Canvas not clearing at original position in Android - javascript

I'm working with phonegap and trying to make simple app for Android, where a ball rolls around based on the accelerometer. I'm using a canvas that takes up the whole screen and drawing a circle for the ball.
Everything works fine, except that the canvas is not getting cleared properly between each frame. It clears everything except the ball at the original position. So there are always 2 balls, one moving around, and one stationary in the middle.
Here is my render function
function render(){
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.beginPath();
ctx.arc(posX, posY, size, 0, 2*Math.PI, false);
ctx.fillStyle = 'red';
ctx.fill();
ctx.lineWidth = 2;
ctx.strokeStyle = 'black';
ctx.stroke();
}
I've tried using canvas.width = canvas.width, but this simply moves the fake ball to the real balls current position. It also gives really poor performance if I do this every frame.
This problem doesn't happen when I use a browser (Chrome) and move the ball with the console.
The really weird thing is that it doesn't always happen. Sometimes in rare cases, when i start the app or use canvas.width, the fake ball disappears.
Edit:
Tested with different devices, and the problem is only on my Samsung Galaxy Note (Android 4.1.2), while it works fine on my HTC Desire HD (Android 2.3.5) and iPhone 5 (iOS 7.1)
Full code
document.addEventListener("deviceready", onDeviceReady, false);
function onDeviceReady(){
navigator.accelerometer.watchAcceleration(onSuccess, onError, { frequency: 100 });
}
function onSuccess(acc){
accX = -acc.x;
accY = acc.y;
}
function onError(message){
alert('Failed because: ' + message);
}
var size = 40;
var speed = 80;
var posX;
var posY;
var speedX;
var speedY;
var accX;
var accY;
var canvas = document.createElement("canvas");
var ctx = canvas.getContext("2d");
canvas.width = screen.width / window.devicePixelRatio;
canvas.height = screen.height / window.devicePixelRatio;
document.body.appendChild(canvas);
reset();
var then = Date.now();
setInterval(main, 1);
function reset(){
posX = canvas.width/2;
posY = canvas.height/2;
speedX = 0;
speedY = 0;
accX = 0;
accY = 0;
}
function update(mod){
speedX += accX*mod;
speedY += accY*mod;
posX += speedX*mod*speed;
posY += speedY*mod*speed;
if((posX < 0-size) || (posX > canvas.width+size) || (posY < 0-size) || (posY > canvas.height+size))
reset();
}
function render(){
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.beginPath();
ctx.arc(posX, posY, size, 0, 2*Math.PI, false);
ctx.fillStyle = 'red';
ctx.fill();
ctx.lineWidth = 2;
ctx.strokeStyle = 'black';
ctx.stroke();
}
function main(){
var now = Date.now();
var delta = now - then;
update(delta/1000);
render();
then = now;
}

Instead of clearing the canvas, I tried filling it with white.
context.fillStyle = "#FFFFFF";
context.fillRect(0, 0, canvas.width, canvas.height);
I tested it on a LG P880, CyanogenMod 10.1, with its stock Android browser, and the original canvas disappeared afterwards.

Related

Why is the drawn line not clearing from canvas?

Link to JSFiddle for entire code: https://jsfiddle.net/u4mk0gdt/
I read the Mozilla docs on save() and restore() and I thought that "save" saved the current state of the entire canvas and "restore" restored the canvas to the most recent "save" state. Hence I placed the saves and restores in such a way that it should clear the white line that is drawn to canvas after is is drawn. However when I run this code the white line is never cleared from the canvas and is drawn continually without clearing.
ctx.restore();
ctx.save(); // <--should save blank canvas
//DRAW LINE
ctx.moveTo(tMatrix.x1, tMatrix.y1);
ctx.lineTo(w/2,h/2);
ctx.strokeStyle = "white";
ctx.stroke();
ctx.restore(); // <-- should restore to the "save()" above
ctx.save(); // <-- <--should save blank canvas again
As you can see, I made a lot of modifications to your code:
console.log("rotating_recs");
// create canvas and add resize
var canvas, ctx;
function createCanvas() {
canvas = document.createElement("canvas");
canvas.style.position = "absolute";
canvas.style.left = "0px";
canvas.style.top = "0px";
canvas.style.zIndex = 1000;
document.body.appendChild(canvas);
}
function resizeCanvas() {
if (canvas === undefined) {
createCanvas();
}
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
ctx = canvas.getContext("2d");
}
resizeCanvas();
window.addEventListener("resize", resizeCanvas);
var Player = function(x, y, height, width, rot) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.rot = rot;
this.objWinX = 0; //translate the window object and then apply to this
this.objWinY = 0;
this.draw = function() {
//rotate by user.rot degrees, from the players center
ctx.translate(this.x + this.width / 2, this.y + this.height / 2)
ctx.rotate(this.rot * Math.PI / 180)
ctx.translate(-this.x - this.width / 2, -this.y - this.height / 2)
ctx.fillStyle = "grey";
ctx.fillRect(this.x, this.y, this.height, this.width);
ctx.translate(this.x + this.width / 2, this.y + this.height / 2)
ctx.rotate(-this.rot * Math.PI / 180)
ctx.translate(-this.x - this.width / 2, -this.y - this.height / 2)
}
}
var user = new Player(0, 0, 40, 40, 0);
var user2 = new Player(0, 0, 40, 40, 0);
let rot = 0;
function update(time) {
var w, h;
w = canvas.width; // get canvas size incase there has been a resize
h = canvas.height;
ctx.clearRect(0, 0, w, h); // clear the canvas
//MIDDLE RECT
/*
if you don't want this you can just translate by w/2 and h/2, but I would recommend just making the p layers position the middle
*/
user.x = w / 2 - 20;
user.y = h / 2 - 20;
user.rot += 0.5 // or whatever speed
user.draw(); //draw player -- look at the draw function I added some stuff
//LINE
/*
I don't know what you are trying to do, but I just drew the line to the user2's position,
if this doesn't work for your scenario you can change it back
*/
ctx.beginPath()
ctx.moveTo(user2.x + user2.width/2, user2.y + user2.height/2);
ctx.lineTo(w / 2, h / 2);
ctx.strokeStyle = "white";
ctx.stroke();
//FAST SPIN RECT
/*
There are multiple ways to do this, the one that I think you should do, is actually change the position of user two, this uses some very simple trigonometry, if you know this, this is a great way to do this, if not, you can do it how you did previously, and just translate to the center, rotate, and translate back. Similar to what I did with the player draw function. I am going to demonstrate the trig way here:
*/
user2.rot += 5
rot += 2;
user2.x = w/2 + (w/2) * Math.cos(rot * (Math.PI/180))
user2.y = h/2 + (w/2) * Math.sin(rot * (Math.PI/180))
user2.draw();
//RED RECT
ctx.fillStyle = 'red';
ctx.fillRect(140, 60, 40, 40);
requestAnimationFrame(update); // do it all again
}
requestAnimationFrame(update);
While I think you should add some of these modifications into you code, they are not super necessary. To fix you line problem, all you had to do was add ctx.beginPath() before you drew it. The demonstration that I made was not very good (hence demonstration), and you probably shouldn't use it exactly, but definitely look over it. The modified code for you line drawing would look like:
//LINE
ctx.beginPath()
ctx.moveTo(tMatrix.x1, tMatrix.y1);
ctx.lineTo(w/2,h/2);
ctx.strokeStyle = "white";
ctx.stroke();
ctx.restore();
ctx.save();
Hope this helps :D
Sorry for bad spelling

The canvas problem. ( ctx.clearRect does not working)

I want to create a break out game through javascript. I am wondering why the ctx.clearRect does not working. I want to put the rectangle in the y coordinate 430 to make it show at the bottom of the canvas. It moves when I have used the window.setInterval. But the rectangle move continuously.
Any help would be appreciated. Sorry for my poor English.
var canvas = document.getElementById("canvas");
const ctx = canvas.getContext('2d');
var position = 0;
var yposition = 430;
var length = 80;
var width = 20;
var xSpeed = length*1;
var ySpeed = 0;
function R(){
ctx.fillStyle = "green";
ctx.fillRect(position, yposition, length, width);
};
function C(){
position += xSpeed;
yposition += ySpeed;
};
window.setInterval(() => {
ctx.clearRect(0, 430, length, width);
R();
C();
},150);
ctx.beginPath();
ctx.arc(150, 50, 20, 0, Math.PI * 2, true);
ctx.closePath();
ctx.fillStyle = "blue";
ctx.fill();
The culprit are the parameters you're feeding into the clearRect function:
(0, 430, length, width)
Since length and width are hardcoded values of 80 and 20 respectively, the above means every time the intervals callback function gets fired it clears a rectangular area of 80 x 20 pixels at x = 0 and y = 430.
As your green paddle is moving you're actually clearing an area your paddle isn't located at anymore.
So you basically have two options:
Clear the whole canvas every frame
Clear the screen area your paddle has been before changing it's position
The second would look a little something like this:
var canvas = document.getElementById("canvas");
const ctx = canvas.getContext('2d');
var position = 0;
var yposition = 150;
var length = 80;
var width = 20;
var xSpeed = length * 1;
var ySpeed = 0;
function R() {
ctx.fillStyle = "green";
ctx.fillRect(position, yposition, length, width);
}
function C() {
position += xSpeed;
yposition += ySpeed;
}
window.setInterval(() => {
ctx.clearRect(position, yposition, length, width);
C();
R();
}, 500);
<canvas id="canvas" width="600" height="400"></canvas>
I'd definitely recommend clearing the whole canvas though since there will be other on-screen objects beside the paddle.

Creating a very large scrollable (by holding a right mouse button down) Canvas with Javascript

I have been struggling with this for a very, very long time (6 months plus). There have been some partial answers to my question but I have been unable to put the available asnswer-bits together to be able to do anything useful with it. This code will be an amazing tool for all new aspiring simple canvas game developers and will greatly benefit the community for sure.
-I need to create a very large scrollable canvas (scrolled by holding right mouse button), similar to this: https://www.desmos.com/calculator , say 50k px by 50k px and this (size)should be amendable in code.
-When we scroll, the background moves and all items, of course, will need to move with this scroll.
-There have to be some measure of scroll rate in code, which is should be amendable.
-Rendering structure need to remain as in my codepen - simple constructor objects generated on screen then rendered using request animation frame. https://codepen.io/alexhermanuk/pen/bGGXLZG
var squares = [];
var Square = function(x,y,w,h,color){
this.x = x;
this.y = y;
this.w = w;
this.h = h;
this.color = color;
}
Square.prototype.update = function(){
this.draw();
}
Square.prototype.draw = function(){
context.save();
context.beginPath();
context.fillStyle = this.color;
context.fillRect(this.x,this.y,this.w,this.h)
context.closePath();
context.restore();
}
for(var i=0; i<10; i++){
squares.push(new Square(width*Math.random(),height*Math.random(),100,100,"red"));
}
function animateEverything(){
context.clearRect(0,0,width,height);
context.save()
squares.forEach(Square => {Square.update(squares)})
requestAnimationFrame(animateEverything);
}
animateEverything();
}
-Canvas / scrollable area need to be full screen without overflows
-Canvas background will consist of 4 virtually identical square images (2 main images and 2 mirror images) and these images are rendered/ replicated as a background as we scroll left right up or down and will create an unlimited background image (in our case it is just a wavy ocean). So, these have to be logically rendered like a tile map of some sort... There is no easy way to provide sample images, so please, bring yours along.
I appreciate YOUR effort and thank all in advance.
Here you go. It scrolls with 'right click' drag.
I wasn't sure what you meant by scroll rate. Do you want the scroll rate displayed, or controlled? Anyways, I did both to be safe. scrollRate controls have fast it scrolls, and it defaults to 1. scrollMeter is a number that loosely represents how fast the canvas is being scrolled. It is printed in the top left corner of the canvas.
And about tiling, I made a BackgoundTile class. You can create 4 different tiles with different x, y, and x_gap, y_gap to have what you want. But if you care about performance, instead of making 4 tile objects, use just one with a combined image. Use an image editor to combine the 4 squares to make one big square if possible. Tiling is almost always a performance heavy job, and a bit of optimization goes a long way.
I also added a window/canvas resize handler, so the aspect ratio doesn't go haywire. This also prevents the canvas from going low-res when you enlarge the window/canvas.
I left animateEverything as is, but I'd recommend adding more control to rendering instead of recursively calling it indefinitely.
I hope you like this demo.
CodePen
paste below on in this link https://codepen.io/alexhermanuk/pen/bGGXLZG.
I have added vertical scroll only
you can implement horizontal in same way.
window.onload = function(){
var canvas = document.getElementById("canvas"),
context = canvas.getContext("2d"),
width = canvas.width = window.innerWidth,
height = canvas.height = window.innerHeight,
maxWidth = 15000,
maxHeight = 15000;
var origin = { x: 0, y: 0},
scrollY = 0,
isMouseDownOn = '',
scrollBarWidth = 25,
scrollThumbHeight = 45,
navButtonSize = 25,
totalScrollHeight = height-navButtonSize*2-scrollThumbHeight;
canvas.removeEventListener('mousedown', onMouseDown);
canvas.removeEventListener('mousemove', onMouseMove);
canvas.removeEventListener('mouseup', onMouseUp);
window.removeEventListener('mouseup', onMouseUp);
canvas.addEventListener('mousedown', onMouseDown);
canvas.addEventListener('mousemove', onMouseMove);
canvas.addEventListener('mouseup', onMouseUp);
window.addEventListener('mouseup', onMouseUp);
var squares = [];
var Square = function(x,y,w,h,color){
this.x = x;
this.y = y;
this.w = w;
this.h = h;
this.color = color;
}
Square.prototype.update = function(){
this.draw();
}
Square.prototype.draw = function(){
var newY = this.y - origin.y;
context.save();
context.beginPath();
context.fillStyle = this.color;
context.fillRect(this.x,newY,this.w,this.h)
context.closePath();
context.restore();
}
for(var i=0; i<1000; i++){
squares.push(new Square(width*Math.random(),maxHeight*Math.random(),100,100,"red"));
}
function animateEverything(){
context.clearRect(0,0,width,height);
context.save()
console.log(' m here')
squares.forEach(Square => {
Square.update(squares)
})
drawScrollbar();
drawOrigin ();
//requestAnimationFrame(animateEverything);
}
animateEverything();
function drawScrollbar() {
var currentScroll = scrollY+navButtonSize;
context.save();
context.beginPath();
context.fillStyle = 'blue';
context.fillRect((width-navButtonSize ),0,navButtonSize,navButtonSize);
context.closePath();
context.beginPath();
context.fillStyle = 'green';
context.fillRect((width-navButtonSize ),(navButtonSize),scrollBarWidth,(height-navButtonSize*2));
context.closePath();
context.beginPath();
context.fillStyle = 'blue';
context.fillRect((width-navButtonSize ),(height-navButtonSize),navButtonSize,navButtonSize);
context.closePath();
context.beginPath();
context.fillStyle = 'yellow';
context.fillRect((width-navButtonSize),currentScroll,scrollBarWidth,scrollThumbHeight);
context.closePath();
context.restore();
}
function onMouseDown(e) {
//console.log('onMouseDown ' , e);
detectElement(e);
}
function onMouseMove(e) {
if(isMouseDownOn === 'scrollY') {
var posY = e.pageY - canvas.offsetTop;
scrollY = Math.min( (height-navButtonSize*2-scrollThumbHeight), Math.max(posY, 0) ) ;
origin.y = (scrollY/(height-navButtonSize*2-scrollThumbHeight))*maxHeight;
animateEverything();
}
}
function onMouseUp(e) {
//console.log('onMouseUp ' , e);
isMouseDownOn = '';
}
function drawOrigin () {
context.save();
context.beginPath();
context.font = "18px Arial";
context.fillText("Origin X:"+origin.x, 10, 30);
context.fillText("Origin Y:"+origin.y, 10, 50);
context.closePath();
context.restore();
}
function detectElement(e) {
isMouseDownOn = '';
var posX = e.pageX- canvas.offsetLeft;
var posY = e.pageY- canvas.offsetTop;
var currentThumbPos = scrollY+navButtonSize;
if(posX >= width-scrollBarWidth && (posY >= currentThumbPos && posY <= currentThumbPos+scrollThumbHeight) ) {
isMouseDownOn = 'scrollY';
}
}
}

HTML Canvas making lines using mouseover event

I am trying to write a code using HTML canvas that will create a line beginning where a mousemove event occurs. The line has a defined direction and should continue extending until it is off the screen. The issue I am having is that every time I move the mouse a new line begins(this is good) but the previous line stops extending. I believe that the issue is because each new line is taking on a set of parameters with the same name as the previous line, however I am not certain that this is the issue, nor do I know how to fix it.
Here is a jsfiddle of my current code: https://jsfiddle.net/tdammon/bf8xdyzL/
I start be creating an object named mouse that takes an x and y parameter. The xbeg and ybeg will be the starting coordinates for my lines.
let canvas = document.querySelector('canvas');
canvas.width = window.innerWidth;
canvas.height= window.innerHeight;
let c = canvas.getContext('2d');
let mouse ={
x:undefined,
y:undefined,
}
window.addEventListener("mousemove",function(event){
mouse.x = event.x;
mouse.y = event.y;
xbeg = mouse.x;
ybeg = mouse.y;
})
Next I create an animate function that continuously calls itself. I create a new line object which will take the xbeg and ybeg parameters for beginning points and xbeg+10 and ybeg+10 as ending point. The function then increments xbeg and ybeg. I would like this function to create new lines that do not stop extending whenever the mouse is moved.
function animate() {
requestAnimationFrame(animate);
new Line(xbeg,ybeg,xbeg+10,ybeg+10)
c.beginPath();
c.moveTo(xbeg,ybeg);
c.lineTo(xbeg+10,ybeg+10);
c.stroke();
xbeg += 1;
ybeg += 1;
}
I've added to your code an array for all your lines: let linesRy = []; and I've changed a bit your draw() function by adding this.endx++; this.endy++;
also I'm using your commented out c.clearRect(0, 0, innerWidth, innerHeight);since with every frame you redraw all the lines.
I hope this is what you need.
let linesRy = [];
let canvas = document.querySelector("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
let c = canvas.getContext("2d");
let mouse = {
x: undefined,
y: undefined
};
let xbeg, ybeg;
window.addEventListener("mousemove", function(event) {
mouse.x = event.x;
mouse.y = event.y;
xbeg = mouse.x;
ybeg = mouse.y;
});
class Line {
constructor(begx, begy, endx, endy, dx, dy, slope) {
this.begx = begx;
this.begy = begy;
this.endx = endx;
this.endy = endy;
this.dx = endx - begx;
this.dy = endy - begy;
this.slope = dy / dx;
}
draw() {
this.endx++;
this.endy++;
c.beginPath();
c.moveTo(this.begx, this.begy);
c.lineTo(this.endx, this.endy);
c.stroke();
}
}
//let xend = 420;
//let yend = 220;
function animate() {
requestAnimationFrame(animate);
c.clearRect(0, 0, innerWidth, innerHeight);
linesRy.push(new Line(xbeg, ybeg, xbeg + 10, ybeg + 10, 10, 10, 1));
linesRy.forEach(l => {
l.draw();
});
}
animate();
canvas{border:1px solid;}
<canvas></canvas>
the variable c is taken local variable
function animate() {
c = canvas.getContext('2d');
requestAnimationFrame(animate);
new Line(xbeg,ybeg,xbeg+10,ybeg+10)
c.beginPath();
c.moveTo(xbeg,ybeg);
c.lineTo(xbeg+10,ybeg+10);
c.stroke();
xbeg += 1;
ybeg += 1;
}

Animating an image to create rain effect

I’m trying to write a simple enough animation with javascript using HTML5 canvas. It’s an image of rain drops that I want to animate seamlessly. This is the image:
https://s31.postimg.org/475z12nyj/raindrops.png
This is how I'm currently animating it:
function Background() {
this.x = 0, this.y = 0, this.w = bg.width, this.h = bg.height;
this.render = function() {
ctx.drawImage(bg, 0, this.y++);
if (this.y <= -199) { //If image moves out of canvas, reset position to 0
this.y = 0;
}
}
}
I’m facing two issues though.
I can’t get the image to loop at all. It just falls down the one time, I need to have this on a loop so it’ll continue again when it starts to leave the canvas.
Once I know how to properly loop it, there is the issue that the rain isn’t suppose to fall down exactly vertically. It needs to fall down diagonally as the raindrops in the image suggest.
This is where it stops to be a simple enough animation.
Here’s my fiddle, it includes all my code. Thanks a lot.
PS: I’ll take any help with either Javascript or CSS I can get. But I do need the rain effect to be using the image only! I can’t accept anything else unfortunately.
I'd recommend splitting out your loop into an animation loop that calls update() and draw() separately. Update your state in update() and then render that state in draw().
Something like this (bit ragged, but you can perhaps make it better :) ):
var lastTick = 0;
var position = { x:0, y:0 };
var bg = document.getElementById('bg');
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
function update(gameTime) {
position.x += (70 * gameTime.diff / 1000);
position.y += (110 * gameTime.diff / 1000);
if (position.x > canvas.width) {
position.x = 0;
}
if (position.y > canvas.height) {
position.y = 0;
}
}
function draw(gameTime) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(bg, position.x, position.y, canvas.width, canvas.height);
ctx.drawImage(bg, position.x - canvas.width, position.y, canvas.width, canvas.height);
ctx.drawImage(bg, position.x, position.y - canvas.height, canvas.width, canvas.height);
ctx.drawImage(bg, position.x - canvas.width, position.y - canvas.height, canvas.width, canvas.height);
}
function loop(tick) {
var diff = tick - lastTick;
var gameTime = { tick:tick, diff:diff };
update(gameTime);
draw(gameTime);
requestAnimationFrame(loop);
lastTick = tick;
}
requestAnimationFrame(loop);
<title>Rain</title>
<meta charset="UTF-8">
<style>
canvas {
width:100vw;
height:100vh;
}
</style>
<img id="bg" src="https://s31.postimg.org/475z12nyj/raindrops.png" style="display:none;">
<canvas id="canvas"><h1>Canvas not supported</h1></canvas>

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