Picture:
Doing in html5 canvas, so JavaScript (was not sure where to post, but here I go...). Above is a link to picture that I need to do. It is clock-like. I will have to draw a circle, and two lines, from centre to according points on circle. That is not a problem, the thing I can not do is to fill upper and lower parts of circle that those two lines divide, so upper part of a circle should be e.g. red, and lower blue. (Plus, it would have to bi gradient, to look more appealing).
I am trying to create an Asteroids type game using JavaScript along with html5's canvas element for drawing. I have searched around and have looked at examples but I can't figure out what is wrong with my rendering that I do in the game loop that is run every frame. The problem appears to be only that the canvas is not cleared at the beginning of each frame but I feel there might be something wrong also. The code used and shown below only works in Firefox but not Google Chrome or Safari.
I want to save my canvas-content to a single image-file. There are an approach using todataurl(), which works fine. But not if i draw an image-file (e.g. car.jpg or house.png) to the canvas additionally. It does not return the whole image? Here I have my simple example-code:
I'm trying to figure out how to add images to a canvas element. I found a good site, but for some reason my images turn out bigger than expected.
Here's what I use (It's from different functions in different places, but essentially that is the relevant code). Assume there is a gameObject which has all the functions that I use. I tried replacing the functions with constant values but that made no difference:
PHP Code:
Somehow the image shows up much bigger than 69 pixels width and height. When I make the canvas smaller the image scales down with the canvas. So when I make the canvas twice as small, the image becomes twice as small as well. Seems like it is not using pixels as units.
I am trying to get a function to draw 5 randomly sized and colored rectangles nested within each other. Meaning each rectangle should not go outside the boundaries of the rectangle it is in. The color thing I've got down in a randomColor() function. It's the nesting rectangles inside rectangles that is confusing me (hense me being up for the past 4 hours trying to understand it) I started out with very simple code just making 5 rectangles of reducing sizes nested in each other, then added the Math.random to randomize all the sizes. Now I'm at this point and have lost my way. I added a bunch of comments in my code so maybe you'll understand what I'm trying to do.
Now this code works on ios safari 4.2 and later but i can't get it to work on ios safari 4.1. On 4.1 it displays the canvas but will not draw the image. The debug console shows no errors. Is there anyway to get it to work, or is 4.2 the cut off point for even the most basic canvas operations?
Is it possible to trigger mouse events with shapes drawn in an HTML5 canvas? I want to create a page with drawn elements that you can mouseover and pop up a dialogue box. I also want the shapes to react with some type of feedback. I'm hoping I can do this with javascript instead of Flash but haven't found a way to do it that's simple enough to make it worth it.
I want to delete some lines on the canvas that i have created in HTML5 (with the <canvas> tag). I know one solution and that is using clearRect() (give this function the HEIGHT and WIDTH of the canvas and you clears the whole canvas.).But i don't want to clear the whole canvas, i only want to delete a few lines made by the function lineTo().
I have a menu in which is applied typeface script. Typeface 0.11 version doesn't support hover on links. There is an experimental version but doesn't work very well for me, so i tried to implement hover by myself. Problem is: hover works pretty well changing canvas context property fillColor and then calling fill(), but the stroke on hovered voice remains on another color. Difficult to explain, so i put some test code online: TEST CODE As you can see, passing with mouse on the menu voices triggers the hover and the element change, but remains bordered in red.
I wanna get all the text nodes of the children of an element. The goal is to get an array with all the textNodes in each cell of a table, without any other nodes that might ocure whithin that cell (<p>, <br> etc...)
I mean if: <td>12</td> <td>1<p>23<b>34</b>5</p>6</td> I need: var txt = new Array() txt[0] = ཈' txt[1] = ?'
Now I had to circle through all the childNodes to extract all the text nodes. I have build a function, but something is wrong in the code, and I don't sense what. I need soime fresh eyes, any ideeas? Where's the mistake?:
<script type="text/javascript"> function checkCell(){ var allC = document.getElementById('tab').getElementsByTagName('td');//cells' collection var txt = new Array() for(var i=0;i<allC.length;i++){ txt[i]='' while(allC[i].hasChildNodes()){ var chC = allC[i].childNodes; for(var j=0;j<chC.length;j++){ if(chC[j].nodeType==3){ txt[i]+=chC[j].data; } } allC[i]=allC[i].childNodes; } } alert(txt[1]) } onload=checkCell; </script>
Anyone know how to make an svg circle radius fixed (i.e. not affected by transforms)? I tried adding px or cm, e.g. r=ཋpx' but it just generates an error.
But it have a few unnecessary features which is difficult to alter.
i want: 1. replace week/year/days in external circle with my custom text: 'My custom text' 2. I want to reduce a little rotation speed of this text. (no mouse reaction speed) 3. I do not need mouse trail effect at all, i want fix clock in required place.
There is another script, but it have no rotating text wheel around clock: http://www.dynamicdrive.com/dynamicindex6/analog.htm
Which from this scripts is more easy to adjust for my task and could someone show me exact code?
I currently create a grid of svg circles made up of rows. I can animate a circle from one row moving into another row, sorted by some attribute value. But when I use a selector to fetch all circles within a row I get them ordered by when they were added to the underlying DOM.
Is there a way, if I created a group for each row, that when I move a circle from one row and insert it into another I actually remove the svg object from one group and insert in into the other so that it's correctly positioned in the underlying DOM?
I've created a page with an image of a man where a user is able to click on an area and a div is positioned at that point containing a white circle. This code works in all browsers except IE 6 where it creates a duplicate white circle beneath the one which is placed in the correct location. How to get rid of this second circle? The circle is essentially a div with a background image assigned.
Iam using Raphael and add the same question in their google group too, but they said, its jquery specific. I think, jquery doesnt found my circle. Maybe different id - handling between SVG-specific and plain DOM elements?
I came up with the idea of making the links in the back of the circle (i've got a total of 10 links), invisible and put a globe in the middle (as background) - making it look like the links in the back go behind the globe and comes back from behind it again. I've tried to do this myself with .this.style.invisibility="hidden";
I'm trying to write a site a hosts some of my own videos. I want to have a list of videos, each as a link, and when I click on one I want it to load on that same page by graying out everything else but the video. I'm using html 5 and css and I can get the video to come up, but the problem is that when I go to that page, all of the videos load. If I play a video from the pop up window and then close the window, the video will keep playing.
I been working with a simple slideshow script and everything works fine, however I am testing for html5 validation and all but pass except the script calls for img name but in html5 you have to use id now for images. I have tried adding
I can play a sound on my local machine, but when I upload to a server the same code it does not play. I cannot work out why, the link below gives the code. The multi channel code is here:
[URL]
I installed Firebug and insepcted the Net components and can see that the .wav files are being ought out but returning a 304 and then 404 error. This would be fine, however the path being sought is correct. Going to link does'nt play the sound, but removing the file and paring back to the directory brings you to the directory on the server and clicking the file does play the sound. The code works locally, and I simply cannot see what could be causing the issue in the server versions on both Firefox and Chrome.
I'm trying to learn js &html5. now i have an issue. i'm working on a dice game (craps) using the html5 <canvas>. my dice are working fine but every time i click the "roll" button the page reloads which resets my form. the form provides feedback about the rolls. it includes the output of the counter variable, and win, lose, or shoot again info.
Html5 can be viewed at
Here is some of the js. if you need it all i'll post it later - just let me know.
Fyi- if i take the call to fxInit() out of the body tag in the html5 the canvas does not persist, it blinks with every (roll) onClick Event
I have used ie9 js debugger and it steps through flawlessly every time 4-5 counts .
HTML5 brings two new methods to the js selector API: querySelector() and querySelectorAll(). These methods can be used to match elements against a group of selectors. I think, a lot of the functionality overlaps with jQuery selectors. My guess is that these new methods will be a few times faster than jQuery selectors because they are natively implemented. My question is, how will jQuery use these additions to the js selector API? Will jQuery selectors just encapsulate these new methods? If so, is this work in progress or..
At the bottom of the form, I have a submit button that calls Javascript validation code...
Result: Error: document.ContactForm.submit is not a function
If I place a page from another site in this site and modify it as needed to work with the cgi document, everything works. Then I can copy the validation code that worked into the HTML5 page and it fails.
The only difference I can see is that one page is XHTML Transitional and the other is HTML5 so apparently there's a trick I don't yet know about using Javascript and HTML5.