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Powered by GitBook
On this page
  • Beautiful Planet Example
  • Balls With Collision Example
  1. Javascript
  2. JS In the Browser

Canvas

Used for 2d or 3d(WebGL) rendering

Width and height are special attributes and introduce weird conflicts with CSS

Can be styling like any normal image(not affecting content)

<canvas id="tutorial" width="150" height="150"></canvas>
const canvas = document.getElementById('tutorial');
const ctx = canvas.getContext('2d');

Beautiful Planet Example

var sun = new Image();
var moon = new Image();
var earth = new Image();
function init() {
  sun.src = 'https://mdn.mozillademos.org/files/1456/Canvas_sun.png';
  moon.src = 'https://mdn.mozillademos.org/files/1443/Canvas_moon.png';
  earth.src = 'https://mdn.mozillademos.org/files/1429/Canvas_earth.png';
  window.requestAnimationFrame(draw);
}

function draw() {
  var ctx = document.getElementById('canvas').getContext('2d');

  ctx.globalCompositeOperation = 'destination-over';
  ctx.clearRect(0, 0, 300, 300); // clear canvas

  ctx.fillStyle = 'rgba(0, 0, 0, 0.4)';
  ctx.strokeStyle = 'rgba(0, 153, 255, 0.4)';
  ctx.save();
  ctx.translate(150, 150);

  // Earth
  var time = new Date();
  ctx.rotate(((2 * Math.PI) / 60) * time.getSeconds() + ((2 * Math.PI) / 60000) * time.getMilliseconds());
  ctx.translate(105, 0);
  ctx.fillRect(0, -12, 40, 24); // Shadow
  ctx.drawImage(earth, -12, -12);

  // Moon
  ctx.save();
  ctx.rotate(((2 * Math.PI) / 6) * time.getSeconds() + ((2 * Math.PI) / 6000) * time.getMilliseconds());
  ctx.translate(0, 28.5);
  ctx.drawImage(moon, -3.5, -3.5);
  ctx.restore();

  ctx.restore();

  ctx.beginPath();
  ctx.arc(150, 150, 105, 0, Math.PI * 2, false); // Earth orbit
  ctx.stroke();

  ctx.drawImage(sun, 0, 0, 300, 300);

  window.requestAnimationFrame(draw);
}

init();

Balls With Collision Example

ball.js

const SPEED = 10;
import { randomColor } from "./helpers.js";

export default class Ball {
  constructor(cc, color, radius, tx, ty) {
    this.cc = cc;
    this.color = color;
    this.radius = radius;
    this.startradius = this.radius;
    this.tx = tx;
    this.ty = ty;
    this.x = Math.random() * (tx - this.radius * 2) + this.radius;
    this.y = Math.random() * (ty - this.radius * 2) + this.radius;
    this.dy = (Math.random() - 0.5) * SPEED;
    this.dx = (Math.random() - 0.5) * SPEED;
  }

  collide(balls) {
    for (let b of balls) {
      if (b === this) {
        continue;
      }

      const distX = b.x - this.x;
      const distY = b.y - this.y;
      const dist = Math.sqrt(distX * distX + distY * distY);
      const minDist = b.radius + this.radius;
      if (dist < minDist) {
        this.color = randomColor();
        const tempX = this.dx;
        this.dx = b.dx;
        b.dx = tempX;
        const tempY = this.dy;
        this.dy = b.dy;
        b.dy = tempY;
      }
    }
  }

  move(tx, ty) {
    this.tx = tx;
    this.ty = ty;
    this.y += this.dy;
    this.x += this.dx;
    if (this.y + this.radius >= this.ty || this.y - this.radius <= 0) {
      this.dy = -this.dy;
    }

    if (this.x + this.radius >= this.tx || this.x - this.radius <= 0) {
      this.dx = -this.dx;
    }
  }

  draw() {
    this.cc.beginPath();
    this.cc.arc(this.x, this.y, this.radius, 0, 2 * Math.PI);
    this.cc.fillStyle = this.color;
    this.cc.fill();
    //c.stroke();
  }
}

canvas.js

import React, { useState, useEffect, useRef } from "react";
import PropTypes from "prop-types";

import { randomColor } from "./helpers.js";
import Ball from "./Ball.js";
const debug = require("debug")("app:Canvas");

const NUMBER_OF_BALLS = 5;
const scaleWidth = 500;
const scaleHeight = 500;

export default function Canvas() {
  const canRef = useRef(null);

  useEffect(() => {
    debug("Hello World");

    const canvas = canRef.current;
    const cc = canvas.getContext("2d");
    let tx = window.innerWidth;
    let ty = window.innerHeight;
    canvas.width = tx;
    canvas.height = ty;
    //c.lineWidth= 5;
    //c.globalAlpha = 0.5;

    let mousex = 0;
    let mousey = 0;

    addEventListener("mousemove", function () {
      mousex = event.clientX;
      mousey = event.clientY;
    });

    cc.strokeWidth = 5;

    let balls = [];
    for (let i = 0; i < NUMBER_OF_BALLS; i++) {
      balls.push(new Ball(cc, randomColor(), 50, tx, ty));
    }

    function animate() {
      debug("CW", canvas.clientWidth, "CH", canvas.clientHeight);
      if (tx != window.innerWidth || ty != window.innerHeight) {
        tx = window.innerWidth;
        ty = window.innerHeight;
        canvas.width = tx;
        canvas.height = ty;
      }
      requestAnimationFrame(animate);
      cc.clearRect(0, 0, tx, ty);
      for (let b of balls) {
        b.collide(balls);
        b.move(tx, ty);
        b.draw();

        if (
          mousex > b.x - 20 &&
          mousex < b.x + 20 &&
          mousey > b.y - 50 &&
          mousey < b.y + 50 &&
          b.radius < 70
        ) {
          //bal[i].x += +1;
          b.radius += 5;
        } else {
          if (b.radius > b.startradius) {
            b.radius += -5;
          }
        }
      }
    }

    animate();
  }, []);

  return <canvas className="border border-black w-full h-64" ref={canRef} />;
}
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Last updated 4 years ago