Reputation: 415
I would like to know how to draw a circle using html5's canvas and move it around. I already have the code for drawing a circle, but after that is finished, I want to drag it around. I was trying to figure the implementation of the codes following the sequence of actions (draw --> move), but not sure how to build it using canvas and JS. Anybody can help me??
Below is my code:
HTML
<body>
<h1>Circle</h1>
<div class="circle">
<canvas id="myCanvasCircle" width="500" height="500"> your browser does not support HTML5 canvas tag.</canvas>
</div>
</body>
JS
<script>
var canvas = document.getElementById('myCanvasCircle'),
ctx = canvas.getContext('2d'),
circle = {},
drag = false;
function draw() {
ctx.beginPath();
ctx.arc(circle.X, circle.Y, circle.radius, 0, 2.0 * Math.PI);
ctx.stroke();
}
function mouseDown(e) {
circle.startX = e.pageX - this.offsetLeft;
circle.startY = e.pageY - this.offsetTop;
circle.X = circle.startX;
circle.Y = circle.startY;
circle.radius = 0;
drag = true;
}
function mouseUp() {
drag = false;
}
function mouseMove(e) {
if (drag) {
circle.X = e.pageX - this.offsetLeft;
circle.Y = e.pageY - this.offsetTop;
circle.radius = Math.sqrt(Math.pow((circle.X - circle.startX), 2) + Math.pow((circle.Y - circle.startY), 2));
ctx.clearRect(0, 0, canvas.width, canvas.height);
draw();
}
}
function init() {
canvas.addEventListener('mousedown', mouseDown, false);
canvas.addEventListener('mouseup', mouseUp, false);
canvas.addEventListener('mousemove', mouseMove, false);
}
init();
</script>
Upvotes: 0
Views: 5510
Reputation: 1105
If you want to draw just one circle, it's fairly simple to modify your code to do it.
http://jsfiddle.net/15dkrakj/2/
circleMade = false;
//In mouseDown
if (!circleMade) {
circle.radius = 0;
}
function mouseUp() {
drag = false;
circleMade = true;
}
//In mouseMove
if (!circleMade) {
circle.radius = Math.sqrt(Math.pow((circle.X - circle.startX), 2) + Math.pow((circle.Y - circle.startY), 2));
}
Just don't change the radius after the first mouse down and up.
If you're wanting to be able to draw multiple circles, and drag each one... that's a bit more complicated.
To answer question in comments:
http://jsfiddle.net/15dkrakj/3/
mouseMoved = false
//In mouse up
if(!mouseMoved){
circle = {};
circleMade = false;
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
mouseMoved = false;
function mouseMove(e) {
if (drag) {
mouseMoved = true;
...
This tracks whether the mouse was pressed down and moved. If the mouse isn't moved while it's pressed down, on mouse up clear the screen and empty the circle.
Upvotes: 3