I'm building the engine for a tiny game, and right now I have just got a red circle with two little eyes as a main character. I have keyPress
functions to detect movement, and that works, but I wanted to use something I used a long time ago in QBASIC to remove the character and redraw at a new location: XOR
Basically, on keypress this happens:
if (code == 39) {
mainChar.drawChar();
mainChar.x += 1;
mainChar.leftEye.x += 1;
mainChar.rightEye.x += 1;
mainChar.drawChar();
}
I thought drawing the character on the same space, then adjusting the positions and drawing again would remove the first instance and draw a new one. Here is a snippet of my drawChar
method:
context.beginPath();
context.arc(mainChar.x, mainChar.y, mainChar.radius, 0, 2 * Math.PI, false);
context.closePath();
context.fillStyle = 'red';
context.fill();
context.globalCompositeOperation = "xor";
It's 'sort-of' working, and by 'sort-of' I mean it's not completely erasing the first drawing. Nothing has shifted yet for the first call (and the character has been called on load) so I thought XOR would completely erase the image since their coordinates and everything are identical?
Am I way off base, implementing something slightly wrong, or is there just a much better way to do this?
Have you noticed that the un-erased part of your circle is very jaggy?
That's because canvas originally drew your circle with anti-aliasing to visually smooth out the roundness of your circle.
When you XOR the same circle, canvas does not erase the anti-aliasing pixels it originally created.
The same will happen for slanted lines.
Bottom line...XOR will not work until browsers let us turn off anti-aliasing. This option has been proposed to the powers-that-be.
Until then you might change your drawChar so that you can "erase" a slightly larger circle than you originally drew.
drawChar(50,"red");
drawChar(51,"white");
function drawChar(r,fill){
ctx.beginPath();
ctx.arc(100,100,r, 0, 2 * Math.PI, false);
ctx.closePath();
ctx.fillStyle = fill;
ctx.fill();
}
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