I have written up an example, being new to canvas I need help transforming a basic circle into a letter.
Fiddle
Here is the code you will see in the fiddle. Note the circle drawing is what is in the center of the canvas, I am trying to use a letter like B with a cool font in place of the circle, I am just not sure how to implement this.
So just imagine where the circle is a letter being in that spot, still transparent with a rectangle overlaying the image with the color rgba(255,255,255,0.7).
var canvas = document.getElementById('c');
// resize the canvas to fill browser window dynamically
window.addEventListener('resize', resizeCanvas, false);
function resizeCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
/**
* Your drawings need to be inside this function otherwise they will be reset when
* you resize the browser window and the canvas goes will be cleared.
*/
drawStuff();
}
resizeCanvas();
function drawStuff() {
if (canvas.getContext) {
var context = canvas.getContext('2d');
var centerX = canvas.width / 2;
var centerY = canvas.height / 2;
var radius = 70;
// Full rectangle
context.fillStyle = 'rgba(255,255,255,0.7)';
context.fillRect(0, 0, window.innerWidth, window.innerHeight);
// Inner circle
context.beginPath();
context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
// Add a letter instead of a circle?
// Hmm
context.fillStyle = 'rgba(0,0,0,1)';
context.globalCompositeOperation = 'destination-out';
context.fill();
}
}
why not
context.fillStyle = 'rgba(0,0,0,1)';
context.strokeStyle = "#F00";
context.font = "bold 60pt Arial";
context.globalCompositeOperation = 'destination-out';
context.fillText("B", 20, 50);
http://jsfiddle.net/pqD87/
Here again with centering
context.fillStyle = 'rgba(0,0,0,1)';
context.globalCompositeOperation = 'destination-out';
context.textAlign = 'center';
context.font="150px Times";
context.fillText("A",centerX,centerY+40);
http://jsfiddle.net/x4BuF/1/
Related
Say we have a canvas:
<canvas id="one" width="100" height="200"></canvas>
var canvas = document.getElementById("one");
var context = canvas.getContext("2d");
var cw = canvas.width;
var ch = canvas.height;
// Sample graphic
context.beginPath();
context.rect(10, 10, 20, 50);
context.fillStyle = 'yellow';
context.fill();
context.lineWidth = 7;
context.strokeStyle = 'black';
context.stroke();
// create button
var button = document.getElementById("rotate");
button.onclick = function () {
// rotate the canvas 90 degrees each time the button is pressed
rotate();
}
var myImageData, rotating = false;
var rotate = function () {
if (!rotating) {
rotating = true;
// store current data to an image
myImageData = new Image();
myImageData.src = canvas.toDataURL();
myImageData.onload = function () {
// reset the canvas with new dimensions
canvas.width = ch;
canvas.height = cw;
cw = canvas.width;
ch = canvas.height;
context.save();
// translate and rotate
context.translate(cw, ch / cw);
context.rotate(Math.PI / 2);
// draw the previows image, now rotated
context.drawImage(myImageData, 0, 0);
context.restore();
// clear the temporary image
myImageData = null;
rotating = false;
}
}
}
And on a button click the canvas gets rotated -90 degrees anticlockwise (around the centre) and the dimensions of the canvas get also updated, so in a sense, it looks like this afterwards:
I want to rotate a canvas element to the anticlockwise rotation. I have used this code but it's not working as I want.
JavaScript has a built-in rotate() function for canvas context:
context.rotate( angle * Math.PI / 180);
The problem is that the rotation will only affect drawings made AFTER the rotation is done, which means you will need to:
Clear the canvas first: context.clearRect(0, 0, canvas.width, canvas.height);
Rotate the context context.rotate( 270 * Math.PI / 180);
Redraw the graphics
Thus, I recommend wrapping the graphics we want to draw in a function to make it easier to call after every rotation:
function drawGraphics() {
context.beginPath();
context.rect(10, 10, 20, 50);
context.fillStyle = 'yellow';
context.fill();
context.lineWidth = 7;
context.strokeStyle = 'black';
context.stroke();
}
I am working on animation optimisation and i wanted to try out canvas to see how it performs but i am not experienced well in canvas and i dont know how to prepare concept of this kind of animation.
this is the gif that shows how animation should rotate like:
this is my current code of js:
var cvs = document.getElementById('coin-spin'),
ctx = cvs.getContext('2d'),
w = cvs.width = 400,
h = cvs.height = 400,
cx = w / 2,
cy = h / 2,
a = 0;
var img = new Image();
var loop = function() {
// BG
ctx.fillStyle = '#ccc';
ctx.fillRect(0, 0, w, h);
// draw image
ctx.save();
ctx.translate(cx, cy);
ctx.rotate(Math.PI / 180 * a);
ctx.translate(-cx, -cy);
ctx.drawImage(img, cx - (img.width / 2), cy - (img.height / 2));
ctx.restore();
// axis
ctx.strokeStyle = '#000';
ctx.beginPath();
ctx.moveTo(cx, 0);
ctx.lineTo(cx, h);
ctx.stroke();
ctx.beginPath();
ctx.moveTo(0, cy);
ctx.lineTo(w, cy);
ctx.stroke();
//mod angle
a++;
window.requestAnimationFrame(loop);
};
img.onload = function() {
loop();
};
img.src = 'https://image.ibb.co/gqkeXx/coin.png';
and the working demo on fiddle.
Could someone show how to add to the code so the image would rotate horizontally like on the gif?
EDIT ----
I added the spin, as it was also something to do, but still struggling on how to rotate it.
To get around the problem of rotating the object along two axes (faking one by mapping width to a sine wave), you can use an offscreen canvas to render the coin rotating around one axis, then render that canvas applying the second rotation ;
//make an offscreen canvas for rendering the coin rotating around one axis
var offscreenCanvas = document.createElement('canvas');
var cvs = document.getElementById('coin-spin'),
ctx = cvs.getContext('2d'),
w = cvs.width = 400,
h = cvs.height = 400,
cx = w / 2,
cy = h / 2,
a = 0;
var img = new Image();
var frameCount = 0;
var loop = function() {
frameCount++;
// BG
ctx.fillStyle = '#ccc';
ctx.fillRect(0, 0, w, h);
offscreenContext.fillStyle = '#ccc';
offscreenContext.fillRect(0, 0, w, h);
//determine how wide to render the offscreen canvas so we can fake
//rotation around the second axis
var imgRenderWidth = offscreenCanvas.width * Math.sin(frameCount/10.0)
//render the coin rotating around one axis to the offscreen canvas
offscreenContext.save();
offscreenContext.translate(img.width/2, img.height/2);
offscreenContext.rotate(Math.PI / 180 * a);
offscreenContext.translate((0-img.width)/2, (0-img.height)/2);
offscreenContext.drawImage(img, 0,0);
offscreenContext.restore();
// draw offscreen canvas to the screen with our precalculated width
ctx.save();
ctx.drawImage(offscreenCanvas, cx - (imgRenderWidth / 2), cy - (offscreenCanvas.height / 2), imgRenderWidth, offscreenCanvas.height);
ctx.restore();
// axis
ctx.strokeStyle = '#000';
ctx.beginPath();
ctx.moveTo(cx, 0);
ctx.lineTo(cx, h);
ctx.stroke();
ctx.beginPath();
ctx.moveTo(0, cy);
ctx.lineTo(w, cy);
ctx.stroke();
//mod angle
a++;
window.requestAnimationFrame(loop);
};
//once the image has loaded, we know what size our offscreen canvas needs to be
img.onload = function() {
offscreenCanvas.width = img.width;
offscreenCanvas.height = img.height;
loop();
};
img.src = 'https://image.ibb.co/gqkeXx/coin.png';
//prepare the offscreen context so we can render to it later
var offscreenContext = offscreenCanvas.getContext('2d');
https://jsfiddle.net/ay3h5vuo/
I am drawing an image on a canvas with white background color. I want to draw a border on the image and I am unable to do so. Here is my code:
var canvas = parent.document.createElement('canvas');
canvas.width = image.width;
canvas.height = image.height;
var context = canvas.getContext('2d');
context.fillStyle = "black";
context.font = "50px Arial";
//context.fillText(chartId, canvas.width-200, 50);
context.drawImage(image, 0, 0);
context.fillStyle = "#000000";
context.rect(0,0,canvas.width,canvas.height);
context.globalCompositeOperation = "destination-over";
context.fillStyle = "#FFFFFF";
But I don't see any border when I download this image.
You forgot to stroke your rect.
context.stroke();
There are two things missing.
is the context.stroke(); after painting your rect.
You should start drawing your rect() with context.beginPath();. This is to avoid the next stroke to also affect the first rectangle that you drew.
Another possible solution is to instead use the function context.strokeRect(); saving you the trouble of having to beingPath() and stroke().
canvas.width = image.width;
canvas.height = image.height;
var context = canvas.getContext('2d');
context.fillStyle = "black";
context.font = "50px Arial";
//context.fillText(chartId, canvas.width-200, 50);
context.drawImage(image, 0, 0);
context.fillStyle = "#000000";
context.beginPath();
context.rect(0,0,canvas.width,canvas.height);
context.stroke();
context.globalCompositeOperation = "destination-over";
context.fillStyle = "#FFFFFF";
it looks like,you don't do the context.stroke() operation?
Okay, so I am new to canvas, I am trying to learn. I have created something below that sorta works - JSFiddle demo.
You see in the middle there is a circle, I would like that to be transparent, so, obviously, if you look at the code below there are two paths or objects, whatever they're called, and they overlay each other. Not what I need, obviously.
My question is: how do I have a canvas element/object take over the screen size with a transparent middle showing the background? The goal is to make something like this http://www.jcsuzanne.com/. I will eventually work my way up from a circle to a letter, but for now I am not sure how to make a "mask" with a transparent center.
var canvas = document.getElementById('c');
// resize the canvas to fill browser window dynamically
window.addEventListener('resize', resizeCanvas, false);
function resizeCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
/**
* Your drawings need to be inside this function otherwise they will be reset when
* you resize the browser window and the canvas goes will be cleared.
*/
drawStuff();
}
resizeCanvas();
function drawStuff() {
if (canvas.getContext){
var context = canvas.getContext('2d');
var centerX = canvas.width / 2;
var centerY = canvas.height / 2;
var radius = 70;
context.beginPath();
context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
context.fillStyle = 'rgba(0,0,0,0)';
context.fill();
context.lineWidth = 5;
context.stroke();
context.beginPath();
context.fillStyle = 'rgba(0,0,0,0.5)';
context.fill();
context.fillRect(0,0,window.innerWidth,window.innerHeight);
}
}
You can re-organize the lines a little and use composite mode to "punch" a whole in the overlay:
// fill background first
context.fillStyle = 'rgba(0,0,0,0.5)';
context.fillRect(0,0,window.innerWidth,window.innerHeight);
// define the arc path
context.beginPath();
context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
// stroke it
context.lineWidth = 5;
context.stroke();
// make alpha solid (the color doesn't matter)
context.fillStyle = 'rgba(0,0,0,1)';
// change composite mode and fill
context.globalCompositeOperation = 'destination-out';
context.fill();
// reset composite mode to default
context.globalCompositeOperation = 'source-over';
Modified fiddle
I have this code at the end of a web page:
var canvas = document.getElementByID("canvas");
var ctx = canvas.getContext("2d");
canvas.style.width = $(window).width();
canvas.style.height = $(window).height();
ctx.arc(50, 50, 50, 0, Math.PI * 2, false);
$(window).resize(function () {
canvas.style.width = $(window).width();
canvas.style.height = $(window).height();
console.log("resize");
});
But nothing shows up. I know that the problem is with the arc function because ctx.fillRect(0, 0, 100, 100); works fine.
Any idea what I am doing wrong?
(Yes, I do have JQuery)
You need to use ctx.beginPath() before ctx.arc() and ctx.stroke() afterwards, this tells canvas to clean its buffer before it starts drawing, and to output buffer to the canvas after it finishes. fillRect()/strokeRect() already handles those begin/end tasks for you.
You need to do a path:
var canvas = document.getElementByID("canvas");
var ctx = canvas.getContext("2d");
canvas.style.width = $(window).width();
canvas.style.height = $(window).height();
ctx.beginPath(); // <-- start a path
ctx.arc(50, 50, 50, 0, Math.PI * 2, false); // <-- add the arc to the path
ctx.strokeStyle = "#000000"; // <-- set fill color
ctx.stroke(); // <-- draw the arc
$(window).resize(function () {
canvas.style.width = $(window).width();
canvas.style.height = $(window).height();
console.log("resize");
});
First of all ID in first line needs to be Id.
Then for the arc function there needs to be a ctx.beginPath();
function to start.
after that give it a colour eg. ctx.fillStyle = "Colour You
Want";
then, your arc function ctx.arc(50, 50, 50, 0, Math.PI * 2,
false); as it is
and after that at the end put ctx.fill(); to complete the
process.