Zooming into canvas via js causes content to be lost? - html5-canvas

http://deepschool.kd.io/Pages/Experiments/draw.htm
This is a Image editor I am working on, But it has a bug. Let's say you have created an image a 15x Zoom, when you change the zoom, the image is lost. Why is this? and what is the Remedy?
HTML:
Zoom:
<input type="number" id="zoom" min="1" max="50" onchange="zoomy()">
JS:
var zoomy = function() {
var zoomamount = zoom.value
var canvassize = zoomamount * 16
c.width = canvassize
c.height = canvassize
};
Thanks In Advance

If you want to zoom into canvas, it means you have to redraw it with zoom.
So instead of drawing pixels on click right onto canvas, which is made of pure pixels... You need to first create some representation of your grid of pixels.
var gridOfPixels = [];
Let's say you are ok with static size for now. Make it 8x8 pixels. At start you want to initialize your array:
for (var i=0; i < 8*8; i++) gridOfPixels[i] = 0;
So the grid canvas is ready, now we need to draw it.
function renderGrid() {
for (var y=0; y < 8; y++)
for (var x=0; x < 8; x++)
renderPixel( x, y, gridOfPixels[x+y*8] );
}
You already know how to renderPixel - calculate the rectangle position (posX = x*pixWidth, posY*pixHeight), where pixWidth is canvasWidth/8, etc.. Now you draw all your pixels, using the third parameter for the color.
To finish, you have to connect onclick to put a pixel on grid, and then call renderGrid so the user sees the change.
$('#my-canvas').click(function(e) {
var x = ...;
var y = ...; // calculate the position of pixels from mouse position inside canvas
// dont forget to check that x,y are in the 0-7 range
// dont forget to convert x,y to whole number using parseInt()
gridOfPixels[x+y*8] = 1;
renderGrid(); // update the grid canvas
});
Now, every time you resize the canvas or change some variables, the original canvas content will be saved in your grid, and you can renderGrid() any time you need to. You could even do it in realtime, animating the color of the pixels, etc..
Have fun. :)

Related

Creating Grid in as3

I am trying to make to grid to squares using as3.
I am using nested for loops to create the grid.
import flash.display.Shape;
import flash.display.MovieClip;
var n=10;
var myClip = new MovieClip;
stage.addChild(myClip);
for (var i = 0; i < n * 10; i += 10) {
for (var j = 0; j < n * 10; j += 10) {
var _shape = new Shape;
myClip.addChild(_shape);
_shape.graphics.lineStyle(1);
_shape.graphics.beginFill(0xcccccc);
_shape.graphics.drawRect(i, j, 10, 10);
_shape.graphics.endFill();
}
}
I am applying Zooming and Panning Gestures on myClip. For this Grid size everything works fine. As soon as I increase the value of n, it starts lagging
My game requires a bigger grid. Please help
I'll show some ideas as code, my AS3 is a bit rusty but perhaps it helps.
You can reduce the number of Shape instances or draw the vector based grid graphic to a Bitmap. Since you are zooming and panning it you'll want to smooth it. Depending on performance and how much you zoom you also may want to draw the bitmap at a higher resolution than initially used. See comments in the below.
import flash.display.Shape;
import flash.display.MovieClip;
var n=10;
// do you actually need dynamic binding or a timeline in this?
// if not (also if you don't know what it means) do use the Sprite class instead
var myClip = new MovieClip;
stage.addChild(myClip);
// if you don't need individual shapes move this out of the for loop
// your logic with all of the shapes having the same origin suggests this might be so
var _shape = new Shape;
myClip.addChild(_shape);
for (var i = 0; i < n * 10; i += 10) {
for (var j = 0; j < n * 10; j += 10) {
_shape.graphics.lineStyle(1);
_shape.graphics.beginFill(0xcccccc);
_shape.graphics.drawRect(i, j, 10, 10);
_shape.graphics.endFill();
}
}
// then we can draw the grid to a bitmap
// since you are scaling it I'm drawing it a 300% resolution
var _bmd:BitmapData = new BitmapData(_shape.width*3, _shape.height*3, true, 0);
var _bit:Bitmap = new Bitmap(_bmd);
myClip.addChild(_bit);
_shape.width*=3;
_shape.height*=3;
_bmd.draw(stage);
_bit.smoothing = true;
_bit.width/=3;
_bit.height/=3;
// and remove the vector shape so it won't be rendered
myClip.removeChild(_shape);
// if need be it can be redrawn later

Unity: Getting the pixel on an image based on the location of buttons above the image

For my 2D Game; I have a panel with an image Component (with a sprite) and a GridLayout component.
On the panel i have also put a script that creates buttons for the panel (as children)
public void InitializeGrid(int rows, int columns, List<RbzFilteredWord> words)
{
RectTransform myRect = GetComponent<RectTransform>();
buttonHeight = myRect.rect.height / (float)rows;
buttonWidth = myRect.rect.width / (float)columns;
GridLayoutGroup grid = this.GetComponent<GridLayoutGroup>();
grid.cellSize = new Vector2(buttonWidth, buttonHeight);
...
for (int i = 0; i < rows; i++)
{
for (int j = 0; j < columns; j++)
{
button = (Button)Instantiate(prefab);
button.transform.SetParent(transform, false);
...
}
Problem:
The text of each button must indicate the color of the pixel (from the underlying image) at the pivot location of that button
I know that this method is available: GetPixel(x,y), but i don't know which coordinates i need to use as parameters for this method, since i'm a noob at unity
x and y are the position indexes in the pixels bidimensional array of teh texture.
That is:
x goes from 0 to the width - 1 of the texture image (in pixels)
y goes from 0 to the height - 1 of the texture image (in pixels)

How do I get a random number to stay fixed with slick?

I'm a beginner in Java as well as with the slick tools. I want to make a game that has different coloured cubes randomly placed within a certain area of the window.
I use two for-loops and call for a random number in render. I get the cubes placed exactly as I want, but the problems is that they flicker in all colours. I guess it has to do with how I call for a random number and that it gets updated with FPS?!
Please help me!!
public void render(GameContainer gc, StateBasedGame sdg, Graphics g) throws SlickException {
//set background
Image background = (new Image("res/background.png")).getScaledCopy(800, 500);
g.drawImage(background, 0, 0);
//set gamescape
blue = (new Image("res/blue.png")).getScaledCopy(20,20);
green = (new Image("res/green.png")).getScaledCopy(20,20);
red = (new Image("res/red.png")).getScaledCopy(20,20);
int xvalue = 300;
int yvalue = 400;
for (int a = 1; a < 20; a++) {
for (int i = 1; i < 10; i++) {
r = rand.nextInt(3);
if(r==0){g.drawImage(blue,xvalue,yvalue);}
else if(r==1){g.drawImage(red, xvalue, yvalue);}
else{g.drawImage(green, xvalue, yvalue);}
xvalue = xvalue+20;
}
yvalue = yvalue - 20;
xvalue = xvalue -180;
}
}
Your problem is that you generate a new random number each time you redraw the scene.
To resolve this, you may have to create an array in which you store the generated color of each cube. And each time you redraw your images, you just read each color value in the array.

Examples of 2d Canvas smoke with mouse interaction.

I'm looking for an example of a smoke effect using HTML 2D Canvas where the smoke is effected by the user moving their mouse though the smoke so that the smoke is disturbed.
I don't know if you are still interesting in this but, here take a look at this
So, instead of checking if particle touched the edge you should provide mouse x,y coordinates:
function init() {
var canvas = document.getElementById('myCanvas');
if (canvas.getContext) {
// Set the context variable so it can be re-used
context = canvas.getContext('2d');
// Create the particles and set their initial positions and velocities
for(var i=0; i < particleCount; ++i){
var particle = new Particle(context);
// Set the position to be inside the canvas bounds
particle.setPosition(generateRandom(0, canvasWidth), generateRandom(0, canvasHeight));
// Set the initial velocity to be either random and either negative or positive
particle.setVelocity(generateRandom(-maxVelocity, maxVelocity), generateRandom(-maxVelocity, maxVelocity));
particles.push(particle);
}
}
else {
alert("Please use a modern browser");
}
}

Move around an image in processing

Is it possible to move an image (or image object) without clearing the whole background?
I wish to create an app that allows the user to "paint", using a device that is not the mouse. I would like to have a cursor to follow the users movement with the input device, without having to clear the already painted picture.
Is this possible? And how?
It depends how you handle drawing.
I would suggest using PImage as a canvas to draw into and another PImage to store the pixels of your brush. The 'brush' can be a loaded image, or at the start of your sketch you could make the brush using drawing commands, then store those as a PImage using get().
You will need to clear everything because you want to draw your cursor, but you will also draw your canvas, and you'll store 'brush strokes' only when the mouse is pressed (or some device specific method) by using the copy() or the blend() function (depending on your brush PNG - with or without transparency, etc.)
Here's a quick sketch to illustrate this:
PImage canvas;
PImage brush;
void setup(){
size(800,800);
stroke(128);
smooth();
canvas = createImage(width,height,ARGB);
brush = loadImage("brush.png");
}
void draw(){
background(255);
image(canvas,0,0);
//draw cursor
line(mouseX-5,mouseY-5,mouseX+5,mouseY+5);
line(mouseX+5,mouseY-5,mouseX-5,mouseY+5);
//blend brush pixels into canvas if mouse is pressed
if(mousePressed) canvas.blend(brush, 0, 0, brush.width, brush.width, (int)(mouseX-brush.width*.5), (int)(mouseY-brush.height*.5), brush.width, brush.width,MULTIPLY);
}
Note that you need an image into your sketch's data folder.
You can try it here:
You can run a javascript version bellow:
var canvas;
var brush;
function setup(){
createCanvas(800,800);
stroke(128);strokeWeight(3);
smooth();
canvas = createImage(width,height);
brush = getGradientImg(64,64,random(360),random(100),85);
}
function draw(){
background(255);
image(canvas,0,0);
//draw cursor
line(mouseX-5,mouseY-5,mouseX+5,mouseY+5);
line(mouseX+5,mouseY-5,mouseX-5,mouseY+5);
//blend brush pixels into canvas if mouse is pressed
if(isMousePressed) canvas.blend(brush, 0, 0, brush.width, brush.width, (int)(mouseX-brush.width*.5), (int)(mouseY-brush.height*.5), brush.width, brush.width,MULTIPLY);
//image(brush,mouseX,mouseY);
}
//*
function getGradientImg(w,h,hue,satMax,brightness){
push();//isolate drawing styles such as color Mode
colorMode(HSB,360,100,100);
var gradient = createImage(w,h);//create an image with an alpha channel
var np = w * h;//total number of pixels
var np4 = np*4;
var cx = floor(gradient.width * 0.5);//center on x
var cy = floor(gradient.height * 0.5);//center on y
gradient.loadPixels();
for(var i = 0 ; i < np4; i+=4){//for each pixel
var id4 = floor(i * .25);
var x = id4%gradient.width;//compute x from pixel index
var y = floor(id4/gradient.width);//compute y from pixel index
var d = dist(x,y,cx,cy);//compute distance from centre to current pixel
//map the saturation and transparency based on the distance to centre
gradient.pixels[i] = hue;
gradient.pixels[i+1] = map(d,0,cx,satMax,0);
gradient.pixels[i+2] = brightness;
gradient.pixels[i+3] = map(d,0,cx,255,0);
}
gradient.updatePixels();//finally update all the pixels
pop();
console.log(gradient);
return gradient;
}
//*/
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.4.4/p5.min.js"></script>

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