Reputation: 871
I am drawing a white rectangle on top of a bunch of filled blue circles. This is the code for filling a circle:
function fillCircle(color, radius, x, y){
console.log("New Circle With Color: " + color + " Radius: " + radius + "X: " + x + "Y: " + y);
ctx.save();
ctx.fillStyle = color;
ctx.beginPath();
ctx.arc(x, y, radius, 0, 2 * Math.PI);
ctx.fill();
ctx.restore();
}
This is the code that calls the above function:
var draw = function(){
//draws map with ships
for(var k = 1; k < 6; k++){
for(var i = 0; i < 24; i++){
var point = polarToReal(k, i * Math.PI / 12);
fillCircle("blue", 4, point[0], point[1]);
}
}
}
Finally, here is the code that draws a rectangle:
function winMessage(color, text){
ctx.fillStyle = "white";
ctx.fillRect(WIDTH/4, HEIGHT/4, WIDTH/2, HEIGHT/2)
ctx.font = WIDTH/20+"px Arial";
ctx.strokeStyle = "black";
ctx.rect(WIDTH/4, HEIGHT/4, WIDTH/2, HEIGHT/2);
ctx.stroke();
ctx.fillStyle = color;
ctx.textAlign = "center";
ctx.fillText(text, WIDTH/2, HEIGHT/2);
}
When I first call draw()
and then winMessage()
, the white rectangle has the outline of one of the circles showing through (see image). I am not sure why the stroke queue isn't cleared. Please use the jsbin I provided to see the issue more closely.
Upvotes: 2
Views: 496
Reputation: 10886
The last circle you draw is still saved by the canvas context, and it's being redrawn when you call ctx.stroke()
. To clear it, you need to add a ctx.beginPath()
before you draw your rectangle.
Alternatively you can use ctx.strokeRect()
instead, and skip ctx.stroke()
.
Updated fiddle: https://jsfiddle.net/r7bcmLpq/4/
Upvotes: 3