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();
Related
Say we have a canvas:
<canvas id="one" width="100" height="200"></canvas>
var canvas = document.getElementById("one");
var context = canvas.getContext("2d");
var cw = canvas.width;
var ch = canvas.height;
// Sample graphic
context.beginPath();
context.rect(10, 10, 20, 50);
context.fillStyle = 'yellow';
context.fill();
context.lineWidth = 7;
context.strokeStyle = 'black';
context.stroke();
// create button
var button = document.getElementById("rotate");
button.onclick = function () {
// rotate the canvas 90 degrees each time the button is pressed
rotate();
}
var myImageData, rotating = false;
var rotate = function () {
if (!rotating) {
rotating = true;
// store current data to an image
myImageData = new Image();
myImageData.src = canvas.toDataURL();
myImageData.onload = function () {
// reset the canvas with new dimensions
canvas.width = ch;
canvas.height = cw;
cw = canvas.width;
ch = canvas.height;
context.save();
// translate and rotate
context.translate(cw, ch / cw);
context.rotate(Math.PI / 2);
// draw the previows image, now rotated
context.drawImage(myImageData, 0, 0);
context.restore();
// clear the temporary image
myImageData = null;
rotating = false;
}
}
}
And on a button click the canvas gets rotated -90 degrees anticlockwise (around the centre) and the dimensions of the canvas get also updated, so in a sense, it looks like this afterwards:
I want to rotate a canvas element to the anticlockwise rotation. I have used this code but it's not working as I want.
JavaScript has a built-in rotate() function for canvas context:
context.rotate( angle * Math.PI / 180);
The problem is that the rotation will only affect drawings made AFTER the rotation is done, which means you will need to:
Clear the canvas first: context.clearRect(0, 0, canvas.width, canvas.height);
Rotate the context context.rotate( 270 * Math.PI / 180);
Redraw the graphics
Thus, I recommend wrapping the graphics we want to draw in a function to make it easier to call after every rotation:
function drawGraphics() {
context.beginPath();
context.rect(10, 10, 20, 50);
context.fillStyle = 'yellow';
context.fill();
context.lineWidth = 7;
context.strokeStyle = 'black';
context.stroke();
}
I'm developing web app using canvas and I made three. canvas, canvas_panorama and canvas_image.
First one is something like main canvas, conteiner for the others. canvas_panorama is a background for canvas_image.
After canvas is right clicked, I'm computing angle to rotate canvas_image:
function getAngle( e, pw /*canvas*/ ){
var offset = pw.offset();
var center_x = (offset.left) + ($(pw).width() / 2);
var center_y = (offset.top) + ($(pw).height() / 2);
var mouse_x = e.pageX;
var mouse_y = e.pageY;
var radians = Math.atan2(mouse_x - center_x, mouse_y - center_y);
angle = radians;
}
After I have an angle I'm trying to rotate canvas_image like this:
function redraw(){
var p1 = ctx.transformedPoint(0,0);
var p2 = ctx.transformedPoint(canvas.width,canvas.height);
ctx.clearRect( p1.x, p1.y, p2.x-p1.x, p2.y-p1.y );
canvas_image_ctx.drawImage(image_img, 0, 0, 150, 150);
canvas_panorama_ctx.drawImage(panorama_img, 0, 0, 600, 300);
canvas_panorama_ctx.drawImage(canvas_image, 20, 20);
// rotate panorama_img around its center
// x = x + 0.5 * width
// y = y + 0.5 * height
canvas_panorama_ctx.translate(95, 95);
canvas_panorama_ctx.rotate(angle);
// translate to back
canvas_panorama_ctx.translate(-95, -95);
ctx.drawImage(canvas_panorama, 0, 0);
}
But this rotates both canvas_image and canvas_panorama. It should only rotate canvas_image
JSFiddle to show you my problem
I think you are confusing yourself with this idea of multiple canvases.
Once in the drawImage() method, every of your canvases are just images, and could be just one or even just plain shapes.
Transformation methods do apply to the canvas' context's matrix, and will have effect only if you do some drawing operations when they are set.
Note : To reset your context matrix, you can either use save(); and restore() methods which will also save all other properties of your context, so if you only need to reset the transform, then it's preferred to simply reset the transformation matrix to its default : ctx.setTransform(1,0,0,1,0,0).
Here is a simplified example to make things clearer :
var ctx = canvas.getContext('2d');
// a single shape, with the border of the context matrix
var drawRect = function(){
ctx.beginPath();
ctx.rect(10, 10, 50, 20);
ctx.fill();
ctx.stroke();
ctx.beginPath();
ctx.rect(0, 0, canvas.width, canvas.height);
ctx.stroke();
};
// set the color of our shapes
var gradient = ctx.createLinearGradient(0,0,70,0);
gradient.addColorStop(0,"green");
gradient.addColorStop(1,"yellow");
ctx.fillStyle = gradient;
// here comes the actual drawings
//we don't have modified the transform matrix yet
ctx.strokeStyle = "green";
drawRect();
// here we translate of 100px then we do rotate the context of 45deg
ctx.translate(100, 0)
ctx.rotate(Math.PI/4)
ctx.strokeStyle = "red";
drawRect();
// reset the matrix
ctx.setTransform(1,0,0,1,0,0);
// here we move of 150px to the right and 25px to the bottom
ctx.translate(150, 25)
ctx.strokeStyle = "blue";
drawRect();
// reset the matrix
ctx.setTransform(1,0,0,1,0,0);
<canvas id="canvas" width="500" height="200"></canvas>
In your code, you are setting the transformations on the canvas that does represent your image, and you do draw every of your canvases at each call.
What you want instead, is to set the transformation on the main canvas only, and draw the non-transformed image :
var main_ctx = canvas.getContext('2d');
var img_canvas = canvas.cloneNode();
var bg_canvas = canvas.cloneNode();
var angle = 0;
// draw on the main canvas, and only on the main canvas
var drawToMain = function(){
// first clear the canvas
main_ctx.clearRect(0,0,canvas.width, canvas.height);
// draw the background image
main_ctx.drawImage(bg_canvas, 0,0);
// do the transforms
main_ctx.translate(img_canvas.width/2, img_canvas.height/2);
main_ctx.rotate(angle);
main_ctx.translate(-img_canvas.width/2, -img_canvas.height/2);
// draw the img with the transforms applied
main_ctx.drawImage(img_canvas, 0,0);
// reset the transforms
main_ctx.setTransform(1,0,0,1,0,0);
};
// I changed the event to a simple onclick
canvas.onclick = function(e){
e.preventDefault();
angle+=Math.PI/8;
drawToMain();
}
// a dirty image loader
var init = function(){
var img = (this.src.indexOf('lena')>0);
var this_canvas = img ? img_canvas : bg_canvas;
this_canvas.width = this.width;
this_canvas.height = this.height;
this_canvas.getContext('2d').drawImage(this, 0,0);
if(!--toLoad){
drawToMain();
}
};
var toLoad = 2;
var img = new Image();
img.onload = init;
img.src = "http://pgmagick.readthedocs.org/en/latest/_images/lena_scale.jpg";
var bg = new Image();
bg.onload = init;
bg.src = 'http://www.fnordware.com/superpng/pnggradHDrgba.png';
<canvas id="canvas" width="500" height="300"></canvas>
I want to crop image over another image like a pie-chart to create a loading animation. I was thinking of using raphaeljs, but couldn't find any information about image cropping in pie-chart style.
Here are the sample images:
Start state:
End state:
What it should look like:
Just draw a semi-transparent filled arc on top of the image (adjust alpha value to your pleasing):
var ctx = document.querySelector("canvas").getContext("2d"),
img = new Image;
img.onload = draw;
img.src = "http://i.imgur.com/hQ5Pljv.png";
function draw(){
var cx = 157, cy = 159, r = 150,
pst = 0,
ang = Math.PI * 2 * (pst/100),
dlt = 2;
// animate the following part
(function loop() {
ctx.drawImage(img, 0, 0);
ctx.beginPath();
ctx.moveTo(cx, cy);
ctx.arc(cx, cy, r, 0, ang);
ctx.fillStyle = "rgba(0,0,0,0.33)"; // adjust alpha here
ctx.fill();
pst += dlt;
if (pst <= 0 || pst >= 100) dlt = -dlt;
ang = Math.PI * 2 * (pst/100);
requestAnimationFrame(loop)
})()
}
<canvas width=320 height=320></canvas>
Method two - compositing
Use two steps to clip the same arc above to use images instead:
Draw arc, this will be the composite data
Change comp. mode to source-atop - next drawing replaces the drawn arc
Draw secondary image in
Change comp. mode to destination-atop - next drawing will fill all non-pixels
Draw main image in
Demo:
var ctx = document.querySelector("canvas").getContext("2d"),
img1 = new Image, img2 = new Image, cnt=2;
img1.onload = img2.onload = loader;
img1.src = "http://i.imgur.com/hQ5Pljv.png";
img2.src = "http://i.imgur.com/k70j3qp.jpg";
function loader(){if (!--cnt) draw()};
function draw(){
var cx = 157, cy = 159, r = 150,
pst = 0, ang = Math.PI * 2 * (pst/100), dlt = 2;
// animate the following part
(function loop() {
ctx.clearRect(0, 0, 320, 320); // clear canvas, or set last comp mode to "copy"
// first arc
ctx.beginPath();
ctx.moveTo(cx, cy);
ctx.arc(cx, cy, r, 0, ang);
ctx.fill(); // this will be comp. basis for the next steps
// comp mode secondary image
ctx.globalCompositeOperation = "source-atop"; // replaces filled arc
ctx.drawImage(img2, 0, 0);
// comp mode main image
ctx.globalCompositeOperation = "destination-atop"; // fills all non-pixels
ctx.drawImage(img1, 0, 0);
pst += dlt; if (pst <= 0 || pst >= 100) dlt = -dlt; ang = Math.PI * 2 * (pst/100);
ctx.globalCompositeOperation = "source-over"; // reset comp. mode
requestAnimationFrame(loop)
})()
}
<canvas width=320 height=320></canvas>
You'll want an algorithm along the lines of:
Draw image A onto canvas 1
Clear canvas 2
Draw a partial circle on canvas 2, for the current state of the spinner, filled with white
Blit image B onto canvas 2, using the multiplicative blending mode
Blit canvas 2 onto canvas 1, using standard (replace) blending
Canvas 2 should contain the second image, masked by the section you want to use. Overlaying that onto canvas 1, provided you handle transparency properly, should give the effect you want.
You can also use two SVG circles with image backgrounds and do this trivially, assuming your target browsers support SVG.
Okay, so I am new to canvas, I am trying to learn. I have created something below that sorta works - JSFiddle demo.
You see in the middle there is a circle, I would like that to be transparent, so, obviously, if you look at the code below there are two paths or objects, whatever they're called, and they overlay each other. Not what I need, obviously.
My question is: how do I have a canvas element/object take over the screen size with a transparent middle showing the background? The goal is to make something like this http://www.jcsuzanne.com/. I will eventually work my way up from a circle to a letter, but for now I am not sure how to make a "mask" with a transparent center.
var canvas = document.getElementById('c');
// 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() {
if (canvas.getContext){
var context = canvas.getContext('2d');
var centerX = canvas.width / 2;
var centerY = canvas.height / 2;
var radius = 70;
context.beginPath();
context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
context.fillStyle = 'rgba(0,0,0,0)';
context.fill();
context.lineWidth = 5;
context.stroke();
context.beginPath();
context.fillStyle = 'rgba(0,0,0,0.5)';
context.fill();
context.fillRect(0,0,window.innerWidth,window.innerHeight);
}
}
You can re-organize the lines a little and use composite mode to "punch" a whole in the overlay:
// fill background first
context.fillStyle = 'rgba(0,0,0,0.5)';
context.fillRect(0,0,window.innerWidth,window.innerHeight);
// define the arc path
context.beginPath();
context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
// stroke it
context.lineWidth = 5;
context.stroke();
// make alpha solid (the color doesn't matter)
context.fillStyle = 'rgba(0,0,0,1)';
// change composite mode and fill
context.globalCompositeOperation = 'destination-out';
context.fill();
// reset composite mode to default
context.globalCompositeOperation = 'source-over';
Modified fiddle
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);
}