I'm trying to build my first nearly-complex map based on vectors drawn in a html 5 canvas.
It works well, except the scaling. I noticed the following:
I thought at first it's my fault, maybe the canvas doesn't get cleared. But after some testing, the "ghosts" disappear and new ghosts appear.
It would be so cool if someone could help.
Code - HTML:
<div>
<div style="position:absolute;top:30px;z-index:102;">
<canvas id="canvas" width="1386" height="747" style="position:absolute;"></canvas>
</div>
<div style="position:absolute; top:30px;" id="debugText">Debug</div>
<div style="position:absolute;top:30px; visibility: hidden;">
<canvas id="debugCanvas" width="1386" height="747"></canvas>
</div>
<div style="position:absolute; left: 200px;z-index:99;" id="debugContols">
<a href="#" onClick="javascript:zoomIn(0, 0, 0.5);">Zoom 0.5</a>
<a href="#" onClick="javascript:zoomIn(0, 0, 2);">Zoom 2</a>
<a href="#" onClick="javascript:zoomIn(0, 0, 3);">Zoom 3</a>
</div>
</div>
Code - Javascript:
var canvas = document.getElementById("canvas");
var debugCanvas = document.getElementById("debugCanvas");
var ctx = canvas.getContext("2d");
var ctxDebug = debugCanvas.getContext("2d");
var context = ctx;
var scale = 1;
var originx = 0;
var originy = 0;
function draw() {
// plne/Straen
[find drawing in fiddle, since its too long]
}
this.onmousewheel = function(event) {
var mousex = event.clientX - canvas.offsetLeft;
var mousey = event.clientY - canvas.offsetTop;
var wheel = event.wheelDelta/120;//n or -n
//according to Chris comment
var zoom = Math.pow(1 + Math.abs(wheel)/2 , wheel > 0 ? 1 : -1);
zoomIn(mousex, mousey, zoom);
return;
}
var isZooming = false;
var distances = new Array();
function touchStart(e) {
preventDefaultScroll(e);
if(e.touches.length > 1 && isZooming == false) {
var touch1 = event.touches[0];
var touch2 = event.touches[1];
x1 = touch1.pageX;
y1 = touch1.pageY;
x2 = touch2.pageX;
y2 = touch2.pageY;
var diffX = x2 - x1;
var diffY = y2 - y1;
var centerX = x1 + diffX/2;
var centerY = y1 + diffY/2;
//$("#debugText").text(centerX + " " + centerY);
debugCanvas.width = debugCanvas.width;
ctxDebug.beginPath();
ctxDebug.arc(centerX, centerY, 20, 0, 2 * Math.PI, false);
ctxDebug.fillStyle = 'green';
ctxDebug.fill();
ctxDebug.lineWidth = 5;
ctxDebug.strokeStyle = '#003300';
ctxDebug.stroke();
zoomCenterX = centerX;
zoomCenterY = centerY;
var touch1 = event.touches[0];
var touch2 = event.touches[1];
x1 = touch1.pageX;
y1 = touch1.pageY;
x2 = touch2.pageX;
y2 = touch2.pageY;
var distanz = dist(x1,y1,x2,y2);
lastDistance = distanz;
distanceInterval = setInterval(checkDistance,50);
isZooming = true;
}
}
var distanceInterval;
var zoomCenterX;
var zoomCenterY;
var lastDistance = 0;
function checkDistance()
{
$("#debugText").text("checkDist");
if(distances.length == 0) return;
var distanceGesamt = 0;
for(var i = 0; i < distances.length; i++)
{
distanceGesamt += distances[i];
}
var distanceDurchschnitt = distanceGesamt / distances.length;
var curDist = distanceDurchschnitt - lastDistance;
var zoomFac = 1 + (curDist / 100);
$("#debugText").text(distanceDurchschnitt + " " + zoomFac);
distances = new Array();
zoomIn(zoomCenterX, zoomCenterY, zoomFac)
lastDistance = distanceDurchschnitt;
}
function touchEnd(e)
{
if(e.touches.length < 2)
{
isZooming = false;
clearInterval(distanceInterval);
}
}
function dist(x1,y1,x2,y2)
{
return Math.sqrt((x1 -= x2) * x1 + (y1 -= y2) * y1);
}
function touchMove(e)
{
if(isZooming)
{
var touch1 = event.touches[0];
var touch2 = event.touches[1];
x1 = touch1.pageX;
y1 = touch1.pageY;
x2 = touch2.pageX;
y2 = touch2.pageY;
var distanz = dist(x1,y1,x2,y2);
distances.push(distanz);
}
}
function preventDefaultScroll(event) {
event.preventDefault();
window.scroll(0,0);
return false;
}
canvas.addEventListener('gestureend', function(e) {
if (e.scale < 1.0) {
// User moved fingers closer together
} else if (e.scale > 1.0) {
// User moved fingers further apart
}
}, false);
function zoomIn(mousex, mousey, zoom)
{
canvas.style.display = 'none';
context.translate(
originx,
originy
);
context.scale(zoom,zoom);
context.translate(
-( mousex / scale + originx - mousex / ( scale * zoom ) ),
-( mousey / scale + originy - mousey / ( scale * zoom ) )
);
originx = ( mousex / scale + originx - mousex / ( scale * zoom ) );
originy = ( mousey / scale + originy - mousey / ( scale * zoom ) );
scale *= zoom;
requestAnimFrame(function() {
context.clearRect(0,0,canvas.width,canvas.height);
draw();
});
canvas.style.display = 'block';
//context.clearRect(0,0,canvas.width,canvas.height);
}
$(document).ready(function() {
draw();
addEventListener('touchstart', touchStart, true);
addEventListener('touchmove', touchMove, true);
addEventListener('touchend', touchEnd, true);
addEventListener('touchcancel', touchEnd, true);
});
window.requestAnimFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
function( callback ){
window.setTimeout(callback, 1000 / 60);
};
})();
Here's the fiddle
The canvas element is part of HTML5 and allows for dynamic, scriptable rendering of 2D shapes and bitmap images.
The HTML <canvas> element is used to draw graphics, on the fly, via JavaScript. The <canvas> element is only a container for graphics. You must use JavaScript to actually draw the graphics. Canvas has several methods for drawing paths, boxes, circles, text, and adding images.
The HTML <canvas> element is used to draw graphics, on the fly, via scripting (usually JavaScript). The <canvas> element is only a container for graphics.
Resizing the canvas on the fly is quite easy. To do it, simply set the width and height properties of the Canvas object, and then redraw the canvas contents: Canvas . width = 600 ; Canvas .
Okay, so the first problem I found in your code was that you were using context
instead of ctx
when you were doing context transforms, so I fixed that.
Next, I moved the clearRect
to the top of the function, and then drew after the context was already transformed.
Finally, there was a little bit of map still duplicating at the bottom, so I changed clearRect
to clear twice the actual height of the canvas canvas.height*2
.
JSFiddle
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