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<!DOCTYPE html>
<!-- CopyRight (c) 2013 John Robinson - http://www.storminthecastle.com -->
<html>
<head>
<title>goo.js - The HTML5 Canvas API Simplified - Project Page</title>
<link href="./style/style.css" media="screen" rel="stylesheet" type="text/css" />
</head>
<script type="text/javascript" src="./docs/prettify.js"></script>
<script src="./build/goo.min.js"></script>
<script src="./docs/demo.js"></script>
<script>
function handleLoad() {
prettyPrint();
demo(document.getElementById("demo"));
}
</script>
<body onload="handleLoad();">
<div id="container">
<h1>goo.js - The HTML5 Canvas API Simplified</h1>
<a href="http://www.storminthecastle.com">by John Robinson - Visit my blog</a><br/><br/>
A self-contained microlibrary intended to simplify drawing and event handling with the HTML5 canvas object.<br/>
<br/>
<!-- AddThis Button BEGIN -->
<div class="addthis_toolbox addthis_default_style">
<a class="addthis_button_tweet"></a>
<a class="addthis_button_facebook_like" fb:like:layout="button_count"></a>
<a class="addthis_button_google_plusone" g:plusone:size="medium"></a>
<a class="addthis_button_pinterest_pinit"></a>
<a class="addthis_button_linkedin_counter"></a>
<a class="addthis_counter addthis_pill_style"></a>
</div>
<script type="text/javascript" src="//s7.addthis.com/js/300/addthis_widget.js#pubid=undefined"></script>
<!-- AddThis Button END -->
<br/>
<i>Note: This library does not implement a scene graph or provide higher level drawing abstractions.
It provides a canvas wrapper object that takes out some of the grunge work of dealing with the HTML5
canvas object.</i><br/>
<br/>
<div id="demo" width="300" height="300"></div>
Demo: Try dragging your mouse around...
<br/>
<h2>Get It!</h2>
<ul>
<li><a href="./build/goo.min.js" download="goo.min.js"><strong>Download the minified source</strong></a> <small>[3kb]</small></li>
<li><a href="http://github.com/johnrobinsn/goo.js">Goo on GitHub!</a></li>
</ul>
<h2>More Samples</h2>
<ul>
<li><a href="./samples/events.html">Goo Events!</a></li>
<li><a href="./samples/fullscreen.html">Fullscreen</a></li>
<li><a href="./samples/racer.html">Goo Racer</a></li>
<li><a href="./samples/timedanimation.html">Timed Animation</a></li>
</ul>
<h2>Creating a Fullscreen 2D Canvas</h2>
<pre class="prettyprint"><script type="text/javascript" src="goo.min.js"></script>
<script type="text/javascript">
window.onload = function() {
var g = new Goo({ fullscreen: true,
userData: {startAngle: 0},
onDraw: function(g) {
var canvas = g.canvas;
var ctx = g.ctx;
ctx.clearRect(0, 0, g.width, g.height);
// Draw a sun-like figure by rotating and adding rectangles in a loop
ctx.globalAlpha = 0.20;
var n = 5;
var a = g.userData.startAngle + ((2* 3.1415) / n);
var s = ((canvas.width < canvas.height)?canvas.width:canvas.height)/2;
for (var i = 0; i < n; i++) {
ctx.save();
ctx.beginPath();
ctx.translate(canvas.width/2, canvas.height/2);
ctx.rotate(i * a);
ctx.translate(-s/2,-s/2);
ctx.rect(0, 0, s, s);
ctx.fillStyle="#E30B5D"; // raspberry
ctx.fill();
ctx.stroke();
ctx.restore();
}
},
onMouseDrag: function(g) {
var delta = (g.mouseX - g.prevMouseX) + (g.mouseY - g.prevMouseY);
g.userData.startAngle += ((delta * Math.PI) / 180) / 2;
}
});
};
</script></pre>
<p>
Passing the property <code>fullscreen:true</code> into the <code>Goo</code>'s constructor will append a canvas element to the document body that will be resized with the window.</p><p>You can override the event properties such as <code>onDraw</code> and <code>onMouseDrag</code> to implement your own application logic and drawing code. <a href="#props">A complete list</a> of <code>Goo</code>'s properties and events are shown below.</p>
</p>
<hr/>
<h2>Construction properties for <code>Goo</code>'s constructor</h2>
<pre class="prettyprint">
var g = new Goo( { width: 800, height: 600, container: document.body } );
// Does the same thing as ...
var g = new Goo( { width: 800, height: 600 } );
document.body.appendChild( g.canvas );
</pre>
<dl>
<dt class="string">type</dt><dd>type of rendering context<span class="hint">defaults to '2d'</span></dd>
<dt class="event">onFailure</dt><dd>fires if the canvas's ctx can't be created</dd>
<dt class="boolean">fullscreen</dt><dd>if true, appends a canvas to the document body that will be resized with the window.<span class="hint">If true, the remaining construction properties will be ignored. defaults to false</span></dd>
<hr/>
<dt class="dom">container</dt><dd>DOM element to which the canvas element is appended<span class="hint">If not specified, the <code>Goo</code>'s canvas property must be manually appended to another DOM element on the page.</span></dd>
<dt class="number">width</dt><dd>initial width of the canvas element</dd>
<dt class="number">height</dt><dd>initial height of the canvas element</dd>
</dl>
<hr/>
<h2><a name="props"></a>Runtime properties of a <code>Goo</code> object</h2>
<dl id="doc">
<dt class="object special readonly">ctx</dt> <dd>the canvas's rendering context</dd>
<dt class="dom readonly">canvas</dt> <dd>the canvas's DOM element</dd>
<hr/>
<dt class="object special">userData</dt> <dd>empty placeholder object for storing user data</dd>
<hr/>
<dt class="number">width</dt> <dd>current width of the canvas element</dd>
<dt class="number">height</dt> <dd>current height of the canvas element</dd>
<dt class="number readonly">mouseX</dt> <dd>the x position of the mouse relative to the canvas element</dd>
<dt class="number readonly">mouseY</dt> <dd>the y position of the mouse relative to the canvas element</dd>
<dt class="number readonly">prevMouseX</dt> <dd>the previous x position of the mouse</dd>
<dt class="number readonly">prevMouseY</dt> <dd>the previous y position of the mouse</dd>
<hr/>
<dt class="string readonly">key</dt> <dd>the character that was last pressed</dd>
<dt class="number readonly">keyCode</dt> <dd>the integer that represents the key that was last pressed</dd>
<hr/>
<dt class="boolean readonly">keysDown</dt> <dd>array of values indexed by keyCode true if a key is pressed</dd>
<hr/>
<dt class="boolean">animate</dt> <dd>if true, the onDraw event is fired repeatedly <span class="hint"><code>animate</code> is true by default.</span></dd>
<hr/>
<dt class="number readonly">fps</dt> <dd>frames per second (framerate)</dd>
<hr/>
<dt class="event">onDraw</dt> <dd>fires every frame, as long as the canvas is visible. <span class="hint">Put your drawing code here.</span></dd>
<dt class="event">onMouseDown</dt> <dd>fires when the mouse is pressed on the canvas</dd>
<dt class="event">onMouseUp</dt> <dd>fires when the mouse is released from the canvas</dd>
<dt class="event">onMouseMove</dt> <dd>fires while the mouse is moving over the canvas</dd>
<dt class="event">onMouseDrag</dt> <dd>fires while the mouse is dragged over the canvas</dd>
<dt class="event">onMouseOver</dt> <dd>fires once the mouse enters the canvas</dd>
<dt class="event">onMouseOut</dt> <dd>fires once the mouse exits the canvas</dd>
<dt class="event">onKeyDown</dt> <dd>fires while a key is held down <span class="hint">If the key is held down then keydown will execute repeatedly.</span></dd>
<dt class="event">onKeyUp</dt> <dd>fires when a key is released</dd>
<dt class="event">onKeyPress</dt> <dd>fires when a key is pressed</dd>
<dt class="event">onFrameRate</dt> <dd>fires periodically when the framerate is recalculated (approximately 1/s)</dd>
<hr/>
</dl>
<br/>
<div style="background-color:#eee;padding:10px;border-radius:7px;">The goo.js microlibrary and documentation style has been heavily inspired and influenced by
the excellent but now deprecated <a href="http://georgealways.github.io/gee/">gee.js library</a>.
</div>
<br/>
</div>
<script src="/projects/analytics.js"></script>
</body>
</html>