HTML5 : animating on a Canvas with sprite sheet

We have already seen how to animate on Canvas in one of our last tutorials. That was quite straight forward as we were using Canvas drawing straight out of the box. Here we will use our newly learnt tools(loading and drawing bitmap image in canvas) to make an animation.
The source files are here for you to download and play.
The concept is the same though as in re-drawing in the canvas at a regular interval, but instead of drawing with drawing API, we will be drawing image.
First of all lets understand what a sprite sheet is? The sprite sheet is an image! Just an image? Yes, its just an image file. In that image file, we should have almost all the images needed for our purpose. That means, one image file consisting of all the images required in a project. Why its necessary? Good question. The reason being we have just one call to the server and all our image data is loaded. The next reason is to update the image data. Suppose we want to update the graphics all at once, we just have to update one image file.
If you are going through the image file in our source, the image file has 12 different images of a character. All we are going to do is, cycle over each character over a time. That we can do with a “setInterval()” javascript function.
Lets see the javascript code first and then we will go learn it.

$.ready()
{
	//------------- 1. defining the variables and functions----------------
	var resetCanvas,resetContext,
		canvas_1,context_1,
		image_data,photo,loadPhoto,imageLoaded,timer,onTimer,counter,animate;
	//------------- 2. configuring ---------------------------------------
	//get the canvas and context
	canvas_1=$('#board_one').get(0);
	context_1=canvas_1.getContext('2d');
	counter=1;
	//---------------functions----------------------------------
	//resetting the width and height, it automatically resets the canvas
	//clear the board, quick and dirty, its a HACK!!
	resetCanvas = function (canvasRef){
		canvasRef.width=canvasRef.width;
		canvasRef.height=canvasRef.height;
	};
	//clear the board
	resetContext=function(canvasRef,contextRef){
		contextRef.clearRect(0,0,canvasRef.width,canvasRef.height);
	};
	
	imageLoaded=function(evt)
	{
		var originalPic=evt.target; 
		animate();
	};
	
	loadPhoto=function(path)
	{
		photo.src=path;
	};
	
	animate=function(){
		timer=setInterval(onTimer,150);
	};
	
	onTimer=function(){
		resetContext(canvas_1,context_1);
		
		//draw again
		if(counter>=12)
		{
			counter=0;
		}
		context_1.drawImage(photo, 97*counter, 0, 97, 95, 230, 110, 97, 95);
		counter++;
		//clearInterval(timer);//incase we need to stop the animation
	};
	
	//----------------3. using-----------------------------
	image_data=context_1.createImageData(canvas_1.width,canvas_1.height);
	photo=new Image();
	photo.onload=imageLoaded;
	loadPhoto('images/walkSheet.png');
};

In the beginning we have just defined the variables, then populating them with the required values and scripts. Lastly we are calling our methods and using these variables.
In the beginning we get our canvas and its context. Intitialised the “counter” to 1 as we have 12 different positions of the image, we will be needing a counter to move to next position. So once these properties are populated, we have created some functions, which we use. Then moving on to the actions, firstly there is an “image_data” object, I have created, but not used. That is just to show we can create an image data object from the canvas, which is used to pixel manipulation. So the first thingon making our animation is making an Image object with

photo=new Image();

Then we have to provide an event handler for its image load event, that is done with the code below.

photo.onload=imageLoaded;

If you remember we have already created the “imageLoaded” function, which looks as below.

imageLoaded=function(evt)
	{
		var originalPic=evt.target; //just for the shake of understanding
		animate();
	};

Here the first the “originalPic” variable is defined just to know that we can get the image from the event object as “event.target” . So all in all this “imageLoaded” function actually initialises our animation by calling “animate()”.

animate=function(){
		timer=setInterval(onTimer,150);
	};

And “animate()” function actually intialises the timer for animation and calls “onTimer” function repeatedly at each 150 milliseconds.

onTimer=function(){
		resetContext(canvas_1,context_1);
		//draw again
		if(counter>=12)
		{
			counter=0;
		}
		context_1.drawImage(photo, 97*counter, 0, 97, 95, 230, 110, 97, 95);
		counter++;
		//clearInterval(timer);
	};

This is the place, where all the action is happening. First we have to clear our canvas, that is being done on the first line of this function. Next we check, whether the “counter” is more than 12, if it is then reset it to 0. Thats for we have just 12 different images. Now the line which actually draws our animation is

context_1.drawImage(photo, 97*counter, 0, 97, 95, 230, 110, 97, 95);

This is actually drawing part of the sprite sheet to a particular are in the canvas. Its like copying a portion from the sprite sheet and pasting it in the Canvas. On the next timer event (ie; after another 150 milliseconds, it will copy another portion and paste it in the same location.) we take another portion from the sprite sheet and paste it in the same area of canvas. Since we are clearing the canvas and re-drawing it over a period of time, it seems as if the character is animating! The time of 150 milliseconds is just a guess, we can lower it to see the jerky animation or higher it to see the character move faster. The other values as 97,95 are the width and height of each image in pixels, so that would be different for different sprite sheets.
The last line increments the counter by one.
Now we have a nice looking animation in our HTML Canvas.

Things to not here is, I struggled for sometime to see this working, for I was providing wrong parameter values (97,95 seemed perfect). So if your animation is not visible, first see if the parameter values are correct. Even one pixel higher than the actual image height or width will make the whole thing invisible. Though lower values work fine.

Happy coding.

HTML5 : Canvas pixels, part II

Now we know we can create and manipulate pixels in the Html5 Canvas. That opens doors to some of cool effects we can make with this tool. Here we will make an image invert its color.
The thing to remember here is, we have to get the image data from the context after our image is drawn. That means instead of

createImageData(width,height)

we have to use

getImageData(intialX,initialY,width,height)

The function for creating this look as below,

filterImage=function()
	{
		// Get the CanvasPixelArray from the given coordinates and dimensions.
		var imgd = context_one.getImageData(0, 0, width, height);
		var pix = imgd.data;
		// Loop over each pixel and invert the color.
		for (var i = 0, n = pix.length; i < n; i += 4) {
		  pix[i  ] = 255 - pix[i  ]; // red
		  pix[i+1] = 255 - pix[i+1]; // green
		  pix[i+2] = 255 - pix[i+2]; // blue
		  // i+3 is alpha (the fourth element)
		}
		// Draw the ImageData at the given (x,y) coordinates.
		context_one.putImageData(imgd, 0, 0);
	}

first of all, we take the image data object from the context. Then like the previous example, we loop over each pixel and subtract the channel values from the maximum value so as to invert the color of each pixel. And finally we have to put them into context for rendering.
I would suggest the same thing here as, please try this in every possible browser. While the same code does not work for me on Chrome, it did work in latest Opera.
The source code is here for you to download and play.
Hope that helps someone.

HTML5 : Canvas pixels

Once we know we can do an image drawing in a canvas, lets see if we can at all make a new image from a blank canvas. The answer is yes. We have absolutely accessible to each pixel values of the context of the Canvas.

Let me say you here, if you are not getting the result in one browser, try other browsers. I had tried a long time with the same code in Chrome without any result! But it worked out in latest version of Opera !! Not sure whats wrong but if you test it in other browsers it will save you a lot of time.

The code for image creation is as below.

createImage=function()
	{
		// Create an ImageData object.
		var imgd = context_one.createImageData(width,height);
		var pix = imgd.data;
		// Loop over each pixel and set a transparent red.
		for (var i = 0; n = pix.length, i < n; i += 4) {
		  pix[i  ] = 255; // red channel
		  pix[i +1] = 0; // green channel
		  pix[i +2] = 0; // blue channel
		  pix[i+3] = 255; // alpha channel
		}
		// Draw the ImageData object at the given (x,y) coordinates.
		context_one.putImageData(imgd, 0,0);
	}

All we have to do is create an image data with a width and height, that is done as

var imgd = context_one.createImageData(width,height);

The above code, I have taken the width as canvas width and height as canvas height.
Now we will access each element of that image data array. Since its just an array the pixel values of each pixel is stored linearly as "red,green,blue,alpha" and so we have to loop over each 4th element and get the values of all the channels of each pixel. Thats exactly what our for loop is doing. Then we are only populating the red channel to its max, since we want a red fill canvas image :) !
Lastly the image data must be put on the context so as to render the pixels. The following code does that.

context_one.putImageData(imgd, 0,0);

Thats a simple pixel manipulation we did now with our canvas element.
The source code is available here for you to download and play.

HTML5 : Some more libraries

While going good with at least one post each day, I am not sure what to put next for HTML5 Canvas.
I came across some more libraries for HTML5 Canvas.

KineticJS
Doodle.js
Image Manipulation on Canvas
pixastic
CamanJS
tiffus
JSDrawing
PaintbrushJS
Javascript Code Quality tool
JSLint
Javascript programming
Backbone
Underscore
Knockout
Sugar

phpjs
pdf.js
iScroll
zepto.js

node.js
CoffeeScript

We are going good with HTML5 Canvas, I hope there is nothing much left for the basic concepts except one or two, which we will be covering soon. Leave a comment if you feel any tutorial in particular to be included.
Stay tuned and thanks for being here.

HTML5 : multiple Canvas

The interesting thing about Canvas is we can have more than one Canvas and even we can create Canvas dynamically through javascript. Why would we need more than one Canvas !?! There may be many answers to this, but the most important of all is, I think, when we need to update the Canvas. If you remember we have made an animation in our previous tutorial. And diving a little inside of that code will show you that we are redrawing it on each timer event.
The whole idea of animating in Canvas revolves around updating the Canvas on each timer event. But we also know that once something is written/drawn in Canvas
we can not have a reference to it. So in the other hand we have to re-write or re-draw everything again. And this redrawing over and again will take us to a performance problem. Re-drawing the whole canvas with all the elements, again and again is not a good idea and we must avoid it if we can. The best thing to do is to separate elements to different Canvases. And we will never update the Canvas which contains the elements we do not need to be changed. Then only refresh the Canvases whose content needs updating upon timer event. Seems like a plan ? I have done this with the example source code, for your reference.
The source code of the example, contains two canvases and I am updating only the second Canvas as it needs updating.

Point to note here is Canvas refresh does not mean only updating the values, but actually it means erase everything from the Canvas and re-draw everything with the updated value.

Hope that helps to understand the power of Canvas a little better.

HTML5 : Text on canvas

Moving on next in our Canvas study, lets see how to draw some text in canvas. The code looks as

context.font = "italic 30px serif";
context.lineWidth   = 4;
textContent="Hello world.";
context.strokeText(textContent, 40, 240);
context.fillText(textContent, 40, 240);

The code should be familiar to you now. First we define the font style, size and type. Then there are as usual two kinds of methods to text, either stroke or fill. First the font type and size is defined. Then line width is defined and finally we stroke the text content with

context.strokeText(textContent, 40, 240);

If the content needs to be filled without the outline, we use fill method as

context.fillText(textContent, 40, 240);

The first parameter is the content to be written. The second and third parameter is the start x and start y of the content.

Thats all to draw the content on the HTML5 Canvas.

HTML5 : Canvas and Context , code and hack! clear and reset.

In one of our previous tutorials, we have seen how Canvas element is reset. And we also know that its a hack but we can use that to our advantage so as to clear the whole drawing, which was previously drawn through code.
Now, lets see the actual API, which is available to us to clear the whole Context of the Canvas element. The code looks as below.

context.clearRect(topLeftX,topLeftY,width,height);

This actually gives us the ability to clear a rectangular part of the Context of the Canvas. For the whole context to be cleared, just pass on the Canvas width and height as below.

contextRef.clearRect(0,0,canvasRef.width,canvasRef.height);

That simply clears of the drawings from the context. The thing is its the context that is being cleared.
Now lets revisit the hack. the quick hack to clear everything from the Canvas. This is done by setting either height or width of the Canvas element itself. Even if its the same width and same height, but it resets the whole canvas, clears everything form it. So this hack works on Canvas element but the actual code to clear, works on the context of that canvas. The hack code looks as

canvasRef.width=canvasRef.width;
canvasRef.height=canvasRef.height;

If you look at the source code, you can find I have written two different functions to call, one using the actual API and one using the hack. The codes are here for the reference.

//resetting the width and height, it automatically resets the canvas
	//clear the board, quick and dirty, its a HACK!!
	resetCanvas = function (canvasRef){
		canvasRef.width=canvasRef.width;
		canvasRef.height=canvasRef.height;
	};

Now the clear context function is as below.

//clear the board
	resetContext=function(canvasRef,contextRef){
		contextRef.clearRect(0,0,canvasRef.width,canvasRef.height);
	};

Just to enforce the idea one more time, the clear function works on the Context object of the Canvas, while the reset hack works on the Canvas element itself.

Hope that clears the concept.

HTML5 : animating in Canvas

It may seem exciting to read the title as to get some animation right away in HTML5 Canvas. But the thing is, there is no direct API for animation. So the point is animation is done through the timer API of javascript. There are two different APIs for timing.

function onTimeout() { 
alert("time is over");
}; 
var timeout = setTimeout(onTimeout, 3000);

The code above will call the “onTimeout” function after “3000″ milliseconds. But the thing is this is only called once.
Now we have another API, which give us the ability to call a function at a regular interval and its called as below

onTimer=function(){
  //code here will be called at a regular interval of 100 milliseconds
};
var timer=setInterval(onTimer,100);

Now, if you look at the source files and the resulting HTML file, there is an animation of a bar going animating from left to right. This is done with the code below.

onTimer=function(){
		context_one.beginPath();//creates a new drawing
		context_one.moveTo(xpos, ypos);
		context_one.lineTo(xpos+1, ypos);
		//define the pen
		context_one.strokeStyle = "#0F0";
		context_one.lineWidth   = 50;
		//make the lines visible
		context_one.stroke();
		xpos+=1;
		//
		if(xpos>=canvas_one.width)
		{
			clearInterval(timer);
			alert ("Animation complete.");
		}
	};

And then calling the function as

var timer=setInterval(onTimer,100);

The function will be called on every 100 milliseconds. We can smaller the interval to smoothen the animation.

Thats simple, is not it! Happy animating :)

HTML5 : Drawing shapes in Canvas

I hope by now we have learned how to draw lines in HTML5 Canvas element. The very next thing is to draw some shapes.
To draw the rectangle the code looks like

context.strokeRect(leftTopX, leftTopY, rightButtomX, rightButtomY);

The above code will create a rectangle with only the outlines. If we want to fill the rectangle with color then the code will look as below.

context.fillRect(leftTopX, leftTopY, rightButtomX, rightButtomY);

In similar way to draw a circle we will use the command to draw an arc as below.

context.arc(x, y, radius, startAngle, endAngle, is_it_anticlockwise);
//example
context.arc(230, 90, 50, 0, Math.PI*2, false);

Now the concept is same as drawing a stroked circle or a filled as to call the stroke method or fill method.

context.beginPath(); // Start the path 
context.arc(230, 90, 50, 0, Math.PI*2, false); // Draw a circle 
context.closePath(); // Close the path 
//define style
context_one.fillStyle = "#F0F";
context_one.strokeStyle = "#FF0";
context_one.lineWidth   = 10;
//fill and stroke
context.fill(); // Fill the path
context.stroke();//stroke the path

The source files for this example is here for you to download and play with it.

HTML5 : Drawing lines on Canvas

Lets start drawing some lines in the Canvas. The point here is, it may feel like we are drawing in Bitmap, but actually its a vector drawing while its being drawn. But then once drawing is complete, it can not be modified directly. The Canvas does not remember any reference to the drawings we have already drawn. So the point to remember is its one time vector drawing. If at all we need to modify it, we have to redraw everything or may save everything inside our code.
The drawing is all javascript. The drawing itself is kind of two part process. First part is to draw the lines. The second part is making them visible. That means the first part draws in memory but not visible. Its only visible after we call the required methods to make them visible.
Lets dive into the code, yay.

canvas_one=document.getElementById('board_one');
context_one=canvas_one.getContext("2d");

We got the context. Now the drawing code comprises of

moveTo(xPosition,yPosition);
lineTo(xPosition,yPosition);

The first command ie; moveTo(xPos,yPos), takes the pen to the “xPos,yPos” position. The next command lineTo(xPos,yPos), draws a line from the pen position to the new position specified by “lineTo”. Thats all, the more number of these commands are called, the points get connected by a straight line. Till now we are only drawing but the are not visible yet.
Lets make the lines visible. These are done by

//define the pen
context_one.strokeStyle = "#000";
context_one.lineWidth   = 5;
//make the lines visible
context_one.stroke();

Thats beautiful. Now are lines are visible. All is well and good, but how to create new kind of lines, means how to create lines with different colour and thickness? This is simply done with

//beginPath() creates a new line
context_one.beginPath();

After this all we are going to do is moveTo and lineTo commands to draw and the stroke with a different pen.

The source files are here for you to download and test.