Reputation: 215
I am using javascript with p5.js framework. I created an offscreen graphics buffer. Now I want to clear part of that buffer (so it becomes invisible again). What is the best way to do it?
Right now I can only achieve that by direct changing of the alpha value for every pixel I need.
Here is a MCVE:
// sketch.js, requires p5.js
function setup() {
createCanvas(100,100);
background(0);
let mymap = createGraphics(100,100);
mymap.fill(255);
mymap.rect(20,20,40,40);
mymap.loadPixels();
for (let i = 23; i < 37; i++) {
for (let j = 23; j < 37; j++) {
mymap.pixels[400*i+4*j+3] = 0;
}
}
mymap.updatePixels();
image(mymap,0,0);
}
Some side-notes:
1) there is a tiledmap.js library to p5.js, but I am still reading into it's source code and right now it doesn't look like they got 1 buffer for the entire tilemap.
2) there is a clear function to clear the canvas graphics, it does clear things, but it clears everything on the given buffer.
Upvotes: 1
Views: 1443
Reputation: 42176
You should be able to use the set()
function. More info can be found in the reference.
I would expect something like this to work:
const transparency = createGraphics(20, 20);
mymap.set(30, 30, transparency);
mymap.updatePixels();
Unfortunately, this seems to only set a single pixel. This smells like a bug to me, so I've filed this bug on GitHub.
Like you've discovered, you can also set the pixel values directly. This might be simpler than what you currently have:
let mymap;
function setup() {
createCanvas(100,100);
mymap = createGraphics(100,100);
mymap.fill(255, 0, 0);
mymap.rect(20,20,40,40);
for(let y = 30; y < 50; y++){
for(let x = 30; x < 50; x++){
mymap.set(x, y, color(0, 0, 0, 0));
}
}
mymap.updatePixels();
}
function draw() {
background(0, 255, 0);
image(mymap,0,0);
}
Note that there's a tradeoff: this code is simpler, but it's also slower.
Upvotes: 1