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How To Fade Out An Item In Canvas

I have a full screen canvas in my page. There are also some dive elements over this canvas. there is an circle element in the canvas that moves with the cursor everywhere in the pa

Solution 1:

Well, you can always create your own fade function that gets called on mouseout (or mouseleave) event. Here's one I quickly built for you:

functionfadeOut(canvas, message, x, y, amount) {    
    var context = canvas.getContext('2d');
    context.clearRect(0, 0, canvas.width, canvas.height);

    var pattern = context.createPattern(imageResized, 'no-repeat');
    context.fillStyle = pattern;
    context.fill();    

    context.font = '28pt Calibri';
    context.fillStyle = 'black';
    context.beginPath();
    context.arc(x, y, amount, 0, 2 * Math.PI);
    if (amount > 0) {
        setTimeout(function(){
            fadeOut(canvas, message, x, y, --amount);
        }, 2);
    }
    else {
        context.clearRect(0, 0, canvas.width, canvas.height);
    }
}

See it in action here: http://jsfiddle.net/2p9dn8ed/42/

Or in the snippet:

var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
var x = 0;
var y = 0;
var width = window.innerWidth;
var height = window.innerHeight;
var imageObj = newImage();
console.log(window.innerWidth + "----" + window.innerHeight);

//Create another canvas to darw a resized image to.var imageResized = document.createElement('canvas');
imageResized.width = width;
imageResized.height = height;
//Wait for the original image to low to draw the resize.
imageObj.onload = function() {
    //Find hoe mauch to scale the image up to cover.var scaleX = width / imageObj.width;
    var scaleY = height / imageObj.height;
    var scaleMax = Math.max(scaleX, scaleY);
    var ctx = imageResized.getContext('2d');
    ctx.scale(scaleMax, scaleMax);
    ctx.drawImage(imageObj, 0, 0);
};

imageObj.src = 'http://www.html5canvastutorials.com/demos/assets/darth-vader.jpg';


functionwriteMessage(canvas, message, x, y) {
    var context = canvas.getContext('2d');
    context.clearRect(0, 0, canvas.width, canvas.height);
    
    var pattern = context.createPattern(imageResized, 'no-repeat');//Use imageResized, not imageObj.
    context.fillStyle = pattern;
    context.fill();    
    
    context.font = '28pt Calibri';
    context.fillStyle = 'black';
    //context.fillText(message, x, y);
    context.beginPath();
    context.arc(x, y, 60, 0, 2 * Math.PI);
    //context.stroke();//
	
}

functionfadeOut(canvas, message, x, y, amount) {    
    var context = canvas.getContext('2d');
    context.clearRect(0, 0, canvas.width, canvas.height);
    
    var pattern = context.createPattern(imageResized, 'no-repeat');//Use imageResized, not imageObj.
    context.fillStyle = pattern;
    context.fill();    
    
    context.font = '28pt Calibri';
    context.fillStyle = 'black';
    //context.fillText(message, x, y);
    context.beginPath();
    context.arc(x, y, amount, 0, 2 * Math.PI);
    //context.stroke();//if (amount > 0) {
        setTimeout(function(){
            fadeOut(canvas, message, x, y, --amount);
        }, 2);
    }
    else {
        context.clearRect(0, 0, canvas.width, canvas.height);
    }
}

functiongetMousePos(canvas, evt) {
    var rect = canvas.getBoundingClientRect();
    return {
        x: evt.clientX - rect.left,
        y: evt.clientY - rect.top
    };
}

canvas.addEventListener('mousemove', function (evt) {
    var mousePos = getMousePos(canvas, evt);
    var message = 'Mouse position: ' + mousePos.x + ',' + mousePos.y;
    writeMessage(canvas, message, mousePos.x, mousePos.y);

}, false);
    
    canvas.addEventListener('mouseout', function(evt){
        var mousePos = getMousePos(canvas, evt);
        var message = 'Mouse position: ' + mousePos.x + ',' + mousePos.y;
        console.log(1);
        fadeOut(canvas, message, mousePos.x, mousePos.y, 60);
    });


// Get the canvas element form the pagevar canvas = document.getElementById("myCanvas");
 
/* Rresize the canvas to occupy the full page, 
   by getting the widow width and height and setting it to canvas*/
 
canvas.width  = window.innerWidth;
canvas.height = window.innerHeight;
anvas, img {
    display:block;
    margin:1em auto;
    border:1px solid black;
}
canvas {
    background:url('../img/spiral_galaxy-1920x1080.jpg');
    background-size: cover;
	position: absolute;
	left: 0; top: 0;
	width: 100%; height: 100%;
	z-index:-1;
}
div{
   width:200px;
    height:200px;
    background:rgba(0,0,0,0.5);
    position: fixed;
    top: 20%;
    left: 20%;
}
<canvasid="myCanvas"width="578"height="400"></canvas><div><h1>TEXT</h1></div>

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