image/png");
}
Map.prototype.draw = function(context){
context.drawImage(this.image, 0,0, context.canvas.height, context.canvas.height, 0, 0, context.canvas.height, context.canvas.height);
}
Game.Map = Map;
})();
(function(){
var room = new Game.Map();
room.generate();
var draw = function(){
canvas.getContext("2d").clearRect(0, 0, canvas.width, canvas.height);
room.draw(canvas.getContext("2d"));
}
Game.play = function(){setInterval(function(){draw();}, 0.0333);}
})();
window.onload = function(){
if(tilesheet.complete)Game.play();
else tilesheet.onload = Game.play;
}
<canvas id="background"></canvas>
It seems therefore, that the problem is lying in the fact that I'm using function objects but I'm not sure. What am I doing wrong? There are no errors in the debug console.
Those two have different execution order.
First one:
...
Attach image.onload
Call generate()
...
Second one:
...
Call generate()
Attach image.onload
...
That's why it's not working - generate() expects image to be loaded, however second case order doesn't guarantees it.
Instead of
...
room.generate();
...
Game.play = function(){setInterval(function(){draw();}, 0.0333);}
do this
...
Game.play = function(){
room.generate();
setInterval(function(){draw();}, 0.0333);
}

merging multiple <canvas> issue

I'm designing a simple app for which I need to use multiple globalCompositeOperation, and therefore I need to use multiple hidden items, then merge them to get the final result.
one of the canvas items is used to drawImage() and then use it as an alpha mask.
I assumed that on 2nd canvas if I use to draw 1st canvas, it will copy it exactly so I can add 2nd thing on top of it. It does copy only the fillRect() and ignores the drawImage() function...
Any idea how can I forward entire content of the first canvas to 2nd? I need the masked part to move to the 2nd canvas.
Been stuck on it for hours and need your help. Tried to use toDataUrl("image/png") and then output that into 2nd canvas, but getting same results :(
simplified version under:
http://jsfiddle.net/EbVmm/17/
Thanks
var c1 = document.getElementById("canvas1");
var c2 = document.getElementById("canvas2");
function drawScene(mainColour) {
var ctx = c1.getContext("2d");
var alphaPath = "http://eskarian.com/images/alpha-test.png";
var alphaObj = new Image();
alphaObj.src = alphaPath;
ctx.fillStyle = mainColour;
ctx.fillRect(0, 0, 200, 300);
ctx.globalCompositeOperation = 'xor';
alphaObj.onload = function () {
ctx.drawImage(alphaObj, 0, 0);
};
};
function addScene(colour) {
var ctx2 = c2.getContext("2d");
ctx2.drawImage(c1, 0, 0);
ctx2.globalCompositeOperation = "source-over";
ctx2.fillStyle = colour;
ctx2.fillRect(50, 50, 100, 100);
};
You are trying to use alphaObj before it is fully loaded.
Try something like this:
var c1 = document.getElementById("canvas1");
var c2 = document.getElementById("canvas2");
var alphaPath = "http://eskarian.com/images/alpha-test.png";
var alphaObj = new Image();
alphaObj.onload = function () {
drawScene(mainColour);
addScene(colour)
};
alphaObj.src = alphaPath;
function drawScene(mainColour) {
var ctx = c1.getContext("2d");
ctx.drawImage(alphaObj, 0, 0);
ctx.fillStyle = mainColour;
ctx.fillRect(0, 0, 200, 300);
ctx.globalCompositeOperation = 'xor';
};
function addScene(colour) {
var ctx2 = c2.getContext("2d");
ctx2.drawImage(c1, 0, 0);
ctx2.globalCompositeOperation = "source-over";
ctx2.fillStyle = colour;
ctx2.fillRect(50, 50, 100, 100);
};

Need to create a loop using HTML5 canvas and JavaScript

I am using a jQuery carousel to display 38 different magnifications/positions of a large SVG image. I would ideally like to use some sort of loop to go through all the different sizes, draw to an individual canvas and place one in each of the li's in my carousel. Can anyone help me achieve this. Here's what I tried:
function drawSlides() {
for (var i = 1; i <= 38; i++) {
var currentCanvas = 'myCanvas_' + slideNumber;
// initialise canvas element
var canvas_i = document.getElementById('' + currentCanvas + '');
var context = canvas_i.getContext('2d');
// position of SVG – these measurements are subject to change!
var destX_i = -6940;
var destY_i = -29240;
var destWidth_i = 9373;
var destHeight_i = 30000;
context.drawImage('/path/image.svg',
destX_i, destY_i, destWidth_i, destHeight_i);
// white rectangle background – these are constant
var topLeftCornerX_i = 453;
var topLeftCornerY_i = -10;
var width_i = 370;
var height_i = 480;
context.beginPath();
context.rect(topLeftCornerX_i, topLeftCornerY_i, width_i, height_i);
context.fillStyle = "rgba(255, 255, 255, 1)";
context.fill();
// orange vertical line – these elements are constant
context.moveTo(453, 0);
context.lineTo(453, 460);
context.lineWidth = 2;
context.strokeStyle = "#f5d7cb";
context.stroke();
//orange ball – these are constant
var centerX_ball_i = 453;
var centerY_ball_i = 323;
var radius = 99;
context.beginPath();
context.arc(centerX_ball_i, centerY_ball_i, radius, 0, 2 * Math.PI, false);
var grd_ball_i = context.createLinearGradient(224, 354, 422, 552);
grd_ball_i.addColorStop(0, "#f5d7cb"); // light orange
grd_ball_i.addColorStop(1, "#ff4900"); // dark orange
context.fillStyle = grd_ball_i;
context.fill();
}
};
drawSlides();
This should get you moving:
var numCarouselItems = 38;
var myUL = document.getElementById('carousel');
var items = myUL.childNodes;
var img = new Image;
img.onload = function(){
for (var i=0;i<numCarouselItems;++i){
// Find the nth li, or create it
var li = items[i] || myUL.appendChild(document.createElement('li'));
// Find the nth canvas, or create it
var canvas = li.getElementsByTagName('canvas')[0] ||
li.appendChild(document.createElement('canvas'));
canvas.width = 1; // Erase the canvas, in case it existed
canvas.width = 320; // Set the width and height as desired
canvas.height = 240;
var ctx = canvas.getContext('2d');
// Use your actual calculations for the SVG size/position here
ctx.drawImage( img, 0, 0 );
}
}
// Be sure to set your image source after your load handler is in place
img.src = "foo.svg";

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