kinetic js textPath: draggable didn't work - javascript

var stages = new Array() ;
var limites = new Array() ;
numStage=0;
r = {
'x':65,
'y':120,
'xwidth':335,
'yheight':210
};
limites.push(r);
stages[numStage] = new Kinetic.Stage({
container: 'cmg_canvas_'+numStage,
width: 450,
height: 450
});
//creation image
obj = new Image();
obj.src = 'http://i.imgur.com/zFZgKuS.jpg';
image = new Kinetic.Image({
image: obj,
width: 450,
height: 450
});
// add image to calque
layer = new Kinetic.Layer();
layer.add(image);
stages[numStage].add(layer); //add image to canvas
layer = new Kinetic.Layer();
//set limit x y h l
/*var rect = new Kinetic.Rect({
name: 'limite',
x: limites[numStage].x,
y: limites[numStage].y,
width: limites[numStage].xwidth,
height: limites[numStage].yheight,
stroke: 'black',
strokeWidth: 0.5
});*/
//layer.add(rect);// add to canvas
stages[numStage].add(layer);
$('.cmg_text').live('blur', function(){
idText = 'cmg_line0';
numStage = 0;
drawTextPath(numStage, idText,$(this).val(),50,22,numStage);
//text = getText(this).text;
});
function getSVG(x,y,w,verif) {
halfw = parseFloat((w/2).toFixed(2));
x1 = parseFloat((halfw/2).toFixed(2));
x2 = parseFloat(halfw + x1);
if(parseInt(verif))
{
y1 = parseFloat(y) * 2 +18;
y2 = parseFloat(y) * 2 +18;
}
else
{
y1 = -18;
y2 = -18;
}
str = 'M '+x+','+y+' C '+x1+','+y1+' '+x2+','+y2+' '+w+','+y;
return str;
}
function drawTextPath(numStage, textId,text,valueSlider, newFontSize,numStage){
//'M 0,115 C42,-18 126,-18 165,115';
//'M 0,115 C45,230 180,230 180,115';
var arcOnly = 0;
if(textId == 'cmg_line0')
{
console.log('limites[numStage].yheight/2'+limites[numStage].yheight/2);
console.log('limites[numStage].xwidth'+limites[numStage].xwidth);
svg = getSVG(0,valueSlider,valueSlider*6.3,0);
arcOnly = 0;
}
//alert(svg);
console.log(parseFloat(limites[numStage].y));
console.log(parseFloat(arcOnly));
console.log(parseFloat(limites[numStage].y - arcOnly));
var layer = new Kinetic.Layer({name:'textPathLayer',draggable:true});
var textpath = new Kinetic.TextPath({
name:'TextPath',
id: textId,
//x: 0,
//x: limites[numStage].x + limites[numStage].xwidth/2,
//y: 0,
//y: limites[numStage].y + limites[numStage].yheight/2,
x: limites[numStage].x ,
y: limites[numStage].y + limites[numStage].yheight/2,
fill: '#000',
fontSize: newFontSize,
fontFamily: 'Arial',
text: text,
//offsetX:0,
//offsetY:0,
draggable: true,
dragBoundFunc: function(pos){
p = textParams(this, pos);
return {x: p.newX, y: p.newY};
},
data: svg
});
//
layer.add(textpath);
stages[numStage].add(layer);
//layer.moveToTop();
//layer.draw();
//stages[0].draw();
}
<script src="http://cdnjs.cloudflare.com/ajax/libs/kineticjs/4.6.0/kinetic.min.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.7.2/jquery.min.js"></script>
<div id="cmg_canvas_0"></div>
<input type='text' class='cmg_text' />
I have to draw a draggable textpath with kineticjs, with text given by an input text, the action is triggered in blur.
I have a stage that contain 3 layers;
Layer for the background, and one layer for the textpath.
My problem that the draggable in the textpath is not working,
i tried to set the text layer in the top, but i didn't get it draggable.
This is my jsfiddle
I have a doubt of inner layer problem.
Thanks in advance.

Related

How can i keep the Konvas layer centered after resize?

So i'm using Konvajs, to draw segments, only vertical and horizontal. My problem is the following, when i start the debug, if the window is small and then i click to maximize, the layer will stay with same size as when small. Ex:
here it s the Javascript file for the Konva creation:
function setUpDesignMap(){
var width = $('#designContainer').width();
var height = $('#designContainer').height();
var blockSnapSize = gridSize;
var isDrawing = false;
var drawShape = null;
designStage = new Konva.Stage({
container: 'designContainer',
width: width,
height: height,
draggable: true,
name:'designStage'
// dragBoundFunc: function(pos) {
// var newY = pos.y < 0 ? 0 : pos.y;
// var newX = pos.x < 0 ? 0 : pos.x;
// return {
// x: newX,
// y: newY
// };
// }
});
/*Set up grid*/
var gridLayer = new Konva.Layer();
var tipLayer = new Konva.Layer();
drawLayer = new Konva.Layer();
segGrp = new Konva.Group({name:'segments'});
/* draw grid */
for (var i = 0; i < 240; i++) {
gridLayer.add(new Konva.Line({
points: [Math.round(i * blockSnapSize), 0, Math.round(i * blockSnapSize), 120*blockSnapSize],
stroke: '#888',
strokeWidth: 0.5,
}));
}
gridLayer.add(new Konva.Line({points: [0,0,10,10]}));
for (var j = 0; j < 120; j++) {
gridLayer.add(new Konva.Line({
points: [0, Math.round(j * blockSnapSize), 240*blockSnapSize, Math.round(j * blockSnapSize)],
stroke: '#888',
strokeWidth: 0.5,
}));
}
/* Stage initial position*/
zoomVars_design = {scale: 1, factor: 1.1, origin: {x:-100*gridSize,y:-50*gridSize}};
designStage.position(zoomVars_design.origin);
designStage.scale({ x: 1, y: 1 });
/*Set up mouse tip*/
var mouseTip = new Konva.Rect({
width: 6,
height: 6,
opacity:0,
fill: '#FFCC00',
stroke: '#FFCC00'
});
tipLayer.add(mouseTip);
/* Set up length indicator */
var lenShape = new Konva.Line({
points:[],
opacity: 1,
strokeWidth: 1,
stroke: '#000',
dash:[7,5]
});
gridLayer.add(lenShape);
/* Set up length text*/
var lenText = new Konva.Text({
align: 'center',
verticalAlign: 'middle',
fontSize: 12
});
gridLayer.add(lenText);
var lenSide = new Konva.Line({
points:[],
opacity: 1,
strokeWidth: 1,
stroke: '#000',
dash:[7,5]
});
gridLayer.add(lenSide);
/*Mouse handlers*/
//remove default behaviour for the container
$("#designContainer").on('mousedown', function(e){
e.preventDefault();
});
$("#designContainer").on('contextmenu', function(e){
e.preventDefault();
});
//mouse handlers on stage
designStage.on('contentMousedown', function (e) {
if(e.evt.button == 0){
designStage.draggable(false);
}
else{
designStage.draggable(true);
return;
}
if(mouseMode == 0){ //draw mode
var startPoint = {x:(mouseTip.attrs.x+3), y:(mouseTip.attrs.y+3)};
if(!isDrawing){
if(!isIntersection(startPoint)){ //cannot be intersection to avoid crosses
//check if there's an intersection on the begining
if(isCorner(startPoint)){
intersectingSeg = false;
intersectingCorner = true;
console.log('intersectingSeg = false')
}
else{
//check if its on an existing segment
var isonseg = isOnSegment(startPoint);
if(isonseg.b){
//validate resulting segments length
var intercected = getSegmentsArray(isonseg.d)[isonseg.i];
var res = breakSegAtIntersection(startPoint,intercected);
if(isValidLength(res[0].start,res[0].end) && isValidLength(res[1].start,res[1].end)){
intersectingSeg = true;
intersectingCorner = false;
console.log('>>>>>>>Intersecting Segment at start')
}
else{
consoleAdd('Resulting segments are too small to you');
return;
}
}
}
//start drawing
drawShape = new Konva.Line({
points: [startPoint.x, startPoint.y],
strokeWidth: 15,
stroke: 'black',
opacity: 0.5,
dir:'h'
});
drawShape.on('mouseover', function (e) {
if(mouseMode == 1){
this.stroke('#031C4D');
drawLayer.draw();
}
});
drawShape.on('mouseout', function (e) {
if(mouseMode == 1){
this.stroke('black');
drawLayer.draw();
}
});
drawShape.on('mouseup', function (e) {
if(mouseMode == 1){
this.stroke('#092C70');
drawLayer.draw();
}
});
segGrp.add(drawShape);
drawLayer.add(segGrp);
drawLayer.draw();
isDrawing = true;
}
else{
consoleAdd('Cannot start on an intersection');
}
gridLayer.draw();
}
}
});
So i want the layer not to be that small, always refitting. Thank you all for your attention!
You need to manually resize your stage when the size of container element is changed.
window.addEventListener('resize', () => {
var width = $('#designContainer').width();
var height = $('#designContainer').height();
designStage.width(width);
designStage.height(height);
})
You may also need to apply the scale to the stage.
Take a look into related demo: https://konvajs.org/docs/sandbox/Responsive_Canvas.html

KonvaJS - Making it responsive with Bootstrap Modals

Below is a KonvaJS project where you can add stickers to an image. However, it has a fixed width and a fixed height.
Now because the sizes are fixed, it won't work with anything response, like a bootstrap modal.
Here is my attempt following a KonvaJS response guide, see here. and the guide here.
In my attempt, after I upload the image, my code can't get the new width of the modal as it returns 0, so it can't calculate it for the size of the canvas.
How can I make the canvas responsive?
function centreRectShape(shape) {
shape.x((stage.getWidth() - shape.getWidth()) / 2);
shape.y((stage.getHeight() - shape.getHeight()) / 2);
}
var stage = new Konva.Stage({
container: 'canvas-container',
width: 650,
height: 300
});
var layer = new Konva.Layer();
stage.add(layer);
var bgRect = new Konva.Rect({
width: stage.getWidth(),
height: stage.getHeight(),
fill: 'gold',
opacity: 0.1
});
layer.add(bgRect);
var uploadedImage = new Konva.Image({
draggable: false
});
layer.add(uploadedImage);
// make an object to keep things tidy - not strictly needed, just being tidy
function addSticker(imgUrl){
// make the sticker image object
var stickerObj = new Konva.Image({
x: 240,
y: 20,
width: 93,
height: 104,
name: 'sticker',
draggable: true
});
layer.add(stickerObj);
// make the sticker image loader html element
var stickerImage = new Image();
stickerImage.onload = function() {
stickerObj.image(stickerImage);
layer.draw();
};
stickerObj.on('transformstart', function(){
undoBefore = makeUndo(this);
})
stickerObj.on('transformend', function(){
var undoAfter = makeUndo(this);
addUndo(123, undoBefore, undoAfter)
})
// assigning the URL of the image starts the onload
stickerImage.src = imgUrl;
}
imgObj = new Image();
imgObj.onload = function() {
uploadedImage.image(imgObj);
var padding = 20;
var w = imgObj.width;
var h = imgObj.height;
var targetW = stage.getWidth() - (2 * padding);
var targetH = stage.getHeight() - (2 * padding);
var widthFit = targetW / w;
var heightFit = targetH / h;
var scale = (widthFit > heightFit) ? heightFit : widthFit;
w = parseInt(w * scale, 10);
h = parseInt(h * scale, 10);
uploadedImage.size({
width: w,
height: h
});
centreRectShape(uploadedImage);
layer.draw();
}
imgObj.src = 'https://images.pexels.com/photos/787961/pexels-photo-787961.jpeg?auto=compress&cs=tinysrgb&dpr=2&h=750&w=1260';
$('.sticker').on('click', function() {
var theSticker = addSticker($(this).attr('src'));
toggle(true);
toggle(false);
});
var vis = false;
$('#toggler').on('click', function(){
toggle(vis);
})
function undoData(opts){
this.x = opts.x;
this.y = opts.y;
this.width = opts.w;
this.height = opts.h;
this.rotation = opts.r;
}
var undoBefore;
function makeUndo(shape){
return new undoData({x:shape.getX(), y: shape.getY(), w: shape.getWidth(), h: shape.getHeight(), r: shape.getRotation() })
}
var undoList = [];
function addUndo(shapeId, before, after){
undoList.push({id: shapeId, before: before, after: after});
console.log(undoList[undoList.length - 1])
}
function toggle(isVisible){
if (!isVisible){
var shapes = stage.find('.sticker');
shapes.each(function(shape) {
var imgRotator = new Konva.Transformer({
node: shape,
name: 'stickerTransformer',
keepRatio: true,
enabledAnchors: ['top-left', 'top-right', 'bottom-left', 'bottom-right']
});
layer.add(imgRotator);
})
vis = true;
}
else {
var shapes = stage.find('.stickerTransformer');
shapes.each(function(shape) {
shape.remove();
})
vis=false;
}
layer.draw();
$('#toggler').html((vis ? 'Toggle Off' : 'Toggle On'));
}
html,
* {
margin: 0;
padding: 0;
}
body {
background: #eee;
}
#image-editor {
background: #fff;
border-radius: 3px;
border: 1px solid #d8d8d8;
width: 650px;
margin: 0 auto;
margin-top: 20px;
box-shadow: 0 3px 5px rgba(0, 0, 0, .2);
}
.stickers {
padding: 10px 5px;
background: #eee;
}
.stickers>img {
margin-right: 10px;
}
<div id="image-editor">
<div id="canvas-container"></div>
<div class="stickers">
<img class="sticker" src="https://craftblock.me/koa/fb-upload-clone/stickers/sticker%20(1).png" alt="Sticker" width="62px">
</div>
</div>
<script src="https://unpkg.com/konva#2.4.1/konva.min.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
So let me try to explain the issue a bit more: Check out the live version of my attempt of making it responsive.
As you can see, after trying to load the image into the canvas, the modal pops up but the canvas fails to resize.
Here's the JS to that:
/**
* Image Editor
*/
var stageWidth = 1000;
var stageHeight = 1000;
var stage = new Konva.Stage({
container: 'canvas-container',
width: stageWidth,
height: stageHeight
});
var layer = new Konva.Layer();
stage.add(layer);
var bgRect = new Konva.Rect({
width: stage.getWidth(),
height: stage.getHeight(),
fill: 'gold',
opacity: 0.1
});
layer.add(bgRect);
var uploadedImage = new Konva.Image({
draggable: false
});
layer.add(uploadedImage);
imgObj.onload = function () {
uploadedImage.image(imgObj);
var padding = 20;
var w = imgObj.width;
var h = imgObj.height;
var targetW = stage.getWidth() - (2 * padding);
var targetH = stage.getHeight() - (2 * padding);
var widthFit = targetW / w;
var heightFit = targetH / h;
var scale = (widthFit > heightFit) ? heightFit : widthFit;
w = parseInt(w * scale, 10);
h = parseInt(h * scale, 10);
uploadedImage.size({
width: w,
height: h
});
centreRectShape(uploadedImage);
layer.draw();
}
$('.sticker').on('click', function () {
addSticker($(this).attr('src'));
});
fitStageIntoParentContainer();
window.addEventListener('resize', fitStageIntoParentContainer);
function centreRectShape(shape) {
shape.x((stage.getWidth() - shape.getWidth()) / 2);
shape.y((stage.getHeight() - shape.getHeight()) / 2);
}
function addSticker(imgUrl) {
var stickerObj = new Konva.Image({
x: 240,
y: 20,
width: 93,
height: 104,
draggable: true
});
var stickerImage = new Image();
stickerImage.onload = function () {
stickerObj.image(stickerImage);
centreRectShape(stickerObj);
layer.draw();
};
stickerImage.src = imgUrl;
layer.add(stickerObj);
addModifiers(stickerObj);
}
function addModifiers(obj) {
var imgRotator = new Konva.Transformer({
node: obj,
keepRatio: true,
enabledAnchors: ['top-left', 'top-right', 'bottom-left', 'bottom-right']
});
layer.add(imgRotator);
}
function fitStageIntoParentContainer() {
var container = document.querySelector("edit-image-modal");
// now we need to fit stage into parent
var containerWidth = container.offsetWidth;
// to do this we need to scale the stage
var scale = containerWidth / stageWidth;
stage.width(stageWidth * scale);
stage.height(stageHeight * scale);
stage.scale({
x: scale,
y: scale
});
stage.draw();
}
The technique you have used to listen for 'resize' on the page will work for the main window but likely not for the modal. You can confirm that by some simple console.log() output.
You need to use the bootstrap event on('show.bs.modal') to catch when the modal is shown, which is when you really want to fire the call to fitStageIntoParentContainer();
See this SO post for info. It is not a duplicate but covers the bootstrap modal event.
In case that question is erased, you should be heading for something like:
$('your_modal_element_selector').on('show.bs.modal', function () {
fitStageIntoParentContainer();
});

Why I cannot draw multiple curved arrows with sceneFunc() in Shape object using KonvaJS?

I am inspired with KonvaJS tutorial Modify Curves with Anchor Points to make my own example which is to create multiple custom arrows.
on click on the selectionBox create an anchor.
on the creation of the third anchor create the curved arrow.
on the fourth click reset all variables in order to draw a new curved arrow.
var width = window.innerWidth;
var height = window.innerHeight;
// globals
var selectionBoxLayer, curveLayer, lineLayer, anchorLayer, quad, bezier;
function updateDottedLines() {
var q = quad;
var quadLine = lineLayer.get('#quadLine')[0];
quadLine.setPoints([q.start.attrs.x, q.start.attrs.y, q.control.attrs.x, q.control.attrs.y, q.end.attrs.x, q.end.attrs.y]);
lineLayer.draw();
}
function buildAnchor(x, y) {
var anchor = new Konva.Circle({
x: x,
y: y,
radius: 20,
stroke: '#666',
fill: '#ddd',
strokeWidth: 2,
draggable: true
});
// add hover styling
anchor.on('mouseover', function() {
document.body.style.cursor = 'pointer';
this.setStrokeWidth(4);
anchorLayer.draw();
});
anchor.on('mouseout', function() {
document.body.style.cursor = 'default';
this.setStrokeWidth(2);
anchorLayer.draw();
});
anchor.on('dragend', function() {
drawCurves();
updateDottedLines();
});
anchorLayer.add(anchor);
anchorLayer.draw();
return anchor;
}
function drawCurves() {
var context = curveLayer.getContext();
var arrowLine = new Konva.Shape({
sceneFunc: function(context){
debugger;
// draw quad
context.beginPath();
context.moveTo(quad.start.attrs.x, quad.start.attrs.y);
context.quadraticCurveTo(quad.control.attrs.x, quad.control.attrs.y, quad.end.attrs.x, quad.end.attrs.y);
//Draw Arrow Head
var headlen = 10; // length of head in pixels
var angle = Math.atan2(quad.end.attrs.y - quad.control.attrs.y, quad.end.attrs.x - quad.control.attrs.x);
context.lineTo(quad.end.attrs.x-headlen*Math.cos(angle-Math.PI/6), quad.end.attrs.y-headlen*Math.sin(angle-Math.PI/6));
context.moveTo(quad.end.attrs.x, quad.end.attrs.y);
context.lineTo(quad.end.attrs.x- headlen*Math.cos(angle+Math.PI/6), quad.end.attrs.y-headlen*Math.sin(angle+Math.PI/6));
context.fillStrokeShape(this);
},
stroke: 'black',
strokeWidth: 4
});
curveLayer.add(arrowLine);
curveLayer.draw();
}
var stage = new Konva.Stage({
container: 'container',
width: width,
height: height
});
selectionBoxLayer = new Konva.Layer();
anchorLayer = new Konva.Layer();
lineLayer = new Konva.Layer();
// curveLayer just contains a canvas which is drawn
// onto with the existing canvas API
curveLayer = new Konva.Layer();
var quadLine = new Konva.Line({
dash: [10, 10, 0, 10],
strokeWidth: 3,
stroke: 'black',
lineCap: 'round',
id: 'quadLine',
opacity: 0.3,
points: [0, 0]
});
// add dotted line connectors
lineLayer.add(quadLine);
quad = {};
// keep curves insync with the lines
anchorLayer.on('beforeDraw', function() {
if(quad.start && quad.control && quad.end){
drawCurves();
updateDottedLines();
}
});
var selectionBoxBackground = new Konva.Rect({
x: 0,
y: 0,
height:stage.height(),
width: stage.width(),
fill: 'transparent',
draggable: false,
name: 'selectionBoxBackground'
});
selectionBoxLayer.add(selectionBoxBackground);
var clickCounter = 0;
selectionBoxBackground.on("click", function(){
clickCounter +=1;
var mousePos = {};
switch(clickCounter){
case 1:
mousePos = stage.getPointerPosition();
quad.start = buildAnchor(mousePos.x, mousePos.y);
break;
case 2:
mousePos = stage.getPointerPosition();
quad.control = buildAnchor(mousePos.x, mousePos.y);
break;
case 3:
mousePos = stage.getPointerPosition();
quad.end = buildAnchor(mousePos.x, mousePos.y);
drawCurves();
updateDottedLines();
break;
default:
clickCounter = 0;
quad = {};
anchorLayer.destroyChildren();
anchorLayer.draw();
}
});
stage.add(curveLayer);
stage.add(lineLayer);
stage.add(selectionBoxLayer);
stage.add(anchorLayer);
body {
margin: 0;
padding: 0;
overflow: hidden;
background-color: #F0F0F0;
}
<script src="https://cdn.rawgit.com/konvajs/konva/0.11.1/konva.min.js"></script>
<body>
<div id="container"></div>
</body>
P.S Please note when I write in the browser console curveLayer.children, it will bring all created curved arrows.
Hint: I think on the creation of new Shape() the values of all created shapes will be changed to the new one.
I don't know what I am missing.

How to replace image in canvas using kinetic js

I am developing canvas to create hotel floor view. I am drawing images on canvas from database. I am taking x,y co-ordinates from database and drawing image on that points. But i want to give touch event to those images. I want to replace image on touch or click event. I want to create same functionality as that of book my show .
this is my code.
<!DOCTYPE HTML>
<html>
<head>
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<script src="http://d3lp1msu2r81bx.cloudfront.net/kjs/js/lib/kinetic-v4.7.2.min.js"></script>
<script src="http://code.jquery.com/ui/1.9.2/jquery-ui.min.js"></script>
<style>
#container{
border:solid 1px #ccc;
margin-top: 10px;
width:100%;
height:100%;
}
html,body,kineticjs-content {
width:100%;
height:100%;
margin: 0px;
}
</style>
</head>
<body>
<div id="container"></div>
<script src="http://localhost/zoilo_admin/public/kinetic-v5.1.0.js"></script>
<script defer="defer">
function writeMessage(message) {
text.setText(message);
layer.draw();
}
function loadImages(sources, position, callback) {
var assetDir = '';
var images = {};
var loadedImages = 0;
var numImages = 0;
for (i = 0; i < sources.length; i++)
{
numImages++;
}
for (i = 0; i < sources.length; i++)
{
images[i] = new Image();
images[i].onload = function () {
if (loadedImages == (sources.length - 1)) {
callback(images, position);
}
loadedImages++;
};
images[i].src = assetDir + sources[i];
}
}
function buildStage(images, position) {
var positionIndex = 0;
var tableActual = {};
console.log(images);
for (var i = 0; i < sources.length; i++)
{
console.log("Here");
tableActual[i] = new Kinetic.Image({
image: images[i],
x: position[i].x,
y: position[i].y
});
// var tableName = src;
// var table1 = new Kinetic.Image({
// image: images[src],
// x: position[positionIndex].x,
// y: position[positionIndex].y
// });
tableActual[i].on('click', function () {
console.log(this.index);
var image = new Kinetic.Image({
image: '4top.png',
x: position[this.index].x,
y: position[this.index].y
});
drawImage(image);
switch (this.index)
{
case 0:
writeMessage('Click on Table ' + 0);
tableActual[positionIndex] = new Kinetic.Image({
image: images[positionIndex],
x: position[positionIndex].x,
y: position[positionIndex].y
});
this.setIm = "4top.png";
break;
case 1:
writeMessage('Click on Table ' + 1);
break;
case 2:
writeMessage('Click on Table ' + 2);
break;
case 3:
writeMessage('Click on Table ' + 3);
break;
case 4:
writeMessage('Click on Table ' + 4);
break;
}
writeMessage('mouseover ' + this[src]);
});
drawImage(tableActual[i]);
positionIndex++;
}
// finally, we need to redraw the layer hit graph
layer.drawHit();
}
var stage = new Kinetic.Stage({
container: 'container',
width: $(window).width(),
height: $(window).height()
});
var layer = new Kinetic.Layer();
var text = new Kinetic.Text({
x: 10,
y: 10,
fontFamily: 'Calibri',
fontSize: 24,
text: '',
fill: 'black'
});
var sources = [
'house204-2.jpg',
'house204-1.jpg',
'4top.png',
'house204-1.jpg',
'4top.png'
];
var position = [
{
x: 380,
y: 60
},
{
x: 180,
y: 60
}
,
{
x: 90,
y: 60
},
{
x: 260,
y: 60
},
{
x: 50,
y: 60
}
];
loadImages(sources, position, buildStage);
function drawImage(Image)
{
layer.add(Image);
layer.add(text);
stage.add(layer);
// in order to ignore transparent pixels in an image when detecting
// events, we first need to cache the image
Image.cache();
// next, we need to redraw the hit graph using the cached image
Image.drawHitFromCache();
}
</script>
</body>
</html>
Yes! you can change it on touch/click event by changing source of that java script image.
<div id="container"></div>
<script src="http://d3lp1msu2r81bx.cloudfront.net/kjs/js/lib/kinetic-v4.4.3.min.js"></script>
<script defer="defer">
var stage = new Kinetic.Stage({
container: 'container',
width: 578,
height: 200
});
var layer = new Kinetic.Layer();
var imageObj = new Image();
imageObj.onload = function() {
var yoda = new Kinetic.Image({
x: 140,
y: stage.getHeight() / 2 - 59,
image: imageObj,
width: 106,
height: 118
});
var filteredYoda = new Kinetic.Image({
x: 320,
y: stage.getHeight() / 2 - 59,
image: imageObj,
width: 106,
height: 118
});
// add the shape to the layer
layer.add(yoda);
layer.add(filteredYoda);
// add the layer to the stage
stage.add(layer);
stage.on('click',function(){
imageObj.src = 'http://crushlabs.com/wp-content/uploads/2013/01/jacee-terry-hello-card-business-card-design-back.jpg';
});
// apply grayscale filter to second image
filteredYoda.applyFilter(Kinetic.Filters.Grayscale, null, function() {
layer.draw();
});
};
imageObj.src = 'http://www.html5canvastutorials.com/demos/assets/yoda.jpg';
</script>

Collision detection using kineticJS (getIntersection function not working)

I am trying to recreate the game http://www.sinuousgame.com/ and started studying html5 canvas and kineticJS.
Recently i came across the getIntersection function and coudnt find much details regarding it.But with what i had ,i did make a code to get the Collision detection done using getIntersection() function.
But it doesnt seem to be working.
As you can see, My Fiddle: http://jsfiddle.net/p9fnq/8/
//The working player code
var LimitedArray = function(upperLimit) {
var storage = [];
// default limit on length if none/invalid supplied;
upperLimit = +upperLimit > 0 ? upperLimit : 100;
this.push = function(item) {
storage.push(item);
if (storage.length > upperLimit) {
storage.shift();
}
return storage.length;
};
this.get = function(flag) {
return storage[flag];
};
this.iterateItems = function(iterator) {
var flag, l = storage.length;
if (typeof iterator !== 'function') {
return;
}
for (flag = 0; flag < l; flag++) {
iterator(storage[flag]);
}
};
};
var tail = new LimitedArray(50);
var flag = 0, jincr = 0;
var stage = new Kinetic.Stage({
container: 'container',
width: window.innerWidth,
height: window.innerHeight,
listening: true
});
var layer = new Kinetic.Layer({
listening: true
});
stage.add(layer);
var player = new Kinetic.Circle({
x: 20,
y: 20,
radius: 6,
fill: 'cyan',
stroke: 'black',
draggable: true
});
var line = new Kinetic.Line({
points: [],
stroke: 'cyan',
strokeWidth: 2,
lineCap: 'round',
lineJoin: 'round'
});
layer.add(line);
layer.add(player);
// move the circle with the mouse
stage.getContent().addEventListener('mousemove', function() {
player.position(stage.getPointerPosition());
var obj = {
x: stage.getPointerPosition().x,
y: stage.getPointerPosition().y
};
tail.push(obj);
var arr = [];
tail.iterateItems(function(p) {
arr.push(p.x, p.y);
});
line.points(arr);
});
var x = 0;
var y = 0;
var noOfEnemies = 200;
var enemyArmada = new Array();
createEnemy();
function createEnemy() {
for (var i = 0; i < noOfEnemies; i++) {
var enemy = new Kinetic.Circle({
x: Math.random() * window.innerWidth,
y: Math.random() * window.innerHeight,
radius: 4.5 + 1.5 * Math.random(),
fill: 'red',
stroke: 'black'
});
enemy.speedX = enemy.speedY = (0.5 + Math.random() * 50);
enemyArmada.push(enemy);
layer.add(enemy);
}
}
var checkCollide = function() {
var position = stage.getPointerPosition();
if(position == null)
position = player.position();
if(position == null)
position = {x:0,y:0};
var collided = stage.getIntersection(position);
console.log(position);
if (typeof collided !== 'Kinetic.Shape') {
console.log("not shape");
}
else {
console.log("BOOOM!!!");
}
};
var anim = new Kinetic.Animation(function(frame) {
checkCollide();
for (var i = 0; i < noOfEnemies; i++) {
var e = enemyArmada[i];
e.position({
x: e.position().x - e.speedX * (frame.timeDiff / 400),
y: e.position().y + e.speedY * (frame.timeDiff / 400)
});
if (e.position().y < 0 || e.position().x < 0) {
e.position({
x: (Math.random() * (window.innerWidth + 600)),
y: -(Math.random() * window.innerHeight)
});
}
}
}, layer);
anim.start();
I need the collision to be detected. The function i have written here is checkCollide and its called within the kinetic.Animation function.
Can anyone help me out with this??
(If you don't know the solution,please do like the post,i need the solution badly)
The source of the problem
getIntersection(point) means "is any object at this point".
Since the point you're using is the player's position, getIntersection will always return true because player is always at its own position !
One solution
Put your player on one layer and all enemies on a separate layer.
That way you can hit test the enemy layer without the interference of the player object.
Code and a Demo: http://jsfiddle.net/m1erickson/JCfW8/
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Prototype</title>
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<script src="http://d3lp1msu2r81bx.cloudfront.net/kjs/js/lib/kinetic-v5.0.1.min.js"></script>
<style>
body{padding:20px;}
#container{
border:solid 1px #ccc;
margin-top: 10px;
width:350px;
height:350px;
}
</style>
<script>
$(function(){
var stage = new Kinetic.Stage({
container: 'container',
width: 350,
height: 350
});
var enemyLayer = new Kinetic.Layer();
stage.add(enemyLayer);
var playerLayer = new Kinetic.Layer();
stage.add(playerLayer);
var player = new Kinetic.Circle({
x:100,
y:100,
radius: 10,
fill: 'green',
draggable: true
});
player.on("dragmove",function(){
if(enemyLayer.getIntersection(player.position())){
this.fill("red");
playerLayer.draw();
}
});
playerLayer.add(player);
playerLayer.draw();
var enemy = new Kinetic.Circle({
x:200,
y:100,
radius: 20,
fill: 'blue',
draggable: true
});
enemyLayer.add(enemy);
enemyLayer.draw();
}); // end $(function(){});
</script>
</head>
<body>
<h4>Drag the green player<br>Player will turn red if it collides<br>with the blue enemy</h4>
<div id="container"></div>
</body>
</html>
Another solution
Mathematically test the player against every enemy:
Warning: untested code--some tweaking might be required
function playerEnemyCollide(){
var playerX=player.x();
var playerY=player.y();
var playerRadius=player.radius();
for(var i=0;i<enemyArmada.length;i++){
var e=enemyArmada[i];
if(circlesColliding(playerX,playerY,playerRadius,e.x,e.y,e.radius)){
return(true);
}
}
return(false);
}
function circlesColliding(cx1,cy1,radius1,cx2,cy2,radius2){
var dx=cx2-cx1;
var dy=cy2-cy1;
return(dx*dx+dy*dy<(radius1*2+radius2*2);
}

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