I did an experiment today to see what I can do with <div>
s. So I made a simple Paint-like program, which you can draw with <div>
s.
$(window).mousemove(function(e){
if(!mousedown){
return false;
}
var x = e.clientX,
y = e.clientY;
drawDot(x,y,ele);
lastX = x;
lastY = y;
});
This is part of the code. It works, but there are gaps between dots. So I created a function called fillDot
which will draw a line from point A (last point) to point B (current point).
drawDot(x,y,ele);
fillDot(lastX,lastY,x,y,ele);
function fillDot(lx,ly,x,y,canvas){
var rise = y - ly,
run = x - lx,
slope = rise / run,
yInt = y - (slope * x);
if( lx < x ){
for(var i = lx; i < x ; i+=.5){
var y = slope * i + yInt;
drawDot(i,y,canvas);
}
}else if( x < lx ){
for(var i = x; i < lx ; i++){
var y = slope * i + yInt;
drawDot(i,y,canvas);
}
}
}
It works fine only when I am drawing horizontal-ish lines. When I draw from top to bottom or bottom to top, there will still be gaps. I found something called Bresenham's line algorithm which can do the same thing, but I don't know how to use it...
Any idea how to fill all points in between?
ps: I know there is <canvas>
, but I am testing what I can do with <div>
.
Nevermind, I translated the Bresenham's line algorithm into JavaScript and it works perfectly now!
function fillDot(x0, y0, x1, y1){
var dx = Math.abs(x1-x0);
var dy = Math.abs(y1-y0);
var sx = (x0 < x1) ? 1 : -1;
var sy = (y0 < y1) ? 1 : -1;
var err = dx-dy;
while(true){
drawDot(x0,y0);
if ((x0==x1) && (y0==y1)) break;
var e2 = 2*err;
if (e2>-dy){
err -= dy;
x0 += sx;
}
if (e2 < dx){
err += dx;
y0 += sy;
}
}
}
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