HTML 5 Canvas: how to check all coordinates of line points?

I would like to create a simple game with canavas: there is a form and the user has to draw on its border without leaving it. I have a form, the user can draw, but now I can't find a way to check when the custom drawing is out of the border of the form. I have to check the coordinates of each point of the lines it draws. Is it possible and how or are there other ways? Thank!

function findxy(res, e) {
            if (res == 'down') {
                if(status == 'wait'){
                    status = 'run'; 
                    startX = e.clientX -canvas2.offsetLeft;
                    startY = e.clientY -canvas2.offsetLeft;
                }
                if (status == 'run'){
                    write = true;
                    currX = e.clientX -canvas2.offsetLeft;
                    currY = e.clientY -canvas2.offsetTop;

                    context2.fillStyle = 'red';
                    context2.fillRect(currX, currY, lineWidth, lineWidth);
                }
            }
            if (res == 'up' || res == "out") {
                if(status=='run'){
                    status = 'stop';
                    write = false;
                    if(won)
                        alert('You won!');
                    else
                        alert('You lose!');
                }
            }
            if (res == 'move') {
                if (write) {
                    currX = e.clientX - canvas2.offsetLeft;
                    currY = e.clientY - canvas2.offsetTop;

                    var baseData = context1.getImageData(currX, currY, 1, 1).data;
                    context2.fillStyle = 'red';
                    context2.fillRect(currX, currY, lineWidth, lineWidth);
                    if(baseData[3]!=255){
                        alert('You lose!');
                        status='lose';
                        write=false;
                    }
                    if(currX==startX && currY==startY){
                        won=true;
                    }

                }
            }
        }

      

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Note that I have two canvases, one for the user, and one for the black box (which will be your shape). When the user moves the mouse, I draw a point on the user's canvas, and I check the other canvas if the mouse is in the black box.

Code:



var CheckCanvases = function() {
  var canvas1 = document.getElementById("canvas1");
  var canvas2 = document.getElementById("canvas2");
  var ctx1 = canvas1.getContext("2d");
  var ctx2 = canvas2.getContext("2d");
  var output = document.getElementById("output");

  this.init = function() {
    var self = this;
    ctx1.fillRect(0, 0, 80, 80);

    canvas2.addEventListener("mousemove", function(e) {
      var mousePosX = e.clientX;
      var mousePosY = e.clientY;

      self.checkIfMouseIsInBox(mousePosX, mousePosY);
    })
  }

  this.checkIfMouseIsInBox = function(x, y) {
    var imageData = ctx1.getImageData(x, y, 1, 1).data;
    ctx2.fillRect(x, y, 1, 1);
    //image data is an Red, Green, Blue, Alpha array -> [0, 0, 0, 0]
    //if it is [0, 0, 0, 255] it means it is not transparent, thus the mouse is in the black box
    if (imageData[3] == 255) {
      output.innerHTML = "In Box";
    } else {
      output.innerHTML = "Not in Box"
    }
  }

  this.init();
}

var checkCanvases = new CheckCanvases();
      

canvas {
  position: absolute;
  top: 0;
  left: 0;
}
h3 {
  margin-top: 120px;
}
      

<canvas id="canvas1" width="200" height="100"></canvas>
<canvas id="canvas2" width="200" height="100"></canvas>
<h3 id="output">Not in Box</h3>
      

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