HTML5 deep zoom and moving objects - javascript

I'm prototyping a web application that needs to be able to show moving objects on top of a background drawing. The objects are fed their positions through WebSockets, which works well.
As long as the the background is fairly simple, there is no problem. I've successfully used both Canvas and SVG to accomplish this.
To the problem: When the complexity of the background increases (i.e. file size increases), it doesn't really work anymore. It takes too long to load, to zoom and to pan. I've tried a deep zoom implementation (http://www.akademy.co.uk/software/canvaszoom/canvaszoom.php) which works OK, but there are two problems:
I can't seem to be able to generate (Deep Zoom Composer) a deep zoom tiles that are zoomed deep enough. The top level is very far away, which is unnecessary. The image that I use to generate the tiles is of very high resolution.
I keep my moving object on another canvas on top of the background canvas. How do I get the zoom levels in sync? How do I know much is one "level" percentage wise?
I don't necessarily need to use deep zoom, but I believe it needs to be some kind of server based technique, to keep the size down which is sent to the client.
By the way, the background is originally a DWG file and the solution must be plugin-less (no silverlight, flash or similar).
Thanks!

Related

Render objects based on 1 specific object on the canvas

I'm presently implementing a few features into a vector editor based off of fabric.js and have hit a bump in the road with how best to handle this scenario:
In order to resize/scale the canvas smaller and larger via scaling grippies/controls, I've begun the task of implementing a "fake canvas" that stays in the middle of the real canvas (the real canvas is resized to fill it's DOM parent at all times. This presents several issues, the biggest being, dealing with objects on the canvas, ensuring their coordinate are always relative to my "fake canvas" (which is just a Rect with some restrictions applied, e.g. locking movement, rotation, etc).
So I'm really just looking for strategies/suggestions at how to go about doing this. For instance, I know I'd be dealing with newly added objects, moving objects and preventing them to be moved outside of the boundaries of my fake canvas. Among other considerations.
Thanks for the input and suggestions. I'm not looking for code, I'm more just looking for suggestions of how best to handle all the canvas related things, transferred to a fake canvas. I see that the Shutterstock Editor does some of this too, so I guess it doesn't seem like it's out of the realm of possibilities.

Javascript allocation of tilemap in browser

I am currently building a small turnedbased maze game. The maze is 2D and build up by tiles - much similar to Zelda map kinda games.
I have minimum 256 different tiles to select from and I will be reusing them a lot for different areas, such as buildings, trees, walls, grass, water etc.
My plan is to make it run as smooth as I can without using any other framework than jQuery for Ajax and DOM manipulation.
The game-engine is server-side, so the client browser is not performing any of the AI-logics etc. Its just requesting the "current state" of the game, then receiving the objects/enemies etc. But it has the levelmap downloaded from the start. The level could be like 256x256 tiles and each tile could be 32x32 pixels... havent decided on the block size yet, but I think thats the most optimal. Might be larger though.
The player viewport will probarbly take up around 9x9 tiles or perhaps 15x15 tiles. Then you will scroll to see action and move around.
As its turnbased, so no worries for "screen flickering 60 fps" a single flicker here and there is okay, but not all the time.
My question is: Whats the most optimal way to generate the map in the client?
1) should I transfer the map as "data" (json or similar) and then generate DIV's with CSS to build the tilemap in the client. This will minimize the bandwidth, but I fear that the DOM in the client will be at hardwork when I scroll the map?
or
2) should I prerender the full tilemap or larger parts (squares) of the map so that the browser has less DIV's to handle. This will kill reuseability for the maps as they are hardly patterned, so its just going to be "pure graphic download" + the tilemap information needed for the game collision etc. It ought to be faster to scroll for the browser.
I cant figure out if it will take more or less resources once downloaded with the second approach, as the client/browser will have to allocate memory for all the larger "prerendered" blocks instead. But if its the "data optimal" solution from 1) its also going to be generating a lot of DIV's with class' and render these in the browser DOM somehow.
SVG and canvas is currently not an option, unless someone can provide me with a fast way of converting alpha transparent PNGs' to canvas and still being able to scroll around with a viewport (with as many FPS as possible though, aka more than 15 fps)

Pixel-by-pixel animation with javascript

I'm animating a sprite on a pixel grid. I have a few options, with pros and cons for each. I have a fair amount of javascript experience (six years), but none with this kind of thing. The problem is I don't know how expensive each option will be.
The sprite needs to render quite fast, and be inexpensive enough to have at least five running at the same time while running collision detection.
Ideally, I would like to use a grid of elements inside of a wrapper, rendering colour and alpha channels to each element from a multidimensional array.
The major pro here is that I can run pixel-by-pixel collision detection and click past the transparent parts of the sprite. With any image-based sprite, the onClick event will fire even if I click on a transparent pixel (I'll have to do a lot of work to pass clicks through transparent pixels, and it might be quite expensive).
The next option is to use css sprites. css-tricks.com/css-sprites/
This would be easy peasy, but as mentioned previously, onClicks won't pass through the transparent pixels. I can probably force it, but again, it may be expensive, and take a lot of time to impliment.
Another option is animated gifs, but they are huge, limited in the colour department, and hard to control animation-wise. I'd rather not go there.
And then there's the html5 canvas element, which I don't know very much about and would like to stay away from if at all possible. I don't know how any of my code would even work in relation to the canvas element and I doubt it would do what I want in the long-run.
So which is the best for performance? Would the first (and most preferable) be a viable option? Or have I missed something out?
With today's browsers you will be fine on desktop computers for building a sprite out of positioned pixel sub-elements (as long as they aren't too complicated or large), and just to be safe I'd limit yourself to about 10 active sprites. With Mobile things might get a bit slow and clunky, but considering you seem to be designing a game that requires precision "onclicks" I doubt that this will be a problem.
Your most flexible bet is to use HTML5 Canvas, as you have already worked out, but it will involve quite a bit more JavaScript coding. But this sytem will allow you to apply a number of effects to your sprites and will allow you to use pixel perfect detection by using getImageData (which allows you to read the exact pixel colour at any pixel offset).
getPixel from HTML Canvas?
If you wanted to avoid the techinical problems and challenges of having a full screen canvas system (which can be tricky), you can actually create as many smaller Canvas elements and move them around as your sprites (with the ease of HTML Elements).. Then all you have to do is design the code that draws your animation frames, and also tells if the mouse has hit or not hit the sprite using the aforementioned method (along with a click handler and some code to calculate where the user has clicked relative to your canvas elements position). Obviously, it would be best to do this in a generalised way so your code can be applied to all your sprites :)
To draw your images on the canvas you can use a spritesheet as you were mentioning in your question, and use the rather flexible drawImage() method which supports a slicing mode. This just needs to be tied up to a setInterval or requestAnimationFrame style game loop.
https://developer.mozilla.org/en-US/docs/Web/Guide/HTML/Canvas_tutorial/Using_images
http://www.playmycode.com/blog/2011/08/building-a-game-mainloop-in-javascript/
UPDATE - for those who wish to be very optimal
If you wish to take a more optimal route - which is a little bit more involved again - you can do the following. This method benefits if you have many sprites that are exactly the same with only a few (20 or 30) frames of animation:
Power your sprites by normal DIVs with a background image sprite sheet that you shift the background position of. This is the most optimal you can be, save having static images as sprites, because the browser does all the work.
for each sprite type draw your spritesheet on a hidden canvas element that is big enough to incorporate your whole spritesheet.
When a user clicks on one of your DIV sprites, take the background position as coordinates, invert them, and you should then know where on your canvas element (looked up by sprite's type) the pixel data resides.
Use the getPixelData method on your hidden canvas to work out if the user has clicked on the sprite or not.
The above means you only have one canvas element in use - per sprite type, the browser handles all the graphics for you and you get pixel perfect collisions with an onclick.
Hope the above makes sense?
How about splitting your image spirit into 30x30 cells and only have elements where the cell is opaque and leave a gap where the cell is transparent so that clicks fall through. You lose a bit of accuracy in where the cells can be clicked though.

Infinite Zoom with Javascript, Jquery or HTML5 Canvas

I've seen this "The Scale of the Universe 2" and I just want to know if this can be done with javascript or jQuery or with HTML5 Canvas.
If you click an item (example the "Human") , an info will pop out beside it.
I searched for 3 days here if someone has a similar question. But I only saw Google Map like behavior where you can zoom in on the map cursor position.
Actually I want to make a "Timeline" like effect or, like the "Time Machine" Recovery on Mac OS X.
Fixed position of zoom. Not like a google map zoom, that you can pan and zoom anywhere.
Can I put (example "The human") images and text on a div?
Are there available articles/tutorials about this?
Options:
Javascript
jQuery
HTML5 Canvas and CSS3 Transform and scrolling it to Z-axis so you can zoom in/out.
Flash/Flex (Well I don't want to use lots of resources on CPU because I need it in a large resolution or in full screen.
It is possible to implement an infinite zoom in HTML canvas, this is the source code of a proof of concept that I implemented and here you can test it live.
It is actually quite tricky to implement, and most probably you'll need to use big decimals.
The approach I followed uses the same coordinate space as d3-zoom. Basically, you have three coordinates, x, y and k. K is the zoom. If k is 2 it means that you have doubled everything.
Now, if you want to do infinite zoom, it is very easy to reach k = 64, but that is already outside of float64 precision and you'll have a lot of artifacts, where translating in the image is not smooth, or you don't zoom in where you want.
One way to avoid those artifacts is to use coordinates that have infinite length, for example BigIntegers. To make my implementation easy and compatible with d3-zoom, I used big decimals instead, but I had to implement my own library of BigDecimals, basically infinite precission on the integer part and 32bits of precision on the decimal part. Of course, you also need to adapt the zooming library to support BigDecimals. Moreover, in the case of d3-zoom, a lot of calculations where done in the initial coordinate space (k=1) but division of floats will always have an error and it is also perceivable once you are deep enough. To avoid that you need to do all computations locally.
It might sound like a lot of hassle to insist on using the d3-zoom library, but zooming UX is actually tricky, specially if you combine that at different k, you'll need to consider scrolling, zooming on the phone, double tapping...
In case you want to use SVG transformations, then you'll need to fake it. You'll introduce nodes when they are barely visible, allow to scale them. However, most probably you'll also need to fake it when they are too big to avoid artifacts there.
There is no infinite zoom. However you can zoom in/out of an SVG image in HTML5 canvas.
SVG supports affine tranformation. You can set the required zoom/pan in the affine transform and show the relavant areas. The behavior/listener can be implemented in Javascript and the SVG can be rendered on HTML5 canvas.
As a starting point you can look at this example: http://www.html5canvastutorials.com/labs/html5-canvas-scaling-a-drawing-with-plus-and-minus-buttons/
This is totally doable in HTML5. Actually, any system able to display and zoom images should be able to. It's not one big image being zoomed, it's a big amount of images being zoomed (for instance the initial human is an image, which is scaled and moved out when you zoom in or out). The idea is splendid, but I don't really see any technical performance in it. As long as you correctly limit the number of images being resized and bitmapped, it should keep a decent FPS rate.

What's the fastest way to draw to an HTML 5 canvas?

I'm investigating the possibility of producing a game using only HTML's canvas as the display media. To take an example task I need to do, I need to construct the game environment from a number of isometric tiles. Of course, working in 2D means they by necessity come in rectangular packages so there's a large overlap between tiles.
I'm old enough that the natural solution to this problem is to call BitBltMasked. Oh wait, no, an HTML canvas doesn't have something as simple and as pleasing as BitBlt. It seems that the only way to dump pixel data in to a canvas is either with drawImage() which has no useful drawing modes that ignore the alpha channel or to use ImageData objects that have the image data in an array.. to which every. access. is. bounds. checked. and. therefore. dog. slow.
OK, that's more of a rant than a question (things the W3C like tend to provoke that from me), but what I really want to know is how to draw fast to a canvas? I'm finding it very difficult to ditch the feeling that doing 100s of drawImages() a second where every draw respects the alpha channel is inherently sinful and likely to make my application perform like arse in many browsers. On the other hand, the only way to implement BitBlt proper relies heavily on a browser using a hotspot-like execution technique to make it run fast.
Is there any way to draw fast across every possible implementation, or do I just have to forget about performance?
This is a really interesting problem, and there's a few interesting things you can do to solve it.
First, you should know that drawImage can accept a Canvas, not just an image. The "sub-Canvas"es don't even need to be in the DOM. This means that you can do some compositing on one canvas, then draw it to another. This opens a whole world of optimization opportunities, especially in the context of isometric tiles.
Let's say you have an area that's 50 tiles long by 50 tiles wide (I'll say meters for the sake of my own sanity). You might divide the area into 10x10m chunks. Each chunk is represented by its own Canvas. To draw the full scene, you'd simply draw each of the chunks' Canvas objects to the main canvas that's shown to the user. If only four chunks (a 20x20m area), you would only perform four drawImage operations.
Of course, each of those individual chunks will need to render its own Canvas. On game ticks where nothing happens in the chunk, you simply don't do anything: the Canvas will remain unchanged and will be drawn as you'd expect. When something does change, you can do one of a few things depending on your game:
If your tiles extend into the third dimension (i.e.: you have a Z-axis), you can draw each "layer" of the chunk into its own Canvas and only update the layers that need to be updated. For example, if each chunk contains ten layers of depth, you'd have ten Canvas objects. If something on layer 6 was updated, you would only need to re-paint layer 6's Canvas (probably one drawImage per square meter, which would be 100), then perform one drawImage operation per layer in the chunk (ten) to re-draw the chunk's Canvas. Decreasing or increasing the chunk size may increase or decrease performance depending on the number of update you make to the environment in your game. Further optimizations can be made to eliminate drawImage calls for obscured tiles and the like.
If you don't have a third dimension, you can simply perform one drawImage per square meter of a chunk. If two chunks are updated, that's only 200 drawImage calls per tick (plus one call per chunk visible on the screen). If your game involves very few updates, decreasing the chunk size will decrease the number of calls even further.
You can perform updates to the chunks in their own game loop. If you're using requestAnimationFrame (as you should be), you only need to paint the chunk Canvas objects to the screen. Independently, you can perform game logic in a setTimeout loop or the like. Then, each chunk could be updated in its own tick between frames without affecting performance. This can also be done in a web worker using getImageData and putImageData to send the rendered chunk back to the main thread whenever it needs to be updated, though making this work seamlessly will take a good deal of effort.
The other option that you have is to use a library like pixi.js to render the scene using WebGL. Even for 2D, it will increase performance by decreasing the amount of work that the CPU needs to do and shifting that over to the GPU. I'd highly recommend checking it out.
I know that GameJS has blit operations, and I certainly assume any other html5 game libraries do as well (gameQuery, LimeJS, etc etc). I don't know if these packages have addressed the specific array-bounds-checking concern that you had, but in practice their samples seem to work plenty fast on all platforms.
You should not make assumptions about what speedups make sense. For example, the GameJS developer reports that he was going to implement dirty rectangle tracking but it turned out that modern browsers do this automatically---link.
For this reason and others, I suggest to get something working before thinking about the speed. Also, make use of drawing libraries, as the authors have presumably spent some time optimizing performance.
I have no personal knowledge about this, but you can look into the appMobi "direct canvas" HTML element which is allegedly a much faster version of normal canvas, link. I'm confused about whether this works in all browsers or just webkit browsers or just appMobi's own special browser.
Again, you should not make assumptions about what speedups make sense without a very deep knowledge of web browser internal processes. That webpage about "direct canvas" mentions a bunch of things that slow down canvas-drawing: "Reflowing text, mapping hot spots, creating indexes for reference links, on and on." Alpha-blending and array-bounds-checking are not mentioned as prominent causes of slowness!
Unfortunately, there's no way around the alpha composition overhead. Clipping may be one solution, but I doubt there would be much, if any, performance gain. Not to mention how complicated such a route would be to implement on irregular shapes.
When you have to draw the entire display, you're going to have to deal with the performance hit. Although afterwards, you have a whole screen's worth of pre-calculated alpha imagery and you can draw this image data at an offset in one drawImage call. Then, you would only have to individually draw the new tiles that are scrolled into view.
But still, the browser is having to redraw each pixel at a different location in the canvas. Which is quite expensive. It would be nice if there was a method for just scrolling pixels, but no luck there either.
One idea that comes to mind is that you could implement multiple canvases, translating each individual canvas instead of redrawing the pixels. This would allow the browser to decide how to redraw those pixels, in a more native way, at least in theory anyway. Then you could render the newly visible tiles on a new, or used/cached, canvas element. Positioning it to match up with the last screen render.
But that's just my two blits... I mean bits... duh, I mean cents :]

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