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@tariqazmat101
Last active October 17, 2017 22:05
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/*
Javasript to handle mouse dragging and release
to drag a string around the html canvas
Keyboard arrow keys are used to move a moving box around
Here we are doing all the work with javascript and jQuery. (none of the words
are HTML, or DOM, elements. The only DOM element is just the canvas on which
where are drawing and a text field and button where the user can type data
This example shows examples of using JQuery
See the W3 Schools website to learn basic JQuery
JQuery syntax:
$(selector).action();
e.g.
$(this).hide() - hides the current element.
$("p").hide() - hides all <p> elements.
$(".test").hide() - hides all elements with class="test".
$("#test").hide() - hides the element with id="test".
Mouse event handlers are being added and removed using jQuery and
a jQuery event object is being passed to the handlers
Keyboard keyDown handler is being used to move a "moving box" around
Keyboard keyUP handler is used to trigger communication with the
server via POST message sending JSON data
*/
//Use javascript array of objects to represent words and their locations
var words = [];
words.push({word: "I", x:50, y:50});
words.push({word: "like", x:70, y:50});
words.push({word: "the", x:120, y:50});
words.push({word: "way", x:170, y:50});
words.push({word: "your", x:230, y:50});
words.push({word: "sparkling", x:300, y:50});
words.push({word: "earrings", x:430, y:50});
words.push({word: "lay", x:540, y:50});
var movingString = {word: "Moving",
x: 100,
y:100,
xDirection: 1, //+1 for leftwards, -1 for rightwards
yDirection: 1, //+1 for downwards, -1 for upwards
stringWidth: 50, //will be updated when drawn
stringHeight: 24}; //assumed height based on drawing point size
//indended for keyboard control
var movingBox = {x: 50,
y: 50,
width: 100,
height: 100};
var wayPoints = []; //locations where the moving box has been
var timer;
var wordBeingMoved;
var deltaX, deltaY; //location where mouse is pressed
var canvas = document.getElementById('canvas1'); //our drawing canvas
function getWordAtLocation(aCanvasX, aCanvasY){
//locate the word near aCanvasX,aCanvasY
//Just use crude region for now.
//should be improved to using lenght of word etc.
//note you will have to click near the start of the word
//as it is implemented now
var currentWordWidth = 0;
var context = canvas.getContext('2d');
for(var i=0; i<words.length; i++){
currentWordWidth = context.measureText(words[i].word).width;
if(Math.abs(words[i].x - aCanvasX) < currentWordWidth &&
Math.abs(words[i].y - aCanvasY) < 20) return words[i];
}
return null;
}
var drawCanvas = function(){
var context = canvas.getContext('2d');
context.fillStyle = 'white';
context.fillRect(0,0,canvas.width,canvas.height); //erase canvas
context.font = '20pt Arial';
context.fillStyle = 'cornflowerblue';
context.strokeStyle = 'blue';
for(var i=0; i<words.length; i++){ //note i declared as var
var data = words[i];
context.fillText(data.word, data.x, data.y);
context.strokeText(data.word, data.x, data.y);
}
movingString.stringWidth = context.measureText( movingString.word).width;
//console.log(movingString.stringWidth);
context.fillText(movingString.word, movingString.x, movingString.y);
//draw moving box
context.fillRect(movingBox.x,
movingBox.y,
movingBox.width,
movingBox.height);
//draw moving box way points
for(i in wayPoints){
context.strokeRect(wayPoints[i].x,
wayPoints[i].y,
movingBox.width,
movingBox.height);
}
//draw circle
context.beginPath();
context.arc(canvas.width/2, //x co-ord
canvas.height/2, //y co-ord
canvas.height/2 - 5, //radius
0, //start angle
2*Math.PI //end angle
);
context.stroke();
}
function handleMouseDown(e){
//get mouse location relative to canvas top left
var rect = canvas.getBoundingClientRect();
//var canvasX = e.clientX - rect.left;
//var canvasY = e.clientY - rect.top;
var canvasX = e.pageX - rect.left; //use jQuery event object pageX and pageY
var canvasY = e.pageY - rect.top;
console.log("mouse down:" + canvasX + ", " + canvasY);
wordBeingMoved = getWordAtLocation(canvasX, canvasY);
//console.log(wordBeingMoved.word);
if(wordBeingMoved != null ){
deltaX = wordBeingMoved.x - canvasX;
deltaY = wordBeingMoved.y - canvasY;
//document.addEventListener("mousemove", handleMouseMove, true);
//document.addEventListener("mouseup", handleMouseUp, true);
//$("#canvas1").mousemove(handleMouseMove);
//$("#canvas1").mouseup(handleMouseUp);
document.getElementById('canvas1').addEventListener('mousemove', function(event) { handleMouseMove(event); });
document.getElementById('canvas1').addEventListener('mouseup', function(event) { handleMouseUp(event); });
}
// Stop propagation of the event and stop any default
// browser action
e.stopPropagation();
e.preventDefault();
drawCanvas();
}
function handleMouseMove(e){
console.log("mouse move");
//get mouse location relative to canvas top left
var rect = canvas.getBoundingClientRect();
var canvasX = e.pageX - rect.left;
var canvasY = e.pageY - rect.top;
wordBeingMoved.x = canvasX + deltaX;
wordBeingMoved.y = canvasY + deltaY;
e.stopPropagation();
drawCanvas();
}
function handleMouseUp(e){
console.log("mouse up");
e.stopPropagation();
//$("#canvas1").off(); //remove all event handlers from canvas
//$("#canvas1").mousedown(handleMouseDown); //add mouse down handler
//remove mouse move and mouse up handlers but leave mouse down handler
//$("#canvas1").off("mousemove", handleMouseMove); //remove mouse move handler
//$("#canvas1").off("mouseup", handleMouseUp); //remove mouse up handler
document.getElementById("canvas1").removeEventListener("mousemove", handleMouseMove);
document.getElementById("canvas1").removeEventListener("mouseup", handMouseUp);
drawCanvas(); //redraw the canvas
}
//JQuery Ready function -called when HTML has been parsed and DOM
//created
//can also be just $(function(){...});
//much JQuery code will go in here because the DOM will have been loaded by the time
//this runs
function handleTimer(){
movingString.x = (movingString.x + 5*movingString.xDirection);
movingString.y = (movingString.y + 5*movingString.yDirection);
//keep inbounds of canvas
if(movingString.x + movingString.stringWidth > canvas.width) movingString.xDirection = -1;
if(movingString.x < 0) movingString.xDirection = 1;
if(movingString.y > canvas.height) movingString.yDirection = -1;
if(movingString.y - movingString.stringHeight < 0) movingString.yDirection = 1;
drawCanvas()
}
//KEY CODES
//should clean up these hard coded key codes
var ENTER = 13;
var RIGHT_ARROW = 39;
var LEFT_ARROW = 37;
var UP_ARROW = 38;
var DOWN_ARROW = 40;
function handleKeyDown(e){
console.log("keydown code = " + e.which );
var dXY = 5; //amount to move in both X and Y direction
if(e.which == UP_ARROW && movingBox.y >= dXY)
movingBox.y -= dXY; //up arrow
if(e.which == RIGHT_ARROW && movingBox.x + movingBox.width + dXY <= canvas.width)
movingBox.x += dXY; //right arrow
if(e.which == LEFT_ARROW && movingBox.x >= dXY)
movingBox.x -= dXY; //left arrow
if(e.which == DOWN_ARROW && movingBox.y + movingBox.height + dXY <= canvas.height)
movingBox.y += dXY; //down arrow
var keyCode = e.which;
if(keyCode == UP_ARROW | keyCode == DOWN_ARROW){
//prevent browser from using these with text input drop downs
e.stopPropagation();
e.preventDefault();
}
}
function handleKeyUp(e){
console.log("key UP: " + e.which);
if(e.which == RIGHT_ARROW | e.which == LEFT_ARROW | e.which == UP_ARROW | e.which == DOWN_ARROW){
var dataObj = {x: movingBox.x, y: movingBox.y};
//create a JSON string representation of the data object
var jsonString = JSON.stringify(dataObj);
/*$.post("positionData", jsonString, function(data, status){
console.log("data: " + data);
console.log("typeof: " + typeof data);
//var wayPoint = JSON.parse(data); //<--use this if expecting 'text/plain'
var wayPoint = data; //<--use this if expecting 'application/json'
wayPoints.push(wayPoint);
for(i in wayPoints) console.log(wayPoints[i]);
});
}*/
var xhr = new XMLHttpRequest();
xhr.open('POST', 'positionData');
xhr.onload = function() {
if(xhr.status >= 400) {
console.log("Request failed");
}
else {
console.log("data: " + xhr.responseText);
console.log("typeof: " + xhr.responseText);
var wayPoint = xhr.responseText;
wayPoints.push(wayPoint);
for(i in wayPoints) console.log(wayPoints[i]);
}
};
xhr.send(jsonString);
}
if(e.which == ENTER){
handleSubmitButton(); //treat ENTER key like you would a submit
//$('#userTextField').val(''); //clear the user text field
document.getElementById('userTextField').value = '';
}
e.stopPropagation();
e.preventDefault();
}
function handleSubmitButton () {
//var userText = $('#userTextField').val(); //get text from user text input field
var userText = document.getElementById('userTextField').value;
if(userText && userText != ''){
var userRequestObj = {text: userText};
var userRequestJSON = JSON.stringify(userRequestObj);
//$('#userTextField').val(''); //clear the user text field
document.getElementById('userTextField').value = '';
//alert ("You typed: " + userText);
/*$.post("userText", userRequestJSON, function(data, status){
console.log("data: " + data);
console.log("typeof: " + typeof data);
//var responseObj = JSON.parse(data); //<-- use this if expecting 'text/plain'
var responseObj = data; //<-- use this if expecting 'application/json'
movingString.word = responseObj.text;
if(responseObj.wordArray) words = responseObj.wordArray;
});*/
var xhr = new XMLHttpRequest();
xhr.open('POST', 'userText');
xhr.onload = function() {
if(xhr.status >= 400) {
console.log("Request failed!");
}
else {
console.log("data: " + xhr.responseText);
console.log("typeof: " + typeof xhr.responseText);
var responseObj = JSON.parse(xhr.responseText);
movingString.word = responseObj.text;
if(responseObj.wordArray) words = responseObj.wordArray;
}
};
xhr.send(userRequestJSON);
}
}
document.addEventListener('DOMContentLoaded', function(){
//This is called after the broswer has loaded the web page
//add mouse down listener to our canvas object
//$("#canvas1").mousedown(handleMouseDown);
document.getElementById("canvas1").addEventListener('mousedown', function(event) { handleMouseDown(event); });
//add key handler for the document as a whole, not separate elements.
//$(document).keydown(handleKeyDown);
//$(document).keyup(handleKeyUp);
document.addEventListener('keydown', function(event) { handleKeyDown(event); });
document.addEventListener('keyup', function(event) { handleKeyUp(event); });
timer = setInterval(handleTimer, 100);
//timer.clearInterval(); //to stop
drawCanvas();
});
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