How do I capture the onclick event called in HTML? - javascript

So, I have an <img> tag that has an onclick attribute. The onclick calls a function called analyze(this), with this being the image.
The analyze function does some things to the image that aren't entirely relevant, except for the fact that it draws it onto the <canvas> element (using the drawImage function).
But now, I want to also pick the color I just clicked on in the image. I am currently using the method answered here (the answer with 70+ votes, not the chosen one): How do I get the coordinates of a mouse click on a canvas element?
But, I think I might be doing this wrong. I have the image drawn and my functions called (and those all work), but the color picking part isn't being called. I think that this is because I didn't actually capture the event. This is generally how my code looks:
<img onclick="javascript:analyze(this);" />
function analyze(img_elem) {
// This is getting the canvas from the page and the image in it
var canvaselement = document.getElementById('canvas').getContext('2d'),
img = new Image();
img.onload = function () {
canvaselement.drawImage(img, 0, 0, 250, 250);
...
canvaselement.onClick = function () {
var coords = canvaselement.relMouseCoords(event);
pick(img, canvaselement, coords); // pass in coordinates
}
}
img.src = img_elem.src;
}
function relMouseCoords(event) {
var totalOffsetX = 0;
var totalOffsetY = 0;
var canvasX = 0;
var canvasY = 0;
var currentElement = this;
do {
totalOffsetX += currentElement.offsetLeft - currentElement.scrollLeft;
totalOffsetY += currentElement.offsetTop - currentElement.scrollTop;
}
while (currentElement = currentElement.offsetParent)
canvasX = event.pageX - totalOffsetX;
canvasY = event.pageY - totalOffsetY;
return {
x: canvasX,
y: canvasY
}
}
function pick(img, canvaselement, coords) {
var pickedColor = "";
canvaselement.drawImage(img, 0, 0, 250, 250);
xx = coords.x;
yy = coords.y;
var imgData = canvas.getImageData(xx, yy, 1, 1).data;
pickedColor = rgbToHex(imgData);
//alert(pickedColor);
return pickedColor;
}
So, the code never gets to the pick function. I have a feeling that it's because I didn't actually capture the onclick event. I'm also not even sure if this is the right way to get the coordinates on the canvas, I'm just sort of hoping that I even get to that part of the debugging process at this point.
Thanks for your help!

The problem is probably that you're assigning canvaselement to the results of getContext('2d') and not to the element itself, which you will need for the click event binding. Create two variables, one for the DOM element itself and one for the context, something like:
var canvaselement = document.getElementById('canvas'),
canvaselementctx = canvaselement.getContext('2d');
...
canvaselement.onClick = function() {
var coords = canvaselementctx.relMouseCoords(event);
...
}

You have a couple of errors in the code but the reason the code you got from the linked post is that you forgot to include the prototype definition it uses:
HTMLCanvasElement.prototype.relMouseCoords = relMouseCoords;
Now you can call relMouseCoords on the canvas element:
/// event name in lower case
canvaselement.onclick = function () {
var coords = canvaselement.relMouseCoords(event);
//...
However, you will still get problems as you don't use a canvas context for the drawing calls.
function analyze(img_elem) {
// This is getting the canvas from the page and the image in it
var canvaselement = document.getElementById('canvas').getContext('2d'),
/// get context like this
ctx = canvaselement.getContext('2d'),
img = new Image();
img.onload = function () {
/// use context to draw
ctx.drawImage(img, 0, 0, 250, 250);
//...

Related

Images not displaying the first time in this object program in JS

I am making a battleship game with polar coordinates. After the user chooses two points, a battleship should be drawn in the middle. My Battleship constructor looks like this:
function Battleship(size, location, source){
this.size = size;
//initializing the image
this.image = new Image();
this.image.src = source;
this.getMiddlePoint = function(){
//get midpoint of ship
...
}
this.distanceBetween = function(t1, t2){
//dist between two points
}
this.display = function(){
var point = [this.radius];
point.push(this.getMiddlePoint());
point = polarToReal(point[0], point[1] * Math.PI / 12);
//now point has canvas coordinates of midpoint
var width = this.distanceBetween(this.info[0][0], this.info[this.info.length-1][0]);
var ratio = this.image.width / width;
ctx.drawImage(this.image, point[0] - width/2, point[1] - this.image.height / ratio / 2, width, this.image.height / ratio);
//draws the image
}
}
The display method of each ship gets called at a certain point (after the user has chosen the location). For some reason, the images do not show the first time I do this, but when I run this code at the very end:
for(var i = 0; i<playerMap.ships.length; i++){
playerMap.ships[i].display();
}
All ships are displayed correctly (not aligned well, but they are displayed). I think there is a problem with loading the images. I am not sure how to fix this. I tried using image.onload but I never got that to work. I also tried something like this:
var loadImage = function (url, ctx) {
var img = new Image();
img.src = url
img.onload = function () {
ctx.drawImage(img, 0, 0);
}
}
but the same problem kept happening. Please help me fix this problem. Here is the game in its current condition. If you place ships, nothing happens, but after you place 5 (or 10) ships, they suddenly all load.
EDIT:
I solved the problem by globally defining the images. This is still very bad practice, since I wanted this to be in the battleship object. This is my (temporary) solution:
var sub = [];
for(var i = 1; i<5; i++){
sub[i] = new Image();
sub[i].src = "/img/ships/battleship_"+i+".png";
}

Uncaught TypeError: Cannot set property 'onclick' of null. Tried window.onload

So, I'm relatively new to Javascrip. Though what I want to do is give a moving image on my canvas an id, so that I can ultimately use onclick to use the image as a clickable image, so I can redirect the user to another page, which is what would happen when the image is clicked. Here is my code so far. I need help. If you need any more clarification I will try to explain further.
var ctx;
var imgBg;
var imgDrops;
var x = 0;
var y = 0;
var noOfDrops = 50;
var fallingDrops = [];
function drawBackground(){
ctx.drawImage(imgBg, 0, 0); //Background
}
function draw() {
drawBackground();
for (var i=0; i< noOfDrops; i++)
{
ctx.drawImage (fallingDrops[i].image, fallingDrops[i].x, fallingDrops[i].y); //The rain drop
fallingDrops[i].y += fallingDrops[i].speed; //Set the falling speed
if (fallingDrops[i].y > 1000) { //Repeat the raindrop when it falls out of view
fallingDrops[i].y = -25 //Account for the image size
fallingDrops[i].x = Math.random() * 10000; //Make it appear randomly along the width
}
}
}
function setup() {
var canvas = document.getElementById('canvasRegn');
if (canvas.getContext) {
ctx = canvas.getContext('2d');
imgBg = new Image();
imgBg.src = "http://images.susu.org/unionfilms/films/backgrounds/hd/space-jam.jpg";
setInterval(draw, 36);
for (var i = 0; i < noOfDrops; i++) {
// Charles Barkley
var fallingDr = new Object();
fallingDr["image"] = new Image();
fallingDr.image.src = 'http://xenboards.ignimgs.com/external_data/attachments/8/8795-f09b907a01726a25ca2fbd2f588e3f0e.jpg';
fallingDr["x"] = Math.random() * 10000;
fallingDr["y"] = Math.random() * 5;
fallingDr["speed"] = 3 + Math.random() * 5;
fallingDrops.push(fallingDr);
// Bugs bunny
var fallingDr2 = new Object();
fallingDr2["image"] = new Image();
fallingDr2.image.src = 'http://i.imgur.com/zN2CSAf.png'
fallingDr2["x"] = Math.random() * 10000;
fallingDr2["y"] = Math.random() * 5;
fallingDr2["speed"] = 3 + Math.random() * 5;
fallingDrops.push(fallingDr2);
// Michael Jordan
var fallingDr3 = new Object();
fallingDr3["image"] = new Image();
fallingDr3.image.src = 'http://i.imgur.com/XxvJiGg.png'
fallingDr3["x"] = Math.random() * 10000;
fallingDr3["y"] = Math.random() * 5;
fallingDr3["speed"] = 3 + Math.random() * 5;
fallingDrops.push(fallingDr3);
// Daffy duck
var fallingDr4 = new Object();
fallingDr4["image"] = new Image();
fallingDr4.image.src = 'http://i.imgur.com/QZogw2L.png'
fallingDr4["x"] = Math.random() * 10000;
fallingDr4["y"] = Math.random() * 5;
fallingDr4["speed"] = 3 + Math.random() * 5;
fallingDrops.push(fallingDr4);
fallingDr4.image.id = "Daffy";
}
}
}
setup();
window.onload = function(){
document.getElementById("Daffy").onclick=function(){
alert("Hello World");
}
}
Try:
fallingDr4.image.onclick=function(){
alert(this.id);
}
should alert "Duffy".
Your problem is that you're trying to catch the click event on an element that is not in the document and hence, not clickable by the user.
When you call var img = new Image() a new <img> element is created, with all its properties that you can already modify in your javascript. But this element is only available to your scripts, and is not displayed into the page until you call document.anyElement.appendChild(img). So it's better to consider this as an imageObject more than to an element (even if it actually also is).
What is in your document, and accessible to your user, is the <canvas> element. So if you want to know if the user has clicked, you will have to attach the eventListener to this canvasElement.
But the canvasElement doesn't know what it does represent. When you call context.drawImage(), you're just applying the pixels from the imageSource to the ones of the canvas, and all reference to the original imageObject are lost.
To workaround this, you'll then have to store the position of your drawn image into the canvas, and then check if the click event you caught was inside these positions.
Click events' clientX and clientY properties of the Event passed as arguments of you handler will give you the position of the cursor when the event occurred. But the positions are relative to the top-left corner of the window. So you'll also need to make these relative to the top-left corner of your canvas, which can be done by calling the getBoundingClientRect() method of the canvasElement.
Here is a simplified example :
// this function will be called at image's load
var init = function() {
// a reference to our "in-screen" canvasElement
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
// "kitty" will be the js object that will help us know if we clicked on our image
// "this" refers to the imageObject
var kitty = {
width: this.width,
height: this.height,
// random positions
left: Math.random() * (canvas.width - this.width),
top: Math.random() * (canvas.height - this.height),
};
// draw our image at the random positions we created
ctx.drawImage(this, kitty.left, kitty.top, kitty.width, kitty.height);
// here we're listening to mousemove event,
// but click event shares the same clientX & clientY properties
var moveHandler = function(evt) {
// in the "evt" object passed, we can get the x and y positions relative to the window
// so we make these relatives to the canvas ones
var canvasRect = canvas.getBoundingClientRect();
var x = evt.clientX - canvasRect.left;
var y = evt.clientY - canvasRect.top;
// now we've got our relative positions, we can check if we were inside the image
if (x >= kitty.left && x <= (kitty.left + kitty.width) && y >= kitty.top && y <= (kitty.top + kitty.height) ) {
// we are over the image, do something
canvas.style.cursor = 'pointer';
document.body.style.backgroundColor = 'lightblue';
} else {
canvas.style.cursor = 'default';
document.body.style.backgroundColor = 'transparent';
}
};
// attach this event handler to the canvasElement
canvas.addEventListener('mousemove', moveHandler);
};
// this will create an imageObject, which will stay "off-screen" (never appendded to the document)
var img = new Image();
// wait that the image has loaded before trying to make any magic
img.onload = init;
img.src = "http://lorempixel.com/200/70/cats";
body {
width: 100vw;
text-align: center;
}
canvas {
margin: 0 auto;
position: relative;
}
<canvas id="canvas" width="500" height="500"></canvas>
(you may need to scroll to actually see the image, or go fullscreen)

combine array of images with javascript (with or without canvas)

I would like to create a strip of images and compose a new image, like image = [image0-image1-image2].
We'll use:
images = ['https://upload.wikimedia.org/wikipedia/commons/5/55/Al-Farabi.jpg',
'https://upload.wikimedia.org/wikipedia/commons/e/e1/FullMoon2010.jpg',
'https://upload.wikimedia.org/wikipedia/commons/thumb/2/2c/3D_coordinate_system.svg/10000px-3D_coordinate_system.svg.png']
I would like to take external above, and make a collage.
I would like to do it in background.
I learnt that is possible to use a canvas element off the dom; for the sake of watching what I am doing, I will use a canvas element here.
// create an off-screen canvas using document.createElement('canvas')
// here I use a canvas in DOM cause I cannot find a way to displayed the final collage
var canvas = document.getElementById('canvas'),
context = canvas.getContext('2d');
// set its dimension to target size
canvas.width = 1200;
canvas.height = 630;
and found three different behaviors for what I think should give same result. Could you explain me why?
If I manually copy and paste in console code for each image, one at a timeenter code here`
var image = new Image();
// i is the i-th element in images
image.src = images[i];
image.onload = function() {
context.save();
context.drawImage(image, canvas.width * 0.3 * i, 0, canvas.width*0.3, canvas.height);
}
I can see the elements are positioned one aside of the other, like I would like to have.
But If I copy all of three pieces of code at once, either in a loop, I can see only the last image placed in all of the three different positions:
for (var i = images.length; i <= 0; i++) {
var image = new Image();
image.src = images[i];
image.onload = function(){
context.save();
context.drawImage(image, canvas.width*0.3 * i, 0, canvas.width*0.3, canvas.height);
}
}
So I thought, maybe it's a matter of using a callback after image is loaded - I tried the following but nothing happens: canvas stays empty.
// my callback
function addImage(image, position){
image.onload = function(){
context.save();
context.drawImage(image, canvas.width*0.3 * position, 0, canvas.width*0.3, canvas.height);
}
}
function loadImages (images, callback) {
for (var i = images.length-1; i >= 0; i--) {
var image = new Image();
image.src = images[i];
callback(image, i);
}
}
// canvas will stay empty:
loadImages(images, addImage);
Can you help in clarifying the differences in the three parts, and figure out how to combine an array of images in a single one?
Possibly in background, I want to then save the image and post it via ajax.
In your loop example, all the onload functions are sharing the same i and image variables from the loop. But the onload functions are callback functions that get called after the loop completes. Thus, all the onload functions are using the same i and image values from after the loop completed. You need to create a local scope such that each onload function has its own i and image values. For example...
for (var i = 0; i < images.length; i++) {
var image = new Image();
image.src = images[i];
image.onload = function(image, i) {
return function(){
context.drawImage(image, canvas.width*0.3 * i, 0, canvas.width*0.3, canvas.height);
}
}(image, i);
}

Changing canvas drawn image on mouseover

I'm really struggling with the changing of my canvas drawn image so I thought I would see if anyone could assist me on here or offer advice.
I've drawn a static flag in canvas, and I've also drawn a waving flag. I'm trying to get this flag to wave on mouseover.
I initially thought that I was going to have to create two separate files, one for the static and one for the waving aspect. Then save each of them as a jpg/gif image using window.location = canvas.toDataURL("image/");.
But I've just discovered that you can apparently do this all in the same file via jquery/hover. Which seems a lot simpler and a more efficient way of doing it.
Here is the code for the waving flag:
window.onload = function(){
var flag = document.getElementById('banglaFlag');
banglaStatic( flag, 320 );
var timer = banglaWave( flag, 30, 15, 200, 200 );
};
function banglaStatic( canvas, width ){
//Drawing the Bangladesh flag.
//Declaring variables that regard width and height of the canvas.
//Variables C to L are needed for the waving function.
var a = width / 1.9;
var b = 200;
var c = 7*a/13;
var l = a / 13;
canvas.width = b;
canvas.height = a;
var ctx = canvas.getContext('2d');
var radius = 45;
};
function banglaWave( canvas, wavelength, amplitude, period, shading ){
var fps = 30;
var ctx = canvas.getContext('2d');
var w = canvas.width, h = canvas.height;
var od = ctx.getImageData(0,0,w,h).data;
// var ct = 0, st=new Date;
return setInterval(function(){
var id = ctx.getImageData(0,0,w,h);
var d = id.data;
var now = (new Date)/period;
for (var y=0;y<h;++y){
var lastO=0,shade=0;
for (var x=0;x<w;++x){
var px = (y*w + x)*4;
var o = Math.sin(x/wavelength-now)*amplitude*x/w;
var opx = ((y+o<<0)*w + x)*4;
shade = (o-lastO)*shading;
d[px ] = od[opx ]+shade;
d[px+1] = od[opx+1]+shade;
d[px+2] = od[opx+2]+shade;
d[px+3] = od[opx+3];
lastO = o;
}
}
ctx.putImageData(id,0,0);
// if ((++ct)%100 == 0) console.log( 1000 * ct / (new Date - st));
},1000/fps);
}
Thanks in advance for any advice/assistance.
I am not sure where your problem is. I did not see any event handling code, so I assume that's your question:
Define a function to "handle the mouse event". For example, if you want to move the flag when the user moves the mouse over it, define something like:
function mouseMove(event) {
var mouseX,
mouseY;
event.preventDefault(); // stops browser to do what it normally does
// determine where mouse is
mouseX = event.pageX;
mouseY = event.pageY;
// do something useful, e.g. change the flag to waving when mouse is over flag
}
Then, register this function to be called when the mouse moves:
canvas.addEventListener("mousemove", mouseMove, false);
canvas is the canvas you paint the flag on, "mousemove" is the name of the event (many more exist, such as "mousedown", "mouseup", "mouseout" (leaving canvas), "mousewheel", etc.), mouseMove is the name of your function (the event handler, as it's called).
Events are a little different from browser to browser (and even browser version), so you might need to implement different event handler if you need it across browsers.
Hoping this helped...
canvas is like a sheet. there is no any object on which you can hover.
for doing what you wanted to do is just,bound an area on the flag,
follow the 'virtualnobi' answer and calculate if mouse co-ordinate falls on that region,
if true do what ever you want.
like
if (mouseX<100 && mouseX>0 && mouseY>0 && mouseY<100){
//animate the flag
}
use mouseX=event.clientX;
mouseY=event.clientY;
bounded area is x=(0,100) , y=(0,100) here.

How to assign onclick on image drawn in canvas?

I'm trying to get an event to work on an image when the user clicks on it.
var canvas = document.createElement("canvas");
canvas.width = 800;
canvas.height = 600;
canvas.style = "border:2px solid black";
canvas.addEventListener('click', clickReporter, false);
var ctx = canvas.getContext("2d");
document.body.appendChild(canvas);
var clickhere = new Image();
clickhere.onload = function () {
draw();
};
clickhere.src = "clickhere.png";
function draw() {
ctx.drawImage(clickhere, 200, 200);
}
function clickReporter(e) {
alert("Thanks for clicking!");
}
Obviously all this code will just let the alert box go off as long as the user clicks in the canvas. The image is 100 by 100 pixels.
First off: You apparently have an error in you code in regards to the image (at least in the example you provide):
var button = new Image();
clickhere.onload = function () {
draw();
};
clickhere.src = "clickhere.png";
function draw() {
ctx.drawImage(clickhere, 200, 200);
}
Should be like this for the example to work:
var button = new Image();
/// use button for these as well -
button.onload = function () { /// here
draw();
};
button.src = "clickhere.png"; /// here
function draw() {
ctx.drawImage(button, 200, 200); /// and here (or use 'this' instead)
}
The next problem
Canvas doesn't know what we draw into it so we need to make sure we provide all the underlying logic ourselves to handle these sort of things.
For example: Here is one way to check if the region the image was drawn into is clicked:
function clickReporter(e) { /// assign event to some variable
/// adjust mouse click position to be relative to canvas:
var rect = this.getBoundingClientRect(),
x = e.clientX - rect.left,
y = e.clientY - rect.top;
/// check x/y coordinate against the image position and dimension
if (x >= 200 && x <= (200 + button.width) &&
y >= 200 && y <= (200 + button.height)) {
alert("Thanks for clicking!");
}
}
You might want to convert those semi-absolute bounds to something more dynamic by for example using an image with a custom object where you store its x and y position and so forth. But you should get the idea.
Update:
A modified fiddle here

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