I've been having some trouble with adding an event listener to a concentric group of circles. My intended functionality is this: when the mouse is over the group, a new black dot (a "Bullseye" -- circle3 in the code below) should appear at the center of the group. When the mouse is not above the group, black dot should not appear.
The following code comes close to accomplishing this:
<!DOCTYPE HTML>
<html>
<head>
<style>
body {
margin: 0px;
padding: 0px;
}
</style>
</head>
<body>
<div id="container"></div>
<script src="http://d3lp1msu2r81bx.cloudfront.net/kjs/js/lib/kinetic-v4.7.4.min.js"></script>
<script defer="defer">
var stage = new Kinetic.Stage({
container: 'container',
width: 578,
height: 200
});
var layer = new Kinetic.Layer({});
var group = new Kinetic.Group({
x: 0, //
y: 0 //
});
var circle = new Kinetic.Circle({
x: stage.getWidth() / 2,
y: stage.getHeight() / 2,
radius: 70,
fill: 'red',
stroke: 'black',
strokeWidth: 4
});
var circle2 = new Kinetic.Circle({
x: stage.getWidth() / 2,
y: stage.getHeight() / 2,
radius: 50,
fill: 'white',
stroke: 'black',
strokeWidth: 4
});
var circle3 = new Kinetic.Circle({
x: stage.getWidth() / 2,
y: stage.getHeight() / 2,
radius: 20,
fill: 'black',
stroke: 'black',
strokeWidth: 4,
visible: false
});
group.add(circle);
group.add(circle2);
group.add(circle3);
group.on("mouseenter", function(event){
circle3.setVisible(true);
stage.draw();
});
group.on("mouseleave", function(event){
circle3.setVisible(false);
stage.draw();
});
// add the shape to the layer
layer.add(group);
// add the layer to the stage
stage.add(layer);
</script>
</body>
</html>
However, the problem is that "bulleye" flickers as it leaves the outercircle (circle) and enters the inner circle (circle2).
(*) I have tried various solutions -- but nothing seems to be working. For one, I tried to capture the mouseposition (layerX and layerY) and detect a collision with the group region on the canvas. That is, if x and y are within its boundaries, I paint the bullseye. Otherwise, I get rid of it. However, the problem with this solution is that the bullseye is sometimes orphaned in the group even if the mouse has left the group. That is because the mouseout/mouseleave event sometimes has a layerX or layerY position that is still within the circle.
(*) Using mouseover and mouseout instead of mouseenter/mouseleave doesn't seem to affect anything.
(*) I can't add the eventlistener to the outer circle alone, since that makes the bullseye disappear when the mouse is over the innercircle.
You can prevent the flickering by turning off event listening for the nested circles, like so:
group.add(circle);
group.add(circle2);
group.add(circle3);
// Don't listen for any events (e.g. mouseenter/leave) on the inner circles
circle2.setListening(false);
circle3.setListening(false);
It fixes the issue you describe, but I'm not sure if you need to listen for other events on those circles... If so, you may need to cancel propagation of events from the inner circles.
Related
My problem is how to animate the drawing of a path between two points.
Consider a curved line or path between two points, A & B. I can draw this easily on the canvas using the line drawing functions in Konvajs.
However, what I actually want is to animate the revealing of the line so that it starts from point A and progressively draws to point B. The reveal should be animated so I can apply pleasing easings.
As a comparable example, see the brief video on this site https://coggle.it/ where the video shows the creation of a new box and the line draws to connect it to the old.
Here is a potential answer (special thanks to #markov00 re same technique in SVG). It works by manipulating the path dashOffset and dash attributes. There is an excellent explanation of the technique here in a post by Jake Archibald which also includes an interactive experiment with sliders which I found very useful.
I have tried to make the demo as lightweight as possible and just show the technique - though I added a slider and some UI to help understand the process. The use of jquery is only for the UI parts which are not needed for the technique.
Couple of points:
The demo here uses a path from 3 straight line segments. But I tried curves and combination paths and the technique works in those cases too - so any path should work.
I found that using a close-path command (z) on the path caused the path length function to be short on the true distance. This appears as an amount of the path remaining stroked or gapped at either end, with the size depending on the jump between first & last to close the path.
The path length is virtually always going to be decimal so don't try to do everything as integers as you will ultimately find your stroke is slightly overlong or short.
To adopt this for animation and easing etc, take the couple of lines from the slider change event and stick them inside the frame callback, manipulating the maths to suit your case.
// Set up the canvas / stage
var stage = new Konva.Stage({container: 'container1', width: 320, height: 180});
// Add a layer
var layer = new Konva.Layer({draggable: false});
stage.add(layer);
// show where the start of the path is.
var circle = new Konva.Circle({
x: 66,
y: 15,
radius: 5,
stroke: 'red'
})
layer.add(circle);
// draw a path.
var path = new Konva.Path({
x: 0,
y: 0,
data: 'M66 15 L75 100 L225 120 L100 17 L66 15',
stroke: 'green'
});
// get the path length and set this as the dash and dashOffset.
var pathLen = path.getLength();
path.dashOffset(pathLen);
path.dash([pathLen]);
layer.add(path)
stage.draw();
// Some UI bits
$('#dist').attr('max', parseInt(pathLen)); // set slider max to length of path
$('#pathLen').html('Path : ' + pathLen); // display path length
// jquery event listener on slider change
$('#dist').on('input', function(){
// compute the new dash lenth as original path length - current slider value.
// Means that dashLen initially = path len and moves toward zero as slider val increases.
var dashLen = pathLen - $(this).val();;
path.dashOffset(dashLen); // set new value
layer.draw(); // refresh the layer to see effect
// update the UI elements
$('#dashLen').html('Dash: ' + dashLen);
$('#pathPC').html(parseInt(100-(100 * (dashLen/pathLen)), 10) + '%');
})
.info
{
padding-left: 20px;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/konva/2.5.1/konva.js"></script>
<div class="slidecontainer">
<input class='slider' id='dist' type="range" min="0" max="100" value="0" class="slider" id="myRange"/>
<span class='info' id='pathPC'></span>
<span class='info' id='pathLen'></span>
<span class='info' id='dashLen'></span>
</div>
<div id='container1' style="display: inline-block; width: 300px, height: 200px; background-color: silver; overflow: hidden; position: relative;"></div>
<div id='img'></div>
My solution with animation:
var width = window.innerWidth;
var height = window.innerHeight;
// Set up the canvas / stage
var stage = new Konva.Stage({
container: 'container',
width: width,
height: height
});
// Add a layer
var layer = new Konva.Layer({
draggable: false
});
stage.add(layer);
// show where the start of the path is.
var circle = new Konva.Circle({
x: 66,
y: 15,
radius: 5,
stroke: 'red'
})
layer.add(circle);
// draw a path.
var path = new Konva.Path({
x: 0,
y: 0,
data: 'M66 15 L75 100 L225 120 L100 17 L66 15',
stroke: 'green'
});
// get the path length and set this as the dash and dashOffset.
var pathLen = path.getLength();
path.dashOffset(pathLen);
path.dash([pathLen]);
// make some animation with stop
var anim = new Konva.Animation(function (frame) {
var dashLen = pathLen - frame.time / 5;
path.dashOffset(dashLen);
if (dashLen < 0) {
anim.stop();
}
}, layer);
anim.start();
layer.add(path)
stage.draw();
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/konva/2.5.1/konva.js"></script>
<div id='container' style="display: inline-block; width: 300px, height: 200px; background-color: silver; overflow: hidden; position: relative;"></div>
<div id='img'></div>
And here is an alternative to #Roxane's animated version but using a tween.
var width = window.innerWidth;
var height = window.innerHeight;
// Set up the canvas / stage
var stage = new Konva.Stage({
container: 'container',
width: width,
height: height
});
// Add a layer
var layer = new Konva.Layer({
draggable: false
});
stage.add(layer);
// show where the start of the path is.
var circle = new Konva.Circle({
x: 66,
y: 15,
radius: 5,
stroke: 'red'
})
layer.add(circle);
// draw a path.
var path = new Konva.Path({
x: 0,
y: 0,
data: 'M66 15 L75 100 L225 120 L100 17 L66 15',
stroke: 'green'
});
// get the path length and set this as the dash and dashOffset.
var pathLen = path.getLength();
path.dashOffset(pathLen);
path.dash([pathLen]);
layer.add(path); // have to add to layer for tweening.
// create the tween
var tween = new Konva.Tween({
node: path,
dashOffset: 0,
easing: Konva.Easings['BounceEaseOut'],
duration: 1.5
});
tween.play(); // execute the tween
stage.draw();
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/konva/2.5.1/konva.js"></script>
<div id='container' style="display: inline-block; width: 300px, height: 200px; background-color: silver; overflow: hidden; position: relative;"></div>
<div id='img'></div>
I have a circle added to a layer. In the top of the layer I added a text. I would like to run an animation when the mouse is over the circle, but when the mouse reaches the text the mouseout callback function is called. How can I prevent that?
var circle = new Kinetic.Circle({
x: j * xcenterstep + xshift,
y: i * ycenterstep + yshift,
radius: t_radius,
fill: t_fill,
stroke: t_stroke,
strokeWidth: t_stroke_w,
strokeOpacity: 0.1,
opacity: 0.3 + t_number * 0.05,
});
if (t_number) {
circle.tw;
circle.on("mouseover", function () {
this.tw = new Kinetic.Tween({
node: this,
duration: 0.3,
strokeWidth: 6
});
this.tw.play();
});
circle.on("mouseout", function () {
this.tw.reverse();
});
}
// Adding the text
var radiusText = new Kinetic.Text({
x : circle.getX(),
y : circle.getY(),
text : t_number,
fontSize : radius,
fill : '#fff',
fontStyle: 'bold',
align : 'center'
});
radiusText.setOffset({
x : radiusText.getWidth()/2,
y : radiusText.getHeight()/2
});
bgLayer.add(circle);
bgLayer.add(radiusText);
I think it is better to use mouseenter event. You can disable text's events to prevent mouseout from circle.
radiusText.listening(false)
Reviewing your code, you were missing a } to close the if (t_number) {. I am not sure if it was supposed to encompass the mouseover and mouseout events, but it might have caused your code to respond differently than you are expecting.
I'm learning KineticJS and tinkering with shadows. I made a shape and gave it shadow blur, but the shadow isn't blurry. I'm using the latest version of Chrome. This is the code I'm using:
var stage = new Kinetic.Stage({
container: 'container',
width: 578,
height: 200
});
var layer = new Kinetic.Layer();
var rect = new Kinetic.Rect({
x: 250,
y: 120,
width: 100,
height: 50,
fill: '#00D2FF',
stroke: 'black',
strokeWidth: 4,
shadowColor: 'black',
shadowBlur: 10,
shadowOffset: {
x: 10,
y: 10
},
shadowOpacity: 0.5
});
// add the shape to the layer
layer.add(rect);
// add the layer to the stage
stage.add(layer);
Its copied from here: http://www.html5canvastutorials.com/kineticjs/html5-canvas-kineticjs-shadows/
Here's a Fiddle: http://jsfiddle.net/acbabis/Tu8Qh/
Yes, this is a misbehavior in Chrome which will apply a shadow on both the Kinetic stroke and a second on the Kinetic fill (double shadowing).
The current version of KineticJS has not yet accounted for / corrected this misbehavior satisfactorily.
The workaround is to:
use only a stroke or fill, but not both.
draw 1 filled rect and shadow it. Then draw a second stroked rect on top.
You can interact with this code here on jsFiddle
In the fiddle you can see that I have made a flag (Kinetic.Rect) on a flagpole (Kinetic.Line). I desire to fire an event when the user moves the mouse over any portion of the flag or flagpole. In prior attempts I have attached event handlers to each shape individually, only to learn that Kinetic.Line does not fire events.
In this latest attempt I added the shapes to a group and attached the handler to the group thinking this would solve the issue: it does not.
Is there any way to achieve the desired behavior? Thank you, and remember to press F12 to see the handler's console messages.
var handler = function(e) {
console.log("Event fired.");
};
var stage = new Kinetic.Stage({
container: 'testBlock',
width: 200,
height: 200
});
var layer = new Kinetic.Layer();
var group = new Kinetic.Group();
var rect = new Kinetic.Rect({
x: 75,
y: 10,
width: 50,
height: 50,
fill: 'silver',
});
line = new Kinetic.Line({
points: [
{x: 125, y: 10},
{x: 125, y: 160},
],
stroke: 'black',
strokeWidth: 1
});
// add the shapes to the group
group.add(rect);
group.add(line);
// event handler for the group
group.on("mouseover", handler);
// add the group to the layer
layer.add(group);
// add the layer to the stage
stage.add(layer);
Kinetic.Line's have trouble with events when the stroke is too small, you can see this evident with any line with stroke < 3px.
This was the response I got from Eric Rowell (creator of KineticJS):
yep, KineticJS ignores the anti-aliased pixels. If you're drawing a 1px diagonal line, and you want it to be detectable, you need to create a custom hit function to define the hit region. You probably will want to create a hit region that's a line which is about 5px thick or so. Here's an example on creating custom hit regions:
http://www.html5canvastutorials.com/kineticjs/html5-canvas-kineticjs-custom-hit-function-tutorial/
So in addition to Ani's answer, you can also use the drawHitFunc property to make a custom hit region for the line that is thicker than the actual line:
line = new Kinetic.Line({
points: [
{x: 125, y: 10},
{x: 125, y: 160},
],
stroke: 'black',
strokeWidth: 1,
drawHitFunc: function(canvas) {
var x1=this.getPoints()[0].x;
var x2=this.getPoints()[1].x;
var y1=this.getPoints()[0].y;
var y2=this.getPoints()[1].y;
var ctx = canvas.getContext();
ctx.beginPath();
ctx.lineWidth = 1;
ctx.moveTo(x1-3,y1-3);
ctx.lineTo(x1-3,y2+3);
ctx.lineTo(x2+3,y2+3);
ctx.lineTo(x2+3,y1-3);
ctx.closePath();
canvas.fillStroke(this);
}
});
jsfiddle
Try this fiddle
I'm using Kinetic.Rect with width=1 and height= y2-y1 of your line.
line = new Kinetic.Rect({
x: 125, y: 10,
width: 1, height: 150,
fill: 'black',
});
I'm trying to get kineticjs down and worked out a little app which makes my images draggable and resizable. So far so good;
However: I want an overlay with a variable height/width block in the center which should show the image underneath(With the draggable/resizable intact) with a semi-transparent overlay.
I want to be able to still resize/drag behind the overlay while the overlay is still intact(Like this, but with kineticjs: http://envyum.nl/pointer/)
Is there a way to do so? By cutting a block out of an overlaying rectangle perhaps? And can the mouse ignore the overlay such as pointer-events: none can in css3?
Thanks in advance,
I have a sample of what I was talking about in the comments above: http://jsfiddle.net/KwQBB/
This did not require a new layer, but might be good practice to do so.
You can tailor the logic to be whatever you want, especially to simulate a 'cut-out'
var stage = new Kinetic.Stage({
container: 'container',
width: 578,
height: 500
});
var layer = new Kinetic.Layer();
var pentagon = new Kinetic.RegularPolygon({
x: stage.getWidth() / 2,
y: stage.getHeight() / 2,
sides: 5,
radius: 70,
fill: 'red',
stroke: 'black',
strokeWidth: 4,
draggable: true,
dragOnTop: false
});
var rect1 = new Kinetic.Rect({ // overlay
x: 0,
y: 0,
width: stage.getWidth(),
height: 100,
fill: 'gray',
opacity: 0.5,
listening: false // <------ Extremely important
});
var rect2 = new Kinetic.Rect({ // overlay
x: 0,
y: stage.getHeight()/2,
width: stage.getWidth(),
height: 100,
fill: 'gray',
opacity: 0.5,
listening: false // <------ Extremely important
});
// add the shape to the layer
layer.add(pentagon);
layer.add(rect1);
layer.add(rect2); // add more rectangles to complete overlay
// add the layer to the stage
stage.add(layer);