I'm having a real issue trying to define a function for where I click on empty space. So far I have managed to define where I click on an object - of which there are 10 - but now I need a separate function for when I am not clicking on any of the objects. The general idea can be found at http://deciballs.co.uk/experience.html. The objects are the rings. My code is below... Any ideas?
var shapeObj = function (context, canvas, settingsBox, radius) {
this.ctx = context;
this.canvas = canvas;
this.sBox = settingsBox;
this.frequencies = new Array(220, 440, 1024, 2048);
this.cols = new Array(255, 225, 200, 175, 150);
this.strokes = new Array(1, 1.5, 2);
this.waves = new Array('sine', 'sawtooth', 'triangle', 'square');
this.properties = {
dur: Math.random()*0.5,
freq: this.frequencies[Math.floor(Math.random() * this.frequencies.length)],
radius: radius,
stroke: this.strokes[Math.floor(Math.random() * this.strokes.length)],
speed: Math.random()*6-3,
vol: Math.random()*10,
col1: this.cols[Math.floor(Math.random() * this.cols.length)],
col2: this.cols[Math.floor(Math.random() * this.cols.length)],
col3: this.cols[Math.floor(Math.random() * this.cols.length)],
alpha: 0,
wave: this.waves[Math.floor(Math.random() * this.waves.length)],
delay: 0
}
this.x = Math.random()*this.ctx.canvas.width;
this.y = Math.random()*this.ctx.canvas.height;
this.vx = 0.5;
this.vy = 1;
this.draw = function () {
this.ctx.beginPath();
this.ctx.arc(this.x, this.y, this.properties.radius, 0, Math.PI*2, false);
this.ctx.closePath();
this.ctx.stroke();
this.ctx.fill();
}
this.clickTest = function (e) {
var canvasOffset = this.canvas.offset();
var canvasX = Math.floor(e.pageX-canvasOffset.left);
var canvasY = Math.floor(e.pageY-canvasOffset.top);
var dX = this.x-canvasX;
var dY = this.y-canvasY;
var distance = Math.sqrt((dX*dX)+(dY*dY));
if (distance < this.properties.radius) {
this.manageClick();
} else {
this.properties.alpha = 0;
}
};
this.manageClick = function () {
this.sBox.populate(this.properties, this);
var divs = document.getElementsByTagName('section');
for(var i = 0, e = divs[0], n = divs.length; i < n; e = divs[++i]){
e.className='class2';
}
this.properties.alpha = 0.5;
}
}
The coordinates of the mouse whenever a click takes place can be found by detecting the click event with an event listener and finding the event's x and y position. A function is created which takes in the canvas element and event as parameters.
In Mouse Properties, on the Pointer Options tab, at the bottom, select Show location of pointer when I press the CTRL key, and then select OK. To see it in action, press CTRL.
Drawing to a canvas element means drawing a bitmap in immediate mode. To get a click event on a canvas element (shape), you need to capture click events on the canvas HTML element and determine which element was clicked. This requires storing the element's width and height.
Getting perfect mouse clicks is slightly tricky, I'll share the most bulletproof mouse code that I have created thus far. It works on all browsers will all manner of padding, margin, border, and add-ons (like the stumbleupon top bar).
// Creates an object with x and y defined,
// set to the mouse position relative to the state's canvas
// If you wanna be super-correct this can be tricky,
// we have to worry about padding and borders
// takes an event and a reference to the canvas
function getMouse(e, canvas) {
var element = canvas, offsetX = 0, offsetY = 0, mx, my;
// Compute the total offset. It's possible to cache this if you want
if (element.offsetParent !== undefined) {
do {
offsetX += element.offsetLeft;
offsetY += element.offsetTop;
} while ((element = element.offsetParent));
}
// Add padding and border style widths to offset
// Also add the <html> offsets in case there's a position:fixed bar (like the stumbleupon bar)
// This part is not strictly necessary, it depends on your styling
offsetX += stylePaddingLeft + styleBorderLeft + htmlLeft;
offsetY += stylePaddingTop + styleBorderTop + htmlTop;
mx = e.pageX - offsetX;
my = e.pageY - offsetY;
// We return a simple javascript object with x and y defined
return {x: mx, y: my};
}
You'll notice that I use some (optional) variables that are undefined in the function. They are:
stylePaddingLeft = parseInt(document.defaultView.getComputedStyle(canvas, null)['paddingLeft'], 10) || 0;
stylePaddingTop = parseInt(document.defaultView.getComputedStyle(canvas, null)['paddingTop'], 10) || 0;
styleBorderLeft = parseInt(document.defaultView.getComputedStyle(canvas, null)['borderLeftWidth'], 10) || 0;
styleBorderTop = parseInt(document.defaultView.getComputedStyle(canvas, null)['borderTopWidth'], 10) || 0;
// Some pages have fixed-position bars (like the stumbleupon bar) at the top or left of the page
// They will mess up mouse coordinates and this fixes that
var html = document.body.parentNode;
htmlTop = html.offsetTop;
htmlLeft = html.offsetLeft;
I'd recommend only computing those once, which is why they are not in the getMouse
function.
You should really have a single function hat handles mouse clicks, calls getMouse
once, and then goes though a list of objects, checking against each one with the x and y. Pseudocode:
function onMouseDown(e) {
var mouse = getMouse(e, canvas)
var l = myObjects.length;
var found = false;
// Maybe "deselect" them all right here
for (var i = 0; i < l; i++) {
if (distance sqrt to myObjects[i]) {
found = true;
myObjects[i].ManageClickOrWhateverYouWantHere()
}
break;
}
// And now we can know if we clicked on empty space or not!
if (!found) {
// No objects found at the click, so nothing has been clicked on
// do some relevant things here because of that
// I presume from your question this may be part of what you want
}
}
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