Keep KineticJS shapes inside canvas - javascript

Is there a simple way to make sure that your shapes stay inside the canvas, when using the drag&drop functionality from KineticJS?
Standard, the shape leaves the canvas a bit until your mouse hits the canvas border. I would like that to be the shapes border, instead of the mouse.
Is there a way to make that happen?

Use dragBoundFunc explained in the KineticJS tutorial
Here's a JS fiddle
And the code:
dragBoundFunc: function(pos) {
console.log(bbox.getWidth());
var xBound = stage.getWidth() - bbox.getWidth();
var yBound = stage.getHeight() - bbox.getHeight();
// Check X boundries
if (pos.x > xBound) {
var newX = xBound;
} else if (pos.x <= 0) {
var newX = 0;
} else {
var newX = pos.x;
}
// Check Y boundries
if (pos.y > yBound) {
var newY = yBound;
} else if (pos.y <= 0) {
var newY = 0;
} else {
var newY = pos.y;
}
return {
x: newX,
y: newY
};
}

Related

How to calculate the position of a click on a draggable canvas element?

I need help with a pretty difficult problem. I am currently making a game with React and Redux. In this game I use a canvas to create a map data from my redux store. Currently the map is just a matrix of black and white squares. Let's say that I wanted to change the color of a square when you click on it, but also maintain the ability to drag the element. The problem is that it is difficult to pinpoint exactly where the mouse is clicking given that the element can be dragged anywhere on the page. As far as I can tell, none of the mouseclick event object properties seem to be able to tell me. I thought offsetX and offsetY would tell me, but they don't seem to stay the same when the canvas object moves for some reason.
I am using React and Redux for this project, and the CanvasMap element is wrapped in a Draggable from this library: https://www.npmjs.com/package/react-draggable#draggablecore
import React from 'react'
import { connect } from 'react-redux'
import './CanvasMap.css'
class CanvasMap extends React.Component{
componentDidMount() {
const map = this.props.map //Data representing the map
const canvas = this.refs.canvas
const context = canvas.getContext('2d')
//Building the map on the canvas
for(let i = 0; i < map.length; i++){
for(let j = 0; j < map[i].length; j++){
const x=i*100
const y=j*100
const isBlackSquare= map[i][j] === 'black' ? true : false
if(isBlackSquare) context.fillRect(x, y, 100, 100)
else context.strokeRect(x, y, 100, 100)
}
}
function handleClick(e){
//None of the event properties seem to stay the same when the canvas is moved
console.log(e)
}
canvas.addEventListener('click', handleClick)
}
render(){
return (
<div className='Map'>
<canvas ref='canvas' width={8000} height={8000} />
</div>
)
}
}
function mapStateToProps(state){
return {
map: [...state.map]
}
}
const connectedComponent = connect(mapStateToProps)(CanvasMap)
export { connectedComponent as CanvasMap }
In most cases when you click on an HTML element you can use the rectangleBounding Box and get coordinators from that like
domRect = element.getBoundingClientRect();
in a canvas click position it is a little more difficult
Here is a script I did a while ago to draw while dragging the mouse the on the canvas .Maybe you can apply this method
<html>
<head>
<style>
* { margin:0; padding:0; } /* to remove the top and left whitespace */
html, body { width:100%; height:100%; } /* just to be sure these are full screen*/
canvas { display:block; } /* To remove the scrollbars */
</style>
</head>
<body>
<canvas id="canvas" ></canvas>
<script>
////////////////////////////////////////
(function() {
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var elemLeft = canvas.offsetLeft;
var elemTop = canvas.offsetTop;
var BB=canvas.getBoundingClientRect();
var offsetX=BB.left;
var offsetY=BB.top;
// 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() {
// do your drawing stuff here
var img = new Image();
img.src = 'images/3PkBe.gif';
img.onload = function()
{
//var canvas = document.getElementById('canvas');
// create pattern
var ptrn = ctx.createPattern(img, 'repeat'); // Create a pattern with this image, and set it to "repeat".
ctx.fillStyle = ptrn;
ctx.fillRect(0, 0, canvas.width, canvas.height); // context.fillRect(x, y, width, height);
ctx.shadowBlur=20;
//ctx.shadowColor="black";
//ctx.fillStyle="green";
//ctx.fillRect(20,160,100,80);
ctx.strokeStyle = "lightgray";
//var canvasOffset = canvas.offset();
//var offsetX = canvasOffset.left;
//var offsetY = canvasOffset.top;
var mouseIsDown = false;
var lastX = 0;
var lastY = 0;
var elements = [];
makeShip( 30 , 30,120, 120, '#119' , "romea");
makeShip( 30, 160,120, 120, '#393', "fomar");
makeShip( 30, 290,120, 120, '#955', "ojab");
makeShip( 30, 420,120, 120, '#6ff', "eliot");
// Add event listener for `click` events.
canvas.addEventListener('click', function(event) {
var x = event.pageX - elemLeft,
y = event.pageY - elemTop;
console.info(x, y);
elements.forEach(function(element) {
if (y > element.y && y < element.y + element.height && x > element.x && x < element.x + element.width) {
console.log(element.name);
}
});
}, false);
canvas.addEventListener('mousedown', function(event) {
var x = event.pageX - elemLeft,
y = event.pageY - elemTop;
console.info(x, y);
elements.forEach(function(element) {
if (y > element.y && y < element.y + element.height && x > element.x && x < element.x + element.width) {
console.info(element.name);
handleMouseDown(element);
}
});
}, false);
canvas.addEventListener('mousemove', function(event) {
var x = event.pageX - elemLeft,
y = event.pageY - elemTop;
console.info(x, y);
elements.forEach(function(element) {
if (y > element.y && y < element.y + element.height && x > element.x && x < element.x + element.width) {
console.info(element.name);
handleMouseMove(element,x,y);
}
});
}, false);
canvas.addEventListener('mouseup', function(event) {
var x = event.pageX - elemLeft,
y = event.pageY - elemTop;
//console.info(x, y);
elements.forEach(function(element) {
//if (y > element.y && y < element.y + element.height && x > element.x && x < element.x + element.width) {
console.info(element.name + "mouse up evenr=========");
handleMouseUp(element);
//}
});
}, false);
function makeShip(x, y, width, height, colour,ShipName) {
var ship = {
name: ShipName,
colour: colour,
width: width,
height: height,
x: x,
y: y
}
elements.push(ship);
return (ship);
}
function drawShip(ship) {
//ctx.fillStyle = ship.colour;
//ctx.fillRect(ship.x, ship.y, ship.width, ship.height);
//ctx.fillRect(element.x, element.y, element.width, element.height);
}
function drawAllShips() {
// ctx.clearRect(0, 0, canvas.width, canvas.height);
for (var i = 0; i < elements.length; i++) {
var ship = elements[i]
//drawShip(ship);
ctx.fillStyle = ship.colour;
ctx.fillRect(ship.x , ship.y, ship.width, ship.height);
// ctx.fillStyle = ship.fill;
// ctx.fill();
// ctx.stroke();
}
}
// Add element.
//elements.push({
//colour: '#05EFFF',
//width: 150,
//height: 100,
//x: 20,
//y: 15
//});
// Render elements.
// elements.forEach(function(element) {
// ctx.fillStyle = element.colour;
// ctx.fillRect(element.x, element.y, element.width, element.height);
// });
drawAllShips();
function handleMouseDown(e) {
mouseX = e.x ;
mouseY = e.y ;
//mouseX = parseInt(e.x - offsetX);
//mouseY = parseInt(e.y - offsetY);
console.log("===========Problem "+mouseX);
// mousedown stuff here
lastX = mouseX;
lastY = mouseY;
mouseIsDown = true;
//alert("mouse Handle");
}
function handleMouseUp(e) {
//mouseX = parseInt(e.clientX - offsetX);
//mouseY = parseInt(e.clientY - offsetY);
ctx.onmousemove = null;
// mouseup stuff here
mouseIsDown = false;
return
}
function handleMouseMove(e,x,y) {
if (mouseIsDown) {
//console.log(' no fuck');
mouseX = e.x ;
mouseY = e.y ;
console.log(e.name+"is truing to drag");
// mousemove stuff here
//for (var i = 0; i < elements.length; i++) {
//if (ctx.isPointInPath(mouseX, mouseY)) {
//console.log('============== no fuck');
var ship =e;// elements[i];
ship.x = x-15;//(mouseX - lastX);
ship.y = y-20;//(mouseY -lastY);
// ship.right = ship.x + ship.width;
// ship.bottom = ship.y + ship.height;
//drawShip(ship);
//}
//}
lastX = mouseX;
lastY = mouseY;
drawAllShips();
}
}
<!-- ctx.mousedown(function (e) { -->
<!-- handleMouseDown(e); -->
<!-- }); -->
<!-- ctx.mousemove(function (e) { -->
<!-- handleMouseMove(e); -->
<!-- }); -->
<!-- ctx.mouseup(function (e) { -->
<!-- handleMouseUp(e); -->
<!-- }); -->
}
}
})();
</script>
</body>
</html>
SOLVED IT!
I got lost in the slew of data around elements and click events, I was trying to figure out the right combination of pageX, clientX, offsetLeft, screenX, etc. However, the final solution is incredibly simple once you know exactly what to do. Here it is:
function handleClick(e){
const rect = e.target.getBoundingClientRect()
const x = e.pageX - rect.left
const y = e.pageY - rect.top
}
This should get you the exact x and y coordinate of your mouse in relation to the element, no matter where you drag and reposition the element.

Javascript/Canvas: Mouse coordinates don't match after scaling (collision)

After resizing the square, there is a collision problem, GIF animation problem, sample https://jsfiddle.net/8jkxdhfv/. What can i do? Should i untransformed mouse coordinates to transformed coordinates ? But how? How can i update x and y in my collision function?
HTML
<canvas id="test" width="480" height="380"></canvas>
<div id="text">Use mouse wheel to change square size</div>
JAVASCRIPT
var ctx = test.getContext('2d');
var obj = { x:100,y: 100,width: 100,height: 100}
var mouse = {x:0, y:0, width:10, height:10};
var zoom = 1;
setInterval(function(){
ctx.clearRect(0,0,test.width,test.height);
ctx.save();
var cx = obj.x+obj.width/2;
var cy = obj.y+obj.height/2;
// draw
ctx.translate(cx, cy);
ctx.scale(zoom,zoom);
ctx.translate(-cx,-cy);
ctx.fillRect(obj.x,obj.y,obj.width,obj.height);
ctx.restore();
// check collision
if(collision(obj,mouse)){
ctx.fillText("===== COLLISION =====", 110,90);
}
},1000/60);
function collision(obj1,obj2){
if(obj1.x < obj2.x + obj2.width * zoom &&
(obj1.x + obj1.width * zoom) > obj2.x &&
obj1.y < obj2.y + obj2.height * zoom &&
(obj1.height * zoom + obj1.y) > obj2.y){
return true;
}
return false;
}
window.addEventListener('mousewheel', function(e){
if(e.deltaY>0 && zoom<2){
zoom+=0.5;
}
if(e.deltaY<0 && zoom>0.5){
zoom-=0.5;
}
}, false);
window.addEventListener('mousemove', function(e){
mouse.x = e.pageX;
mouse.y = e.pageY;
}, false);
You are getting mouse position based on entire window, not canvas. Some math and you will get what you want.
test.addEventListener("mousemove", function(evt) {
var mousePos = getMousePos(test, evt);
mouse.x = mousePos.x;
mouse.y = mousePos.y;
});
function getMousePos(canvas, event) {
var rect = canvas.getBoundingClientRect();
return {
x: event.clientX - rect.left,
y: event.clientY - rect.top
};
}
I have updated the function and it works:
function collision(obj1,obj2){
var eW = (obj1.width-(obj1.width*zoom))/2;
var eH = (obj1.height-(obj1.height*zoom))/2;
//console.log(eW);
if(obj1.x+eW < obj2.x + obj2.width * zoom &&
(obj1.x + obj1.width * zoom) + eW> obj2.x &&
obj1.y + eH < obj2.y + obj2.height * zoom &&
(obj1.height * zoom + obj1.y) + eH > obj2.y){
return true;
}
return false;
}

Canvas javascript event based on a object

I need to do an action onclick of a particular (point) or a rectangle in a canvas.
Example:
$(document).ready(function(){
var canvas = $('#myCanvas').get(0);
if (!canvas.getContext) { return; }
var ctx = canvas.getContext('2d');
ctx.fillRect(150,140,8,8);
ctx.fillRect(200,120,8,8);
ctx.fillRect(200,160,8,8);
});
I need to connect two points with a line and another two points with a curve using javascript .How can i do this?
You need to maintain the regions yourselves. There are no objects on a canvas, only pixels and the browser does not know anything about it.
Demo here
You can do something like this (simplified):
// define the regions - common for draw/redraw and check
var rect1 = [150,140,8,8];
var rect2 = [200,120,8,8];
var rect3 = [200,160,8,8];
var regions = [rect1, rect2, rect3];
Now on your init you can use the same array to render all the rectangles:
$(document).ready(function(){
var canvas = $('#myCanvas').get(0);
if (!canvas.getContext) { return; }
var ctx = canvas.getContext('2d');
//use the array also to render the boxes
for (var i = 0, r; r = regions[i]; i++) {
ctx.fillRect(r[0],r[1],r[2],r[3]);
}
});
On the click event you check the array to see if the mouse coordinate (corrected for canvas) is inside any of the rectangles:
$('#myCanvas').on('click', function(e){
var pos = getMousePos(this, e);
// check if we got a hit
for (var i = 0, r; r = regions[i]; i++) {
if (pos.x >= r[0] && pos.x <= (r[0] + r[2]) &&
pos.y >= r[1] && pos.y <= (r[1] + r[3])) {
alert('Region ' + i + ' was hit');
}
}
});
//get mouse position relative to canvas
function getMousePos(canvas, evt) {
var rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top
};
}
Also remember to redraw the canvas if the window is re-sized or for other reason clears the canvas (browser dialogs etc.).
To connect the boxes you need to store the first hit position and when you get a second hit draw a line between them.
Demo with lines here
Add to the global vars and also make canvas and context available from global (see fiddle for related modifications in onready):
var x1 = -1, y1;
var canvas = myCanvas;
var ctx = canvas.getContext('2d');
And in the click event:
$('#myCanvas').on('click', function(e){
var pos = getMousePos(this, e);
for (var i = 0, r; r = regions[i]; i++) {
if (pos.x >= r[0] && pos.x <= (r[0] + r[2]) &&
pos.y >= r[1] && pos.y <= (r[1] + r[3])) {
//first hit? then store the coords
if (x1 === -1) {
x1 = pos.x;
y1 = pos.y;
} else {
//draw line from first point to this
ctx.beginPath();
ctx.moveTo(x1, y1);
ctx.lineTo(pos.x, pos.y);
ctx.stroke();
x1 = -1; //reset (or keep if you want continuous lines).
};
}
}
});

Changing my Jquery project to plain javascript

I created a breakout game for a school project using jquery and a helpful online tutorial.
The working fiddle is here: http://jsfiddle.net/Kinetic915/kURvf/
EDIT revised fiddle: http://jsfiddle.net/Kinetic915/nVctR/
I have changed most to javascript but am having problems changing the jquery code that renders the ball to javascript.
I have Marked and left spaces in the areas where there are problems.
Thank you very much for any help given!!
//***********************************************************************************
// START CODE
//***********************************************************************************
// VARIABLES and other initializing functions are here
function start() {
//******************************************************************************
//JQUERY
// HERE IS THE MAIN PROBLEM!!!!!!
// HERE IS THE MAIN PROBLEM!!!!!!
Cir = $('#canvas')[0].getContext("2d");
//JQUERY
//changing to Cir = canvas.getContext("2d"); causes the code to FAIL.
return setInterval(drawCIRCLE, 10);
}
function windowsize() {
//success with javascript
WIDTH.width = window.innerWidth;
HEIGHT.height = window.innerHeight;
WIDTH = window.innerWidth;
HEIGHT = window.innerHeight;
//Previous JQUERY:
// WIDTH = $("#canvas")[0].width = $(window).width();
// HEIGHT = $("#canvas")[0].height = $(window).height();
}
windowsize();
var x = WIDTH / 2 - 30; //divide by 2 start in middle of window
var y = HEIGHT / 2;
//THIS DRAWS THE CIRCLE
function circle() {
//Cir.clearRect(0, 0, WIDTH, HEIGHT);
Cir.beginPath();
Cir.arc(x, y, 10, 0, Math.PI * 2, true);
Cir.closePath();
Cir.fill();
}
// Initialization of the Block array, rendering of the gutter area and coordinate box
were here
//*********************************************************
// HERE IS THE CODE THAT RENDERS THE BALL MOVEMENT ETC.
//draw a circle
function drawCIRCLE() {
clear();
circle();
drawPADDLE(); //calls draw paddle function
drawGUTTER(); // calls draw gutter function
drawCOORBOX(); // calls draw coordinate box function
drawBRICKS(); //calls the function to draw the boxes
//have we hit a brick?
rowheight = brickheight + padding;
colwidth = brickwidth + padding;
row = Math.floor(y / rowheight);
col = Math.floor(x / colwidth);
//if so, reverse the ball and mark the brick as broken
if (y < numrows * rowheight && row >= 0 && col >= 0 && bricks[row][col] == 1) {
dy = -dy;
bricks[row][col] = 0;
}
if (x + dx > WIDTH || x + dx < 0) dx = -dx;
if (y + dy < 0) dy = -dy;
else if (y + dy > ((HEIGHT - paddleh) - ppoffset) || y + dy > HEIGHT) {
if (x > paddlex && x < paddlex + paddlew)
//switch! once first is true, then second goes
dy = -dy;
else if (y + dy > ((HEIGHT - paddleh) - ppoffset) && y + dy > HEIGHT) {
clearInterval(intervalId);
}
}
x += dx;
y += dy;
if (rightpress) paddlex += 5;
else if (leftpress) paddlex -= 5;
}
function clear() {
Cir.clearRect(0, 0, WIDTH, HEIGHT);
//Is this jquery? I suspect this part of the code making the circle rendering fail.
}
start();
init_paddle();
initbricks();
Ages ago I wrote a similar code in pure JavaScript here
this code uses pure javascript and no library.The code is well commented(I think :))
I generally attached events like this
document.onkeydown = function(e)
{
e = e || window.event;
switch (e.keyCode) { // which key was pressed?
case 32: // release ball.
if(!game.ball.isFree)
{
game.ball.isFree = true;
game.ball.directionX = game.ball.directionY = 1;
game.ball.x = game.ball.offsetLeft;
game.ball.y = game.screen.offsetHeight - game.ball.offsetTop;
}
break;
case 37: // left, rotate player left
game.bar.direction = -1;
break;
case 39: // right, rotate player right
game.bar.direction = 1;
break;
}
}
document.onkeyup = function(e)
{
e = e || window.event;
switch (e.keyCode)
{
case 37:
case 39:
game.bar.direction = 0;
break;
}
}
},
Ofcourse you have many other places which might need porting so a helpful break down of questions would be easier to answer :)
Hope this helps

Canvas drawing off center, Erase doesn't work correctly

I wrote a JavaScript that allows a user to draw with their mouse on an HTML5 canvas (similar to MS Paint).
Right now, I have 2 problems:
The drawing feature only works if the HTML5 canvas element is positioned at the top left corner (0, 0) of the web page, otherwise it doesn't work at all OR the drawing is off center.
I'm unable to erase the drawing. When I erase the drawing it erases BUT as soon as I start drawing again, it comes back.
My code is below:
HTML Canvas
<canvas id="can1" width="500" height="500"></canvas>1
JavaScript for Canvas Drawing
// Variables
var x1;
var y1;
var isPressed = false;
var myCanvas;
var myContext;
function startCanvas() {
// Canvas stuff
myCanvas = document.getElementById("can1");
myContext = myCanvas.getContext("2d");
// Specify a black background, and white lines that are 3 pixels thick.
myContext.fillStyle = '#fff';
myContext.strokeStyle = '#fff';
myContext.fillRect(0, 0, 500, 500);
myContext.lineWidth = 3;
myContext.fill();
}
function functionMouseDown(e) {
// Get coordinates
x1 = e.clientX
y1 = e.clientY;
isPressed = true;
}
function functionMouseMove(e) {
// If mouse is down and moved start drawing line
if (isPressed == true) {
drawLine(e);
}
}
function functionMouseUp() {
// Stop drawing line
isPressed = false;
//myContext.closePath();
//myContext.stroke();
}
function drawLine(e) {
// Draw line
var x = e.clientX;
var y = e.clientY;
myContext.strokeStyle = '#cc0000';
myContext.lineWidth = 1;
myContext.moveTo(x1, y1);
myContext.lineTo(x, y);
myContext.stroke();
// Set start coordinates to current coordinates
x1 = x;
y1 = y;
}
JavaScript that I use to erase canvas:
myContext.clearRect(0, 0, 500, 500);
I use the following function to accomplish this
function relMouseCoords(event){/*needs fixing for general case*/
var totalOffsetX = 0
var totalOffsetY = 0
var canvasX = 0
var canvasY = 0
var currentElement = this
do{
totalOffsetX += currentElement.offsetLeft
totalOffsetY += currentElement.offsetTop
}
while(currentElement = currentElement.offsetParent)
canvasX = event.pageX - totalOffsetX
canvasY = event.pageY - totalOffsetY
return {x:canvasX, y:canvasY}
}
HTMLCanvasElement.prototype.relMouseCoords = relMouseCoords;
then
var cord = e.target.relMouseCoords(e);
x1 = cord.x;
y1 = cord.y;
...
var cord = e.target.relMouseCoords(e);
var x = cord.x;
var y =cord.y;
http://jsfiddle.net/mowglisanu/u3rvT/1/
The simplest solution is to set the off set of the canvas using myCanvas.offsetLeft and myCanvas.offsetTop.

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