Reputation: 6527
I'm currently working on an HTML canvas example that fades out a line after it is drawn on a canvas, though my question is: how do I attain this while using a background image?
Live Demo (current code in a link at the bottom of this post)
CSS:
canvas {
background-image: url("https://zgab33vy595fw5zq-zippykid.netdna-ssl.com/wp-content/uploads/2018/02/PluralsightandSO.jpg");
background-size: 100% 100%;
}
JavaScript:
var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d"),
painting = false,
lastX = 0,
lastY = 0;
canvas.width = canvas.height = 600;
canvas.onmousedown = function (e) {
if (!painting) {
painting = true;
} else {
painting = false;
}
lastX = e.pageX - this.offsetLeft;
lastY = e.pageY - this.offsetTop;
};
canvas.onmousemove = function (e) {
if (painting) {
mouseX = e.pageX - this.offsetLeft;
mouseY = e.pageY - this.offsetTop;
ctx.beginPath();
ctx.moveTo(lastX, lastY);
ctx.lineTo(mouseX, mouseY);
ctx.stroke();
lastX = mouseX;
lastY = mouseY;
}
}
function fadeOut() {
ctx.fillStyle = "rgba(255,255,255,0.3)";
ctx.fillRect(0, 0, canvas.width, canvas.height);
setTimeout(fadeOut,100);
}
fadeOut();
I realize fillRect
is filling the entire canvas with the fillStyle
so I assumed I could add the image to the canvas instead, but as you can tell, the animation is not the same by using this code instead:
var image = new Image();
image.src = "https://zgab33vy595fw5zq-zippykid.netdna-ssl.com/wp-content/uploads/2018/02/PluralsightandSO.jpg"
ctx.drawImage(image, 0, 0);
Current Live Demo (after changes described above) - it's too rigid and doesn't have as long of a tail
Any thoughts?
Upvotes: 1
Views: 879
Reputation: 28128
You're drawing a 30% transparent square to get the 'fading' effect:
ctx.fillStyle = "rgba(255,255,255,0.3)";
So you need to draw the PNG transparently as well
canvas.onmousemove = function (e) {
if (painting) {
// set line alpha to 1
ctx.globalAlpha = 1.0;
// your paint code here
}
}
function fadeOut() {
var image = new Image();
// set image alpha to 0.3
ctx.globalAlpha = 0.3;
// your draw image code here
}
By the way, you don't need to create the new image every time!
Upvotes: 1
Reputation: 945
You need to specify width and height:
ctx.drawImage(image, 0, 0, 600, 600);
Upvotes: 0