[Solved] Canvas HTML5 Effects [closed]
It looks like they used this plugin: http://particleslider.com/ 1 solved Canvas HTML5 Effects [closed]
It looks like they used this plugin: http://particleslider.com/ 1 solved Canvas HTML5 Effects [closed]
Make a loop of the number of points in the shape. In the case of a 5 pointed star that is 10 points because you have the outer points to make the spikes and the inner points which come back into the shape. Inside the loop you find each consecutive point (x, y coordinate) to … Read more
This is the answer, enjoy: .grow { transition: all .2s ease-in-out; } .grow:hover { transform: scale(1.5,0); } where grow is the class of Yours divs 1 solved how to make hover effect like this site( grow gride on hover ) [closed]
This just happens to fall into a domain I am catching up on again. Maybe not quite what you want but you can remove all the 2D canvas stuff and just keep the webGL stuff. This demo mixes 2D and 3D canvas interfaces to get high performance GPU processing on 2D canvas content. The fragment … Read more
Pencil is a class. In JavaScript, class constructors take the form of function MyClass() this is used to point to the class itself, from within the constructor or member functions. Thus, this.mouseup() can be accessed from an instance (in your case) as tool.mouseup() Because that’s the variable your class uses to keep track of the … Read more
If you rendered the whole thing once then you would get less lag. Maybe have 16×16 grids within the whole map that can be saved and then rendered as a whole as needed? You could (re)render them when they are modified and when they first appear. 2 solved javascript 2d tile based game rendering (terraria-style)
This has nothing to do with your specific Button Code. Indentation Error occur, when your formatting is wrong. your lines always start with a specified number of blanks or tabs (called Indentation). somewhere this went wrong. To get rid of this, check all your Indents in the beginning of your lines. And very important do … Read more
Not really, because the canvas doesn’t keep track of distinct images. However, you can easily “clear” any part of your canvas simply by drawing over it. This will allow you to redraw all remaining pictures. This could however be quite time consuming if there are many pictures and a user is busy dragging a single … Read more
A simple for loop should be able to do this: for (x in i_array){ iv[ii_array[x]] = i_array[x]; v[iii_array[x]] = i_array[x]; } See jsfiddle here. UPDATED TO SOLVE REAL PROBLEM Your code was messed up in a few places. See working jsfiddle here. First of all, you don’t need to create new arrays. Just use the … Read more
First of all, you will need a Chart library like https://d3js.org/ to be enable to plot the graphs. I found D3js to be the most flexible amongst all the libraries. Then you can integrate the data from your database to the plotting methods provided with the library Examples of D3js plots: https://observablehq.com/@d3/bubble-map https://observablehq.com/@d3/spike-map Other Plotting … Read more
Your link does not work. WebglRenderer is allways faster than CanvasRenderer, but is not supported on all Browsers. See overview here: http://caniuse.com/webgl solved Three.js and WebGL
Html image maps may be the fitting tool. Conceptually the image is superimposed with a set of suitably defined shapes. Each of these shapes (which – assuming a bitmapped image – may be of arbitrary nature) can be associated with a link and an alt text. In the given case, the shapes would be the … Read more
As i mentioned in comments, You could actually reuse the bitmap. You could also draw on canvas directly for date and time since the datetime bitmap will consume 160000 bytes i.e 156kb. I have not tested the code. This is just a suggestion. class TheTask extends AsyncTask<Void, Void, Bitmap> { File mediaFile = new File(MenuScreen.mediaStorageDir.getPath() … Read more
Here’s an example of using path commands to draw a pin. Assume you have an object defining the pin’s x,y & color: var pin = { x:x, y:y, color:color }; Then you can draw that pin like this: function drawPin(pin){ ctx.save(); ctx.translate(pin.x,pin.y); ctx.beginPath(); ctx.moveTo(0,0); ctx.bezierCurveTo(2,-10,-20,-25,0,-30); ctx.bezierCurveTo(20,-25,-2,-10,0,0); ctx.fillStyle=pin.color; ctx.fill(); ctx.strokeStyle=”black”; ctx.lineWidth=1.5; ctx.stroke(); ctx.beginPath(); ctx.arc(0,-21,3,0,Math.PI*2); ctx.closePath(); ctx.fillStyle=”black”; … Read more
The steps you need to do are as follows: Iterate each char of the string use fillText (or strokeText) to draw the char at the position you want Increment height for each char. Example var ctx = document.querySelector(“canvas”).getContext(“2d”), // get context of canvas str = “H E L L O”, char, i = 0, len … Read more