Flipping an image in kineticJS? - javascript

I have an image in my code, as defined here
var imageObj = new Image();
imageObj.onload = function(){
imageF = new Kinetic.Image({
x: 0,
y: 0,
scale: (100,100),
image: imageObj,
name: "fluffy",
});
layer.add(imageF);
stage.add(layer);
stage.start();
}
imageObj.src = "Flutter_Fluffy_100.png";
And I would like to be able to have it flip (horizontally) at certain times in the running. I tried to change the image source to a pre-flipped one, but that caused, well, a lot of problems with the image duplicating, resetting position and lots of stuff. Is there a method to flip an image that is created and used this way? Thanks!

This is probably what you want:
//imageF.scale.y =-1;
imageF.scale.x =-1;
It's demonstrated here:
http://www.html5canvastutorials.com/kineticjs/html5-canvas-kineticjs-scale-animation-tutorial/
It's pretty much the same with an image:
http://randompast.github.io/randomtests/kineticjs/FlipImage-Demo.html
edit: fixed link

Related

Clipping mask using fabricjs

I'm currently working on web app for photo editing using FabricJS and one of features I need to implement is something like Clipping masks from Photoshop.
For example I have this assets: frame, mask and image. I need to insert image inside frame and clip it with mask. Most tricky part is in requirements:
User should be able to modify image inside frame, e.g. move, rotate, skew... Frame itself also can be moved inside canvas.
Number of layers is not limited so user can add objects under or above masked image.
Masks, frames and images is not predefined, user should be able to upload and use new assets.
My current solution is this:
Load assets
Set globalCompositeOperation of image to source-out
Set clipTo function for image.
Add assets on canvas as a group
In this solution clipTo function preserve image inside rectangular area of frame and with help of globalCompositeOperation I'm clipping image to actual mask. At first sight it works fine but if I add new layer above this newly added group it will be cutted off because of globalCompositeOperation="source-out" rule. I've created JSFiddle to show this.
So, that else could I try? I've seen some posts on StackOverflow with advices to use SVGs for clipping mask, but if I understand it correctly SVG must contain only one path. This could be a problem because of third requirement of my app.
Any advice in right direction will help, because right now I'm totally stuck with this problem.
You can do this by using ClipPath property of Img Object which you want to mask. With this, you can Mask Any Type of Object. and also you need to add some Ctx Configuration in ClipTo function of Img Object.
check this link https://jsfiddle.net/naimsajjad/8w7hye2v/8/
(function() {
var img01URL = 'http://fabricjs.com/assets/printio.png';
var img02URL = 'http://fabricjs.com/lib/pug.jpg';
var img03URL = 'http://fabricjs.com/assets/ladybug.png';
var img03URL = 'http://fabricjs.com/assets/ladybug.png';
var canvas = new fabric.Canvas('c');
canvas.backgroundColor = "red";
canvas.setHeight(500);
canvas.setWidth(500);
canvas.setZoom(1)
var circle = new fabric.Circle({radius: 40, top: 50, left: 50, fixed: true, fill: '', stroke: '1' });
canvas.add(circle);
canvas.renderAll();
fabric.Image.fromURL(img01URL, function(oImg) {
oImg.scale(.25);
oImg.left = 10;
oImg.top = 10;
oImg.clipPath = circle;
oImg.clipTo = function(ctx) {
clipObject(this,ctx)
}
canvas.add(oImg);
canvas.renderAll();
});
var bili = new fabric.Path('M85.6,606.2c-13.2,54.5-3.9,95.7,23.3,130.7c27.2,35-3.1,55.2-25.7,66.1C60.7,814,52.2,821,50.6,836.5c-1.6,15.6,19.5,76.3,29.6,86.4c10.1,10.1,32.7,31.9,47.5,54.5c14.8,22.6,34.2,7.8,34.2,7.8c14,10.9,28,0,28,0c24.9,11.7,39.7-4.7,39.7-4.7c12.4-14.8-14-30.3-14-30.3c-16.3-28.8-28.8-5.4-33.5-11.7s-8.6-7-33.5-35.8c-24.9-28.8,39.7-19.5,62.2-24.9c22.6-5.4,65.4-34.2,65.4-34.2c0,34.2,11.7,28.8,28.8,46.7c17.1,17.9,24.9,29.6,47.5,38.9c22.6,9.3,33.5,7.8,53.7,21c20.2,13.2,62.2,10.9,62.2,10.9c18.7,6.2,36.6,0,36.6,0c45.1,0,26.5-15.6,10.1-36.6c-16.3-21-49-3.1-63.8-13.2c-14.8-10.1-51.4-25.7-70-36.6c-18.7-10.9,0-30.3,0-48.2c0-17.9,14-31.9,14-31.9h72.4c0,0,56-3.9,70.8,26.5c14.8,30.3,37.3,36.6,38.1,52.9c0.8,16.3-13.2,17.9-13.2,17.9c-31.1-8.6-31.9,41.2-31.9,41.2c38.1,50.6,112-21,112-21c85.6-7.8,79.4-133.8,79.4-133.8c17.1-12.4,44.4-45.1,62.2-74.7c17.9-29.6,68.5-52.1,113.6-30.3c45.1,21.8,52.9-14.8,52.9-14.8c15.6,2.3,20.2-17.9,20.2-17.9c20.2-22.6-15.6-28-16.3-84c-0.8-56-47.5-66.1-45.1-82.5c2.3-16.3,49.8-68.5,38.1-63.8c-10.2,4.1-53,25.3-63.7,30.7c-0.4-1.4-1.1-3.4-2.5-6.6c-6.2-14-74.7,30.3-74.7,30.3s-108.5,64.2-129.6,68.9c-21,4.7-18.7-9.3-44.3-7c-25.7,2.3-38.5,4.7-154.1-44.4c-115.6-49-326,29.8-326,29.8s-168.1-267.9-28-383.4C265.8,13,78.4-83.3,32.9,168.8C-12.6,420.9,98.9,551.7,85.6,606.2z',{top: 0, left: 180, fixed: true, fill: 'white', stroke: '', scaleX: 0.2, scaleY: 0.2 });
canvas.add(bili);
canvas.renderAll();
fabric.Image.fromURL(img02URL, function(oImg) {
oImg.scale(0.5);
oImg.left = 180;
oImg.top = 0;
oImg.clipPath = bili;
oImg.clipTo = function(ctx) {
clipObject(this,ctx)
}
canvas.add(oImg);
canvas.renderAll();
});
function clipObject(thisObj,ctx)
{
if (thisObj.clipPath) {
ctx.save();
if (thisObj.clipPath.fixed) {
var retina = thisObj.canvas.getRetinaScaling();
ctx.setTransform(retina, 0, 0, retina, 0, 0);
// to handle zoom
ctx.transform.apply(ctx, thisObj.canvas.viewportTransform);
thisObj.clipPath.transform(ctx);
}
thisObj.clipPath._render(ctx);
ctx.restore();
ctx.clip();
var x = -thisObj.width / 2, y = -thisObj.height / 2, elementToDraw;
if (thisObj.isMoving === false && thisObj.resizeFilter && thisObj._needsResize()) {
thisObj._lastScaleX = thisObj.scaleX;
thisObj._lastScaleY = thisObj.scaleY;
thisObj.applyResizeFilters();
}
elementToDraw = thisObj._element;
elementToDraw && ctx.drawImage(elementToDraw,
0, 0, thisObj.width, thisObj.height,
x, y, thisObj.width, thisObj.height);
thisObj._stroke(ctx);
thisObj._renderStroke(ctx);
}
}
})();
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/3.6.3/fabric.min.js"></script>
<canvas id="c" width="400" height="400"></canvas>
Not sure what you want.
If you want the last image loaded (named img2), the one you send to the back to not effect the layers above do the following.
You have mask,frame,img, and img2;
Put them in the following order and with the following comp settings.
img2, source-over
img, source-over
mask, destination-out
frame, source-over
If you want something else you will have to explain it in more detail.
Personally when I provide masking to the client I give them full access to all the composite methods and allow them to work out what they need to do to achieve a desired effect. Providing a UI that allows you to change the comp setting, and layer order makes it a lot easier to sort out the sometimes confusing canvas composite rules.
I'd suggest looking at this solution.
Multiple clipping areas on Fabric.js canvas
You end up with a shape layer that is used to define the mask shape. That shape then gets applied as a clipTo to your image.
The one limitation I can think off though that you might run into is when you start to rotate various shapes. I know I have it working great with a rectangle and a circle, however ran into some issues with polygons from what I recall... This was all setup under and older version of FabricJS however, so there may have been some improvements there that I'm not experienced with.
The other issue I ran into was drop shadows didn't render correctly when passed to a NodeJS server running FabricJS.

CreateJS - Can't get my spritesheet to animate

I've checked this forum/the internet/google forwards and backwards for my particular question, but to no avail. I get examples that come close to mine - which I try to impart into my own example, but nothing doing. Please help! Again I apologize if this has been answered and I just overlooked, if so please throw me a link - otherwise here is my code:
All I'm trying to do is animate a single sprite image of a jumping Mega Man.
Thanks, and Happy Holidays!
NOTE: Here the sprite I'm using
HERE IS MY: JsFiddle
var stage, canvas,
bmpA, data,
megaman, spriteSheet;
function Main() {
canvas = document.getElementById('canvas');
stage = new createjs.Stage(canvas);
container = new createjs.Container();
megaman = new Image();
megaman.src = "megaman__jump.png";
var bmpA = new createjs.Bitmap(megaman);
data = new createjs.SpriteSheet({
images: [bmpA],
frames: {
width: 79,
height: 139,
count: 7
},
animations: {
jump: [0, 6, "jump"]
}
});
spriteSheet = new createjs.BitmapAnimation(data);
spriteSheet.gotoAndPlay("jump");
createjs.Ticker.setFPS(30);
createjs.Ticker.addEventListener("tick", update);
}
function update(event) {
stage.addChild(spriteSheet);
stage.update();
}
</script>
</head>
<body onload = "Main();">
<canvas id = "canvas" width = "780" height = "300"
style = "border: 1px solid #000;"></canvas>
</body>
</html>
[1]: http://i.imgur.com/Q1OQM.png
Here is a quick edit. http://jsfiddle.net/lannymcnie/f58mr0Lk/9/
Your Fiddle wasn't very helpful, since it was just your code pasted in. I modified it to drop the body tag (jsfiddle does that for you), import easeljs, and use the full image path.
The BitmapAnimation class was renamed to Sprite sometime ago. I am not sure what version of EaselJS you are using, but it might not have that class anymore.
I removed the Bitmap. The SpriteSheet data accepts either a string path, or an Image reference, not a Bitmap.
As I suggested below, I pulled out the entire update method, added the Sprite one time, and then had the tick just update the stage directly.
The fiddle "works" now, but the spritesheet dimensions don't seem right. Have a look.
data = new createjs.SpriteSheet({
images: ["http://i943.photobucket.com/albums/ad274/Rah5er0/megaman__jump.png~original"],
frames: {
width: 79,
height: 139,
count: 7
},
animations: {
jump: [0, 6, "jump"]
}
});
var sprite = new createjs.Sprite(data);

KineticJS Works in Jsfiddle, not on my website

I tried a simple KineticJS example hosted on my own server, and I have a problem placing the 4 handles at the 4 corners of the Image. The handle points will be at the wrong position, as shown in the screencap below. However the handles are position correctly in the jsfiddle!
jsfiddle: http://jsfiddle.net/NPB77/
I'm very new to KineticJS, will really appreciate if I can be pointed in the right direction, thank you!
Update
jsfiddle: http://jsfiddle.net/NPB77/1/
Solved by placing addAnchor within the imageObj.onload() function.
var imageObj = new Image();
imageObj.onload = function() {
var thing = new Kinetic.Image({
x: 0,
y: 0,
image: imageObj
});
addAnchor(thingGroup, 0, 0, "topLeft");
addAnchor(thingGroup, imageObj.width, 0, "topRight");
addAnchor(thingGroup, imageObj.width, imageObj.height, "bottomRight");
addAnchor(thingGroup, 0, imageObj.height, "bottomLeft");
thingGroup.add(thing);
stage.draw();
};
imageObj.src = 'http://www.html5canvastutorials.com/demos/assets/darth-vader.jpg';
However, now when I drag the corner handles which is supposed to rescale the image, I get the error:
Uncaught TypeError: Cannot call method 'setPosition' of undefined
What went wrong here? I dont understand why group.get(".topLeft") is not working, is this a scope problem?
When you create thing in your initStage function give it an id that you can reference later.
So it looks like this...
var thing = new Kinetic.Image({
x: 0,
y: 0,
image: imageObj,
id: "thingImage"
});
..then in your update function you can reference it like this...
var image = group.get("#thingImage")[0];
Here's a working example...
http://jsfiddle.net/NPB77/2/

Transform (Move/Scale/Rotate) shapes with KineticJS

I'm trying to build a transform manager for KineticJS that would build a bounding box and allow users to scale, move, and rotate an image on their canvas. I'm getting tripped up with the logic for the anchor points.
http://jsfiddle.net/mharrisn/whK2M/
I just want to allow a user to scale their image proportionally from any corner, and also rotate as the hold-drag an anchor point.
Can anyone help point me in the right direction?
Thank you!
Here is a proof of concept of a rotational control I've made:
http://codepen.io/ArtemGr/pen/ociAD
While the control is dragged around, the dragBoundFunc is used to rotate the content alongside it:
controlGroup.setDragBoundFunc (function (pos) {
var groupPos = group.getPosition()
var rotation = degrees (angle (groupPos.x, groupPos.y, pos.x, pos.y))
status.setText ('x: ' + pos.x + '; y: ' + pos.y + '; rotation: ' + rotation); layer.draw()
group.setRotationDeg (rotation); layer.draw()
return pos
})
I am doing the same thing, and I've posted a question which is allmoast the same, but I found a link where you have the resize and move tool ready developed. So I have used the same. It does not contain the rotate tool however, but this can be a good start for you too, it is very simple and logical. Here is the link: http://www.html5canvastutorials.com/labs/html5-canvas-drag-and-drop-resize-and-invert-images/
I will come back with the rotation tool as well if I manage to get it working perfectly.
I hope I am not late yet for posting this code snippet that I made. I had the same problem with you guys dealing with this kind of task. Its been 3 days since I tried so many workarounds to mimic the fabricjs framework capability when dealing with images and objects. I could use Fabricjs though but it seems that Kineticjs is more faster/consistent to deal with html5.
Luckily, we already have existing plugin/tool that we could easily implement together with kineticjs and this is jQuery Transform tool. SUPER THANKS TO THE AUTHOR OF THIS! Just search this on google and download it.
I hope the code below that I created would help lots of developers out there who is pulling their hair off to solve this kind of assignment.
$(function() {
//Declare components STAGE, LAYER and TEXT
var _stage = null;
var _layer = null;
var simpleText = null;
_stage = new Kinetic.Stage({
container: 'canvas',
width: 640,
height: 480
});
_layer = new Kinetic.Layer();
simpleText = new Kinetic.Text({
x: 60,
y: 55,
text: 'Simple Text',
fontSize: 30,
fontFamily: 'Calbiri',
draggable: false,
name:'objectInCanvas',
id:'objectCanvas',
fill: 'green'
});
//ADD LAYER AND TEXT ON STAGE
_layer.add(simpleText);
_stage.add(_layer);
_stage.draw();
//Add onclick event listener to the Stage to remove and add transform tool to the object
_stage.on('click', function(evt) {
//Remove all objects' transform tool inside the stage
removeTransformToolSelection();
// get the shape that was clicked on
ishape = evt.targetNode;
//Add and show again the transform tool to the selected object and update the stage layer
$(ishape).transformTool('show');
ishape.getParent().moveToTop();
_layer.draw();
});
function removeTransformToolSelection(){
//Search all objects inside the stage or layer who has the name of "objectInCanvas" using jQuery iterator and hide the transform tool.
$.each(_stage.find('.objectInCanvas'), function( i, child ) {
$(child).transformTool('hide');
});
}
//Event listener/Callback when selecting image using file upload element
function handleFileSelect(evt) {
//Remove all objects' transform tool inside the stage
removeTransformToolSelection();
//Create image object for selected file
var imageObj = new Image();
imageObj.onload = function() {
var myImage = new Kinetic.Image({
x: 0,
y: 0,
image: imageObj,
name:'objectInCanvas',
draggable:false,
id:'id_'
});
//Add to layer and add transform tool
_layer.add(myImage);
$(myImage).transformTool();
_layer.draw();
}
//Adding source to Image object.
var f = document.getElementById('files').files[0];
var name = f.name;
var url = window.URL;
var src = url.createObjectURL(f);
imageObj.src = src;
}
//Attach event listener to FILE element
document.getElementById('files').addEventListener('change', handleFileSelect, false);
});

Removing an image from a canvas in HTML5

there's an example, which loads 2 images:
canvas = document.getElementById("canvas");
ctx = canvas.getContext("2d");
var img1 = new Image();
img.src = "/path/to/image/img1.png";
img.onload = function() {
ctx.drawImage(img, 0, 0);
};
var img2 = new Image();
img2.src = "/path/to/image/img2.png";
img2.onload = function() {
ctx.drawImage(img2, 100, 100);
};
I need to remove(replace) img2 from canvas. What is the best way to do it?
I think maybe you misunderstand what a Canvas is.
A canvas is essentially a 2 dimensional grid of pixels along an 'X' axis and a 'Y' axis. You use the API to draw pixels onto that canvas, so when you draw an image you're basically drawing the pixels that make up that image onto your canvas. The reason there is NO method that lets you just remove an image, is because the Canvas doesn't know there's an image there in the first place, it just see pixels.
This is unlike the HTML DOM (Document Object Model) where everything is a HTML element, or an actual 'thing' you can interact with, hook-up script events to etc. this isn't the case with stuff you draw onto a Canvas. When draw a 'thing' onto a Canvas, that thing doesn't become something you can target or hook into, it's just pixels. To get a 'thing' you need to represent your 'thing' in some way such as a JavaScript object, and maintain a collection of these JS objects somewhere. This how how Canvas games work. This lack of a DOM-like structure for Canvas makes rendering very fast, but can be a pain for implementing UI elements that you can easily hook into and interact with, remove etc. For that you might want to try SVG.
To answer your question, simply paint a rectangle onto your Canvas that covers up your image by using the same X/Y coords and dimensions you used for your original image, or try Pointy's solution. 'Cover-up' is probably the wrong terminology, since you're actually replacing the pixels (there are no layers in Canvas).
It's not clear what you want the canvas to show when the image is gone. If you want it to be transparent, you could get the image data and fill it with transparent pixels:
var img = ctx.createImageData(w, h);
for (var i = img.data.length; --i >= 0; )
img.data[i] = 0;
ctx.putImageData(img, 100, 100);
where "w" and "h" would be the width and height of your original image.
edit — if you just want another image there, why not just put one there? It will overwrite whatever pixels are there on the canvas.
You can use clearRect() function to clear the image area.Rather then clearing whole context you can clear only the image area using this:
ctx.clearRect(xcoordinate_of_img1,ycoordinate_of_img1,xcoordinate_of_img1 + img1.width ,ycoord_of_img1 +img1.height );
If what "Sunday Ironfoot" said is right, then the best way to remove an image is by drawing the images once again from scratch. For this, you need to have an array of images and draw only the ones you use. For example,
function EmptyClass{};
var img=new Array();
img[0]=new EmptyClass;
img[0].i=new Image();
img[0].src="yourfile1.jpg";
img[0].enabled=true;
img[1]=new EmptyClass;
img[1].i=new Image();
img[1].src="yourfile2.jpg";
img[1].enabled=false;// <-------- not enabled, should not be drawn equivalent to removing
img[2]=new EmptyClass;
img[2].i=new Image();
img[2].src="yourfile3.jpg";
img[2].enabled=true;
for(var i=0;i<3;i++){
if(img[i].enabled)ctx.drawImage(img[i], 100, 100);
}
P.S. I am creating an engine for javascript canvas. Will post it within a week
Peace
You can erase an image by drawing the same image again, using a different globalCompositeOperation
ctx.globalCompositeOperation ="xor"
ctx.drawImage(img2, 100, 100);
See https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/globalCompositeOperation
Unlike drawing things yourself, if you 'replace' THE image on a canvas, the old one is still there.
Canvas c2;
...
if (null != Image2) {
var ctx = c2.getContext("2d");
ctx.clearRect(0, 0, c2.width, c2.height);
}
Can you overlay canvas objects (I guess I should try before asking, you can -1 one me for being lazy). I guess I'd be interested in have one canvas element as a background, and then another for a layer objects that pop in and out of view. Might be a little more efficient then having to redraw every image if one gets deleted or moved. I'll play around and see what I can find.
There is ``ctx.clearRect(x, y, w, h)'' but this is not a good way to remove the shape, because it will remove any full or partial shapes in the same area of the removed shape. This shouldn't happen, and may remove one or more shapes, I've found it's best to save all your shapes in a list that usually comes from the database using backend language or ajax request, and add for it's shape object an identifier, when you need to remove a shape just remove that shape from the list using the id or the index, then Redraw the canvas with this new array of shapes without a deleted shape, the next time the page loads, this shape will not be added to this list, because it should be deleted from database.
const projectStamps = [{image_id: 'scream', x: 100, y: 100, id: 1}, {image_id: 'scream', x: 100, y: 100, id: 2}, {image_id: 'scream', x: 50, y: 0, id: 3}, {image_id: 'scream', x: 150, y: 0, id: 4}];
let currentShapes = [];
const canvas = document.getElementById("myCanvas");
const ctx = canvas.getContext("2d");
function validStampObj(stamp){
if (typeof(stamp.x) !== 'number' || typeof(stamp.y) !== 'number' || typeof(stamp.image_id) === 'undefined' || !document.getElementById(stamp.image_id)){
return false;
} else {
return true;
}
}
function addStamp(stamp){
if (!validStampObj(stamp)){
console.log("can not add stamp, invalid object");
return false;
}
const image = document.getElementById(stamp.image_id);
stamp['w'] = image.getBoundingClientRect().width;
stamp['h'] = image.getBoundingClientRect().height;
ctx.drawImage(image, stamp.x, stamp.y, stamp.w, stamp.h);
currentShapes.push(stamp);
return stamp;
}
let id = 1;
window.onload = function() {
drawProject();
};
function clearCanvas(){
currentShapes = [];
ctx.clearRect(0, 0, canvas.width, canvas.height);
return true;
}
const projectImage = document.getElementById("project_image");
function drawProject(){
if (!projectImage){console.log('missing project image element');return false;}
clearCanvas();
ctx.drawImage(projectImage,0,0);
projectStamps.forEach( (stamp)=>{
addStamp(stamp);
});
}
function removeStamp(targetId){
let targetI = false;
for (let i=0; i<projectStamps.length; i++){
if (projectStamps[i].id == targetId){
targetI = i;
break;
}
}
if (targetI !== false){
/* remove the stamp from drawing stamps list and redraw the data */
projectStamps.splice(targetI,1);
drawProject();
}
}
setTimeout( ()=>{
removeStamp(3);
console.log("removed icon with id 3");
}, 2500 );
<p>Image to use:</p>
<img id="scream" width="35" height="35"
src="https://i.ibb.co/wYyc259/iconimage.png" alt="The Scream">
<img id="project_image" width="450" height="300"
src="https://i.ibb.co/sK5HtQy/bulding-image.png" style="position:absolute;left:-15455px;">
<p>Canvas:</p>
<button onclick="drawProject()">Redraw things</button>
<canvas id="myCanvas" width="450" height="300"
style="border:1px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.
</canvas>
notes if you used clearRect in this example it will remove the part of main image of the canvas not just the icon with id 3 like this code does hope it helps.

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