Reputation: 910
I previously asked how to fill a shape with a checkerboard effect using html5 canvas. HTML5 Canvas Fill with two colours
and i was given a jsfiddle to show how to do this. http://jsfiddle.net/NdUcv/2/
var can = document.getElementById('canvas1');
var ctx = can.getContext('2d');
// set up a pattern, something really elaborate!
var pattern = document.createElement('canvas');
pattern.width = 40;
pattern.height = 40;
var pctx = pattern.getContext('2d');
pctx.fillStyle = "rgb(188, 222, 178)";
pctx.fillRect(0,0,20,20);
pctx.fillRect(20,20,20,20);
// Now we draw that pattern to a custom shape:
var pattern = ctx.createPattern(pattern, "repeat");
ctx.beginPath();
ctx.moveTo(30, 30);
ctx.lineTo(300, 30);
ctx.lineTo(400, 60);
ctx.lineTo(300, 150);
ctx.lineTo(200, 50);
ctx.lineTo(100, 450);
//ctx.closePath();
ctx.fillStyle = pattern;
ctx.fill();
I would like to know know how its possible to convert this syntax to KineticJS? I notice from the kineticjs doc and examples, that you can fill with an image or a gradient, but there is no mention of filling with a pattern.
Surely this can be done if it can be done natively with html5?
Upvotes: 0
Views: 2113
Reputation: 105015
Yes, you can use similar code to create a kinetic polygon filled with your pattern
Fill a canvas with your pattern just as you do in native html canvas:
// use a temp canvas to create a pattern
var pattern = document.createElement('canvas');
pattern.width = 40;
pattern.height = 40;
var pctx = pattern.getContext('2d');
pctx.fillStyle = "rgb(188, 222, 178)";
pctx.fillRect(0,0,20,20);
pctx.fillRect(20,20,20,20);
Now use that temp canvas to create an image object
var img=new Image();
img.onload=function(){
// img now contains your pattern
}
img.src=pattern.toDataURL();
Finally, use fillPatternImage to fill a kinetic polygon with your pattern:
// make a kinetic polygon filled with the pattern
var polyPattern = new Kinetic.Polygon({
points: [30,30, 300,30, 400,60, 300,150, 200,50, 100,450],
fillPatternImage: img,
stroke: 'black',
strokeWidth: 3
});
Here is code and a Fiddle: http://jsfiddle.net/m1erickson/uW8xz/
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Prototype</title>
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<script src="http://d3lp1msu2r81bx.cloudfront.net/kjs/js/lib/kinetic-v4.7.0.min.js"></script>
<style>
#container{
border:solid 1px #ccc;
margin-top: 10px;
width:400px;
height:400px;
}
</style>
<script>
$(function(){
var stage = new Kinetic.Stage({
container: 'container',
width: 450,
height: 450
});
var layer = new Kinetic.Layer();
stage.add(layer);
// use a temp canvas to create a pattern
var pattern = document.createElement('canvas');
pattern.width = 40;
pattern.height = 40;
var pctx = pattern.getContext('2d');
pctx.fillStyle = "rgb(188, 222, 178)";
pctx.fillRect(0,0,20,20);
pctx.fillRect(20,20,20,20);
// make an image from the temp canvas pattern
var img=new Image();
img.onload=function(){
// make a kinetic polygon filled with the pattern
var polyPattern = new Kinetic.Polygon({
points: [30,30, 300,30, 400,60, 300,150, 200,50, 100,450],
fillPatternImage: img,
stroke: 'black',
strokeWidth: 3
});
// add the shape to the layer and layer.draw()
layer.add(polyPattern);
layer.draw();
}
img.src=pattern.toDataURL();
}); // end $(function(){});
</script>
</head>
<body>
<div id="container"></div>
</body>
</html>
Upvotes: 2