Create a non filled arc in html5 canvas? - javascript

(simplified) : I've have created this simple code to create an arc
jsbin
The result is :
but I don't want it to be full filled with red.
I need something like this : (edited with photoshop)
(simple words : , if it was a div , then style="border:solid 1px red;background-color:white")
question :
How can I enhance my code to do that by not filling the whole shape ? Is there any property which allows me to do this ?

A simple workaround for this is to draw 2 arcs: One red with a lineWidth of 10 and then another one on top in white and a lineWidth of 6 or 8.
Note: Odd numbers might yield better results (11 and 9/7):
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
var x = canvas.width / 2;
var radius = 55;
var y = canvas.height / 2;
context.beginPath();
var startAngle = 1.1 * Math.PI;
var endAngle = 1.9 * Math.PI;
var delta = 0.005 * Math.PI;
context.arc(x, y, radius, startAngle, endAngle , false);
context.lineWidth = 11;
context.strokeStyle = 'red';
context.stroke();
context.beginPath();
context.arc(x, y, radius, startAngle+delta, endAngle-delta, false);
context.lineWidth = 9;
context.strokeStyle = 'white';
context.stroke();
jsbin

Related

Is clearing canvas [ 2D Context ] in HTML5 necessary for good performance?

I have a 2D canvas and drawing circle indefinitely one above the other.
Take this example : http://jsfiddle.net/umaar/fnMvf/
<html>
<head>
</head>
<body>
<canvas id="canvas1" width="500" height="500"></canvas>
</body>
</html>
JavaScript :
var currentEndAngle = 0
var currentStartAngle = 0;
var currentColor = 'black';
var lineRadius = 75;
var lineWidth = 15;
setInterval(draw, 50);
function draw() {
var can = document.getElementById('canvas1'); // GET LE CANVAS
var canvas = document.getElementById("canvas1");
var context = canvas.getContext("2d");
var x = canvas.width / 2;
var y = canvas.height / 2;
var radius;
var width;
var startAngle = currentStartAngle * Math.PI;
var endAngle = (currentEndAngle) * Math.PI;
currentStartAngle = currentEndAngle - 0.01;
currentEndAngle = currentEndAngle + 0.01;
if (Math.floor(currentStartAngle / 2) % 2) {
currentColor = "white";
radius = lineRadius - 1;
width = lineWidth + 3;
} else {
currentColor = "black";
radius = lineRadius;
width = lineWidth;
}
var counterClockwise = false;
context.beginPath();
context.arc(x, y, radius, startAngle, endAngle, counterClockwise);
context.lineWidth = width;
context.lineCap = "round";
// line color
context.strokeStyle = currentColor;
context.stroke();
}
Do I really need to clear canvas at some specific interval ?
How does canvas work in that case ? As it is '2D' context, does it still store previous data ? If yes, What should be approach to achieve smoothness for drawing circle keeping performance in mind ?
Canvas is a drawing surface. When you draw an element (e.g. call fill method), you are just changing the color of some pixels on the drawing surface. The canvas does not store any information about the element being drawn. In your example, there is no need to clear the canvas.

Label connected to circle, curved side on leaflet map

I'm using CSS to try and create a label (which is a popup that always remains on the map) attached to a circle. The following link will lead to the image of what I'm trying to do: Image. In order to achieve this I've been using the following code:
$(popup._container.firstChild).css({
background: "-webkit-radial-gradient(-29px" + percentZoom + ", circle closest-corner, rgba(0, 0, 0, 0) 0, rgba(0, 0, 0, 0) 58px, white 59px)"
});
Before, I was calculating the percentZoom depending on the radius of the circle and the zoom where the map is now.
var percent = (50 * presentCircleRadius) / 300000 //when the radius is 300000 the percentage should be 50%
var percentZoom = (percent * zoom) / 6; // then calculate it the exact zoom that should be used depending on the zoom. Being 6 the default one.
This didn't work or it had many issues when I zoomed in on the map (considering that the circle doesn't really change but the curvature seems to becoming flatter).
I tried using canvas as well to get the result that I wanted it, but I had issues. I was using two arches to build the top part and the bottom part, then thought about using two rectangles to create the two parts to the right of the circle. The problem with this it's that the circle is transparent and it's meant to start on the edge of it, if I used this solution the rectangle would appear in the middle of the circle.
var canvas = document.getElementById('myCanvas1');
var context = canvas.getContext('2d');
var x = canvas.width / 2;
var y = canvas.height / 2;
var radius = 75;
var startAngle = 1.1 * Math.PI;
var endAngle = 1.9 * Math.PI;
var counterClockwise = false;
context.beginPath();
context.arc(x, y, radius, 1.6 * Math.PI, 0 * Math.PI, counterClockwise);
context.lineWidth = 15;
// line color
context.strokeStyle = 'black';
context.stroke();
context.beginPath();
context.arc(x, y, radius, 0 * Math.PI, 0.4 * Math.PI, counterClockwise);
context.lineWidth = 15;
// line color
context.strokeStyle = 'red';
context.stroke();
context.beginPath();
context.lineWidth = "10";
context.strokeStyle = "blue";
context.rect(x, y - radius, 150, radius);
context.stroke();
<canvas id="myCanvas1" width="578" height="250"></canvas>
So I thought of using lines instead of rectangles to create the right part of the label: fiddle, the problem with this solution is, as mention before, as you zoom the curvature will change and I found no way to calculate exactly where the lines on the top and on the bottom should start.
Is there a way to do what I want to do: Make it so that the label follows the curvature of the circle as you zoom in and out and if so how can I make it so considering that there might be more than one circle per zoom with different radius?

Drawing HTML5 Canvas Circles using a for Loop

I am trying to draw circles using a for loop. It works just fine accept it double draws the last circle.
See this jsfiddle for the example.
If I comment out the last
context.stroke();
in the second 'for' loop the circles display correctly. If I leave it in it double draws the last circle making it look bold.
What am I doing wrong?
Ken
The duplicate is caused by the extension lines you are drawing after the circles. Add a context.beginPath() call in the last for loop:
for(var j = 0; j < circle_Count + 1; j++) {
context.beginPath();
...
Working fiddle: http://jsfiddle.net/kwwqw5n2/3/
You have to close paths.
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
var box_Height = 50;
// Make Top Rect
context.fillStyle = "#F3E2A9";
context.fillRect(1, 1, canvas.width-1, box_Height-1);
context.strokeRect(0.5, 0.5, canvas.width-1, box_Height);
//Define the circles
var centerY = 25;
var radius = 10;
var circle_Count = 3;
var distance_Between = canvas.width / (circle_Count+1);
//Draw three white circles.
for(var i=0;i<circle_Count;i++){
context.beginPath();
context.arc(distance_Between * (i+1), centerY, radius, 0, 2 * Math.PI, true);
context.fillStyle = 'white';
context.lineWidth = 1;
context.strokeStyle = '#000000';
context.fill();
context.stroke();
context.closePath();
}
//Define the Extension Lines
var Ext_Line_Start_X = 0;
var Ext_Line_Start_Y = box_Height + 4; //The plus is the Gap
var Ext_Line_Length = 60;
//Draw Extension Lines
for(var j=0;j<circle_Count+1;j++){
context.beginPath();
context.moveTo(distance_Between * j + 0.5, Ext_Line_Start_Y);
context.lineTo(distance_Between * j + 0.5, Ext_Line_Start_Y + Ext_Line_Length);
context.stroke();
context.closePath();
}

How to animate and erase an arc in HTML5

Here is my question : I have an animation, that builds are circle. See : http://jsfiddle.net/2TUnE/
JavaScript:
var currentEndAngle = 0
var currentStartAngle = 0;
var currentColor = 'black';
setInterval(draw, 50);
function draw() { /***************/
var can = document.getElementById('canvas1'); // GET LE CANVAS
var canvas = document.getElementById("canvas1");
var context = canvas.getContext("2d");
var x = canvas.width / 2;
var y = canvas.height / 2;
var radius = 75;
var startAngle = currentStartAngle * Math.PI;
var endAngle = (currentEndAngle) * Math.PI;
currentEndAngle = currentEndAngle + 0.01;
var counterClockwise = false;
context.beginPath();
context.arc(x, y, radius, startAngle, endAngle, counterClockwise);
context.lineWidth = 15;
// line color
context.strokeStyle = currentColor;
context.stroke();
/************************************************/
}
When the circle is completely drawn, I would like it to start erasing, the same way it was created (so slowly removes the black). Once the whole circle is erased, i would create the black circle again, creating some kind of "waiting / loading" effect.
What i tried to do, is check if the currentEndAngle is 2 (so the circle is complete), and then move the startAngle, but it didn't work.
Any idea?
Thanks!
EDIT : Forgot to say, the animation is gonna be over an image, so it has to be "transparent" and not white
Look whats up in this JSFiddle: http://jsfiddle.net/fNTsA/
This method is basically your code, only we use a modulo to control state. Checking if the radius is 2 is only half-right, to toggle drawing white or drawing black you should do half the radius modulo 2. The first time around you have floor(0..2/2) % 2 == 0, the second you have floor(2..4/2) % 2 == 1, and so on.
Also because the line is antialiased, it helps to have the start angle overwrite what's been drawn already, otherwise you get extra white lines you probably don't want. For the same reason, when drawing the white circle, you should draw a slightly thicker line (smaller radius, thicker line). Otherwise the antialiasing leaves behind some schmutz -- a faint outline of the erased circle.
I put the radius and width into globals which you'd put at the top:
var lineRadius = 75;
var lineWidth = 15;
And likewise this is my modulo thing, pretty standard:
currentStartAngle = currentEndAngle - 0.01;
currentEndAngle = currentEndAngle + 0.01;
if (Math.floor(currentStartAngle / 2) % 2) {
currentColor = "white";
radius = lineRadius - 1;
width = lineWidth + 3;
} else {
currentColor = "black";
radius = lineRadius;
width = lineWidth;
}
Fun challenge! Try the following (updated fiddle here). I've tried to include plenty of comments to show my thinking.
// Moved these to global scope as you don't want to re-declare
// them in your draw method each time your animation loop runs
var canvas = document.getElementById("canvas1");
var context = canvas.getContext("2d");
var x = canvas.width / 2;
var y = canvas.height / 2;
var radius = 75;
// Use objects to hold our draw and erase props
var drawProps = {
startAngle: 0,
speed: 2,
color: 'black',
counterClockwise: false,
globalCompositeOperation: context.globalCompositeOperation,
lineWidth: 15
};
var eraseProps = {
startAngle: 360,
speed: -2,
color: 'white',
counterClockwise: true,
globalCompositeOperation: "destination-out",
lineWidth: 17 // artefacts appear unless we increase lineWidth for erase
};
// Let's work in degrees as they're easier for humans to understand
var degrees = 0;
var props = drawProps;
// start the animation loop
setInterval(draw, 50);
function draw() { /***************/
degrees += props.speed;
context.beginPath();
context.arc(
x,
y,
radius,
getRadians(props.startAngle),
getRadians(degrees),
props.counterClockwise
);
context.lineWidth = props.lineWidth;
context.strokeStyle = props.color;
context.stroke();
// Start erasing when we hit 360 degrees
if (degrees >= 360) {
context.closePath();
props = eraseProps;
context.globalCompositeOperation = props.globalCompositeOperation;
}
// Start drawing again when we get back to 0 degrees
if (degrees <= 0) {
canvas.width = canvas.width; // Clear the canvas for better performance (I think)
context.closePath();
props = drawProps;
context.globalCompositeOperation = props.globalCompositeOperation;
}
/************************************************/
}
// Helper method to convert degrees to radians
function getRadians(degrees) {
return degrees * (Math.PI / 180);
}

How to use canvas to change opacity of a context's arc?

I've been able to draw images using a background image source and change the opacity of the background image to 25% like so...
var context = document.getElementById('myCanvas').getContext('2d');
context.globalAlpha=.25;
var img = new Image();
img.onload = function(){
context.drawImage(img, 0, 0);
}
img.src = 'pie_crust.png';
And I've been able to draw single arcs...
var canvas = document.getElementById("myCanvas");
var context = canvas.getContext("2d");
var centerX = canvas.width / 2;
var centerY = canvas.height / 2;
var radius = 100;
var startingAngle = 30 * Math.PI/180;
var endingAngle = 60 * Math.PI/180;
var counterclockwise = true;
context.arc(centerX, centerY, radius, startingAngle, endingAngle, counterclockwise);
context.lineWidth = 20;
context.strokeStyle = "black"; // line color
context.stroke();
However I haven't been able to change the opacity of a context's arc. For example I have a pie crust (pie_crust.png).
I would like for the user to specify two sets of start and end angles. Let's say the first set is (30, 60) and the second set is (135, 180) and counterclockwise is set to true. I would like those two arcs to have an opacity of 25% and the left over pie crust to have an opacity of 0% so that the resulting canvas would look like this:
How can I use canvas to achieve this effect?
You need to just draw image using pie-formed clipping paths, like this:
context.beginPath();
context.arc(centerX, centerY, radius, Math.PI/6, Math.PI/3, true);
context.moveTo(centerX, centerY);
context.closePath();
context.clip();

Categories