Hello I want to know how can I make the canvas shape circle in the below code. The code is about moving a object with keyboard keys. I tried to make the circle out of this box but it just disappeared and i am not really sharp. Can some help me make this canvas circle without affecting code.
sorry but i have to write something more because SO says body has all code… i don’t know what to say now (make the canvas circle)(make the canvas circle)(make the canvas circle)
<!DOCTYPE html> <html> <head></head> <body> <canvas id="myCanvas" width='800' height='800' border-radius= ></canvas> </body> </html> <script> var canvas = document.getElementById('myCanvas'); var context = canvas.getContext('2d'); var centerX = canvas.width / 2; var centerY = canvas.height / 2; var radius = 70; let circle = new Path2D(); // <<< Declaration circle.arc(centerX, centerY, radius, 0, 2 * Math.PI, false); context.fillStyle = 'lightblue'; context.fill(circle); // <<< pass circle to context context.lineWidth = 10; context.strokeStyle = '#000066'; context.stroke(circle); (function() { var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame; window.requestAnimationFrame = requestAnimationFrame; })(); //event listener window.addEventListener("keydown", onKeyDown, false); window.addEventListener("keyup", onKeyUp, false); function onKeyDown(event) { var keyCode = event.keyCode; switch (keyCode) { case 68: //d keyD = true; break; case 83: //s keyS = true; break; case 65: //a keyA = true; break; case 87: //w keyW = true; break; } } function onKeyUp(event) { var keyCode = event.keyCode; switch (keyCode) { case 68: //d keyD = false; break; case 83: //s keyS = false; break; case 65: //a keyA = false; break; case 87: //w keyW = false; break; } } //neccessary variables var tickX = 10; var tickY = 10; var keyW = false; var keyA = false; var keyS = false; var keyD = false; //main animation function function drawStuff() { window.requestAnimationFrame(drawStuff); var canvas = document.getElementById("myCanvas"); var c = canvas.getContext("2d"); c.clearRect(0, 0, 800, 800); c.fillStyle = "lightblue"; c.fillRect(tickX, tickY, 100, 100); if (keyD == true) { tickX += 1; } if (keyS == true) { tickY += 1; } if (keyA == true) { tickX--; } if (keyW == true) { tickY--; } } window.requestAnimationFrame(drawStuff); </script>
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Answer
I moved the circle
code into the drawstuff
function as that is where it has to run, and removed the use of fillRect
.
You can see the result here:
(function() { var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame; window.requestAnimationFrame = requestAnimationFrame; })(); //event listener window.addEventListener("keydown", onKeyDown, false); window.addEventListener("keyup", onKeyUp, false); function onKeyDown(event) { var keyCode = event.keyCode; switch (keyCode) { case 68: //d keyD = true; break; case 83: //s keyS = true; break; case 65: //a keyA = true; break; case 87: //w keyW = true; break; } } function onKeyUp(event) { var keyCode = event.keyCode; switch (keyCode) { case 68: //d keyD = false; break; case 83: //s keyS = false; break; case 65: //a keyA = false; break; case 87: //w keyW = false; break; } } //neccessary variables var tickX = 10; var tickY = 10; var keyW = false; var keyA = false; var keyS = false; var keyD = false; //main animation function function drawStuff() { window.requestAnimationFrame(drawStuff); var canvas = document.getElementById("myCanvas"); var c = canvas.getContext("2d"); c.clearRect(0, 0, 200, 200); let circle = new Path2D(); // <<< Declaration circle.arc(100 + tickX, 100 + tickY, 70, 0, 2 * Math.PI, false); c.fillStyle = 'purple'; c.fill(circle); // <<< pass circle to context c.lineWidth = 10; c.strokeStyle = '#000066'; c.stroke(circle); if (keyD == true) { tickX += 1; } if (keyS == true) { tickY += 1; } if (keyA == true) { tickX--; } if (keyW == true) { tickY--; } } window.requestAnimationFrame(drawStuff);
Focus this area, then use keys <b>d, s, a, w</b><br /> <canvas id="myCanvas" width='200' height='200' style="border: 1px solid #f4f4f4" ></canvas>