Reputation: 375
I am drawing a canvas and rotating it based on a value, it works if i use the canvas one time on a page.
If i add it the second time to the page, only the last one gets drawn, i cant find the error in my code and i dont get a js error.
i think the problem is in the next function:
function animate(){
function drawnumbers()
{context.save();
context.fillStyle = "#000000";
context.translate(73,0);
context.font="10px Orbitron";
context.textAlign = "center";
context.rotate(((i*(180/min)))*Math.PI/180);
context.fillText(data.values[i].amount,0,3);
context.restore();
};
if (d < defer){
context.clearRect(0,0,400,400);
d++;
context.save();
var ang = ((((d-minn)*(180/angle)))*(Math.PI/180));
context.translate(38,39);
context.scale(.8,.8);
base_image = new Image();
base_image.src = 'http://oi44.tinypic.com/2hfkx8p.jpg';
context.translate(base_image.width/2, base_image.height/2);
context.rotate(ang );
context.drawImage(base_image, -base_image.width/2, -base_image.height/2);
context.restore();
context.save();
context.beginPath();
context.arc(100,100,64,1*Math.PI,2*Math.PI, false);
context.lineWidth = .4;
context.strokeStyle="#00A1DE";
context.globalAlpha = 0.7;
context.stroke();
context.restore();
context.save();
context.translate(100,100);
context.rotate(Math.PI/180);
context.strokeStyle = "#00A1DE";
context.lineWidth = .7;
for (var i=0;i < data.values.length; i++){
context.beginPath();
context.moveTo(62,0);
context.lineTo(67,0);
context.stroke();
context.globalAlpha = 0.7;
drawnumbers();
context.rotate((182/(min))*(-Math.PI/180));
}
context.restore();
context.fillStyle="white";
context.fillRect(38,101,123,75);
context.save();
context.fillStyle = "#00a1de";
context.font = "22px Orbitron";
context.textAlign = "center";
context.fillText(defer, 100, 90);
context.restore();
context.save();
context.fillStyle = "#000000";
context.font = "10px arial";
context.textAlign = "center";
context.fillText(eenheid, 100, 115);
context.restore();
}
else
{
clearTimeout(t);
};
t=setTimeout("animate()",30-d);
};
check example to better understand:
http://jsbin.com/ogEgURu/1/
I had it in a function but it remains the same problem so i think something is wrong with my code.
Can anyone see the problem i am not seeing ?
Upvotes: 0
Views: 158
Reputation: 19294
Your code is way too complex, especially since there is no good reason for this complexity.
Copying a big (>200) lines block of code to duplicate a functionality is error-prone.
You'll be able to see easily the issue once you refactored your code.
Just a few hints :
after all this, your code will look much simpler, and the bug should vanish very quickly.
I did this work (partially), in this fiddle : http://jsfiddle.net/gamealchemist/ztczK/1/ (edited)
The code looks like :
// parameters : settings for one gauge display
var parameters1 = {
data: data,
defer: '520',
context: context,
left: 38,
top: 30,
d: 0,
angle: 0,
scale: 0.8,
//... whatever parameter here
};
var parameters2 = ... ;
split the draw into many functions so it's much simpler to understand :
// draws a gauge
function drawGauge(param) {
preDraw(param);
drawBaseImage(param);
drawArc(param);
drawTheNumbers(param);
writeDefer(param);
writeEenheid(param);
postDraw(param);
}
// translate and scales context, and updates some values for the gauge
function preDraw(param) {
var minn = param.data.values[param.data.values.length - 1].amount;
var maxn = data.values[0].amount;
var angle = maxn - minn;
var d = param.d;
param.ang = ((((d - minn) * (180 / angle))) * (Math.PI / 180));
var ctx = param.context;
ctx.save();
ctx.translate(param.left, param.top);
ctx.scale(param.scale, param.scale);
context.fillStyle = "white";
context.fillRect(0, 60, 123, 75);
}
// restore context
function postDraw(param) {
var ctx = param.context;
ctx.restore();
param.d++;
}
function drawBaseImage(param) {
var ctx = param.context;
var ang = param.ang;
ctx.save();
ctx.translate(base_image.width / 2, base_image.height / 2);
ctx.rotate(ang);
ctx.drawImage(base_image, -base_image.width / 2, -base_image.height / 2);
ctx.restore();
}
function drawArc(param) {
var ctx = param.context;
ctx.save();
ctx.beginPath();
ctx.arc(base_image.width / 2, base_image.height / 2, 64, 1 * Math.PI, 2 * Math.PI, false);
ctx.lineWidth = .4;
ctx.strokeStyle = "#00A1DE";
ctx.globalAlpha = 10.7;
ctx.stroke();
ctx.restore();
}
function writeDefer(param) {
var ctx = param.context;
var defer = param.defer;
ctx.save();
ctx.fillStyle = "#00a1de";
ctx.font = "22px Orbitron";
ctx.textAlign = "center";
ctx.fillText(defer, base_image.width / 2, base_image.height / 2);
ctx.restore();
}
function writeEenheid(param) {
var ctx = param.context;
ctx.save();
ctx.fillStyle = "#000000";
ctx.font = "10px arial";
ctx.textAlign = "center";
ctx.fillText(eenheid, base_image.width / 2, base_image.height / 2 + 20);
ctx.restore();
}
function drawTheNumbers(param) {
var ctx = param.context;
var dataValues = param.data.values;
var count = dataValues.length;
ctx.save();
ctx.translate(base_image.width / 2, base_image.height / 2);
ctx.rotate(Math.PI / 180);
ctx.strokeStyle = "#00A1DE";
ctx.lineWidth = .7;
ctx.fillStyle = "#000000";
ctx.font = "10px Orbitron";
ctx.textAlign = "center";
ctx.globalAlpha = 0.7;
for (var i = 0; i < count; i++) {
ctx.beginPath();
ctx.moveTo(62, 0);
ctx.lineTo(67, 0);
ctx.stroke();
ctx.closePath();
ctx.fillText(dataValues[i].amount, 60, 3);
ctx.rotate(-Math.PI / count);
}
context.restore();
}
then animate becomes very simple, even with several gauges :
function animate() {
context.clearRect(0, 0, canvasWidth, canvasHeight);
drawGauge(parameters1);
drawGauge(parameters2);
setTimeout(animate, 15);
};
base_image.onload = animate();
Upvotes: 2