Blur show effect - html5 canvas
Tag : html , By : Boyer C.
Date : March 29 2020, 07:55 AM
hop of those help? I'm no expert at any of this, but some very obvious things come to mind: Method 1: Buffering. Buffering is probably the single most effective way to stop stutters. If you could delay the initiation of the animation by .25 seconds before actually outputting it, you could probably get half of the calculations done before the animation even starts.
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Use html5 canvas draw a circle but only show a part of it
Date : March 29 2020, 07:55 AM
this one helps. In your code, heigth is spelled incorrectly. The trailing h and the t have to be swapped: height. <canvas id="oneCanvas" width="250" height="250"></canvas>
// *270 changed to *360
context.arc(125, 125, 70, (Math.PI/180)*0, (Math.PI/180)*360, false);
// ^^^^^^^^^^^^^^^ This is zero, by the way
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How to show multiple external svg graphics in a html5 canvas
Date : March 29 2020, 07:55 AM
this will help [Edited: include example of very small map pin] Rendering a circle in a small 10 pixel boundary will always result in pixilation. ctx.beginPath();
ctx.moveTo(100,100);
ctx.lineTo(110,100);
ctx.lineTo(110,107);
ctx.lineTo(105,115);
ctx.lineTo(100,107);
ctx.lineTo(100,100);
ctx.closePath();
ctx.fillStyle="gold";
ctx.fill();
ctx.strokeStyle="black";
ctx.lineWidth=2;
ctx.stroke();
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
body{ background-color: ivory; }
#canvas{border:1px solid red;}
</style>
<script>
$(function(){
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var size=100;
var svg1=new Image();
svg1.width=150;
svg1.onload=function(){
ctx.drawImage(svg1,0,0,size,size);
}
svg1.src="rocket.svg";
$("#bigger").click(function(){
size+=100;
ctx.drawImage(svg1,0,0,size,size);
});
}); // end $(function(){});
</script>
</head>
<body>
<button id="bigger">Bigger!</button><br>
<canvas id="canvas" width=900 height=900></canvas>
</body>
</html>
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html5: Show an image OVER the canvas
Date : March 29 2020, 07:55 AM
To fix the issue you can do you can simply use two canvases, with absolute positions, where one canvas is over the other canvas, e.g. <div style="position: relative;">
<canvas id="layer1" width="100" height="100"
style="position: absolute; left: 0; top: 0; z-index: 0;"></canvas>
<canvas id="layer2" width="100" height="100"
style="position: absolute; left: 0; top: 0; z-index: 1;"></canvas>
</div>
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HTML5 Canvas, Tileset won't show up
Date : March 29 2020, 07:55 AM
wish helps you The problem here is that the image isn't loaded yet when you try to draw it, what you need to do is to wait until it is loaded. For that you can use trawa.onload as following: <!DOCTYPE html>
<html>
<head>
<style>
body {
margin: 0px;
padding: 0px;
}
#mapa
{
border: solid 1px;
}
</style>
</head>
<body>
<canvas id = "mapa" height = "500px" width= "500px"></canvas>
<script>
var canvas = document.getElementById('mapa');
var ctx = canvas.getContext('2d');
var trawa = new Image();
trawa.src = "trawa.png";
var mapa = [
[0,0,0,0,0,1,0,0],
[0,0,0,0,0,0,0,0]
];
var posX = 0;
var posY = 0;
trawa.onload = function (){
for (var x = 0; x < mapa.length; x++){
for (var y = 0; y < mapa[x].length; y++)
{
if (mapa[x][y] == 0)
{
ctx.drawImage(trawa, posX, posY, 32,32);
}
posX+=50;
}
posX = 0;
posY+=50;
}
}
</script>
</body>
</html>
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