Reputation: 187
I've been building a circle with 2 colors ( to show progress ) using 2 canvas on top of eachother
To ease the calculation of the percentage needed on the filler arc, I wanted to move the start position of it to 1.5PI but make it act like 0PI
I thought this would do the trick:
context.rotate(Math.PI * 1.5 ) I want to offset 1.5PI or 240 degrees.
This is not working and gives me a weird outcome.
// Filler
var canvas = document.getElementById('canvas_<?php echo $champions_['champion_id'];?>');
var context = canvas.getContext('2d');
context.rotate(1.5*Math.PI )
var x = canvas.width / 2;
var y = canvas.height / 2;
var endAngle = 1.5 * Math.PI;
context.beginPath();
context.arc(x, y, 75, 0,<?php echo $percentage*2;?> * Math.PI, false);
context.lineWidth = 15;
// line color
context.strokeStyle = '<?php echo $second_colour;?>';
context.stroke();
//Base
var canvas = document.getElementById('canvas_main_<?php echo $champions_['champion_id'];?>');
var context = canvas.getContext('2d');
context.beginPath();
context.arc((canvas.width / 2), (canvas.height / 2), 75, 2 * Math.PI, false);
context.lineWidth = 15;
// line color
context.strokeStyle = '<?php echo $base_colour;?>';
context.stroke();
Upvotes: 1
Views: 1154
Reputation: 136668
Think of your canvas as a... canvas or a paper sheet if you're more used to it,
You are asking it to rotate by x radians, from the origin point (by default, the top-left corner). This origin point is not your arc's center, hence your circle (which could be thought as the pen in your hand) is offset.
var angle = 0;
var context = canvas.getContext('2d');
// move back from our canvas so we can see what we are doing
context.translate(canvas.width / 2, canvas.height / 2);
context.scale(.25, .25);
function draw() {
// we need to multiply since we scaled down the canvas
context.clearRect(-canvas.width * 2, -canvas.height * 2, canvas.width * 4, canvas.height * 4);
// save the current sate of the context
context.save();
// here we rotate from the origin 0,0, the top-left corner
context.rotate(angle);
context.strokeStyle = '#000000';
// draw the border of our canvas
context.strokeRect(0, 0, canvas.width, canvas.height);
var x = canvas.width / 2;
var y = canvas.height / 2;
var endAngle = 1.5 * Math.PI;
context.beginPath();
context.lineWidth = 15;
context.strokeStyle = 'red';
// as mentionned by @markE, we were leaking off the canvas
var radius = 75 - (context.lineWidth / 2);
context.arc(x, y, radius, 0, angle, false);
context.stroke();
// restore our context
context.restore();
}
draw();
inp.oninput = inp.onchange = function() {
angle = (2 * Math.PI * this.value) / 100;
draw();
}
canvas {
background: ivory;
}
<input id="inp" type="range" min="0" max="100" value="0" /><br>
<canvas id="canvas"></canvas>
What you need is to make the origin point at the center of your arc before you do the rotate :
var angle = 0;
var context = canvas.getContext('2d');
function draw() {
context.clearRect(0, 0, canvas.width, canvas.height);
context.save();
// the center of your arc
var x = canvas.width / 2;
var y = canvas.height / 2;
// we modify the context's origin point
context.translate(x, y);
// here we rotate from the center of your circle
context.rotate(angle);
// we set the origin point back to the top left-corner
context.translate(-x, -y);
// note we could also have drawn our arc directly with
// ctx.arc(0, 0, radius, sAngle, eAngle);
// draw the border of our canvas
context.strokeRect(0, 0, canvas.width, canvas.height);
var endAngle = 1.5 * Math.PI;
context.lineWidth = 15;
context.strokeStyle = 'red';
// as mentionned by @markE, we were leaking off the canvas
var radius = 75 - (context.lineWidth / 2);
context.beginPath();
context.arc(x, y, radius, 0, angle, 0);
context.stroke();
// restore our context
context.restore();
}
draw();
inp.oninput = inp.onchange = function() {
angle = (2 * Math.PI * this.value) / 100;
draw();
}
canvas {
background: ivory;
}
<input id="inp" type="range" min="0" max="100" value="0" /><br>
<canvas id="canvas"></canvas>
But you'll notice that your whole arc is also rotated, and there is no way to rotate your context while drawing an arc (except using the arcTo
method and a lot more calculations).
So the easiest way is to not rotate your context, there are startAngle
and endAngle
parameters to the arc()
method, use it :
var angle = 0;
var context = canvas.getContext('2d');
function draw() {
context.clearRect(0, 0, canvas.width, canvas.height);
var x = canvas.width / 2;
var y = canvas.height / 2;
var offset = 1.5 * Math.PI;
context.beginPath();
var start = offset;
var end = angle + offset;
context.lineWidth = 15;
context.strokeStyle = 'red';
// as mentionned by @markE, we were leaking off the canvas
var radius = 75 - (context.lineWidth / 2);
context.arc(x, y, radius, start, end);
context.stroke();
context.restore();
}
draw();
inp.oninput = inp.onchange = function() {
angle = (2 * Math.PI * this.value) / 100;
draw();
}
canvas {
background: ivory;
}
<input id="inp" type="range" min="0" max="100" value="0" /><br>
<canvas id="canvas"></canvas>
Upvotes: 2