I'm scaling a displacement map on click but would like that map to fade away once it reaches almost full scale. The idea is that the filter should be non-existent after a couple of seconds.
const app = new PIXI.Application({
view: document.querySelector("#canvas"),
width: 512,
height: 512
});
const logo = PIXI.Sprite.fromImage("https://unsplash.it/600");
const displacement = PIXI.Sprite.fromImage("https://images.unsplash.com/photo-1541701494587-cb58502866ab?ixlib=rb-1.2.1&ixid=eyJhcHBfaWQiOjEyMDd9&w=1000&q=80");
const filter = new PIXI.filters.DisplacementFilter(displacement);
logo.anchor.set(0.5);
logo.position.set(256);
logo.interactive = true;
displacement.anchor.set(0.5);
displacement.position.set(256);
displacement.scale.set(0.05)
displacement.alpha = 1
app.stage.filterArea = app.screen;
app.stage.filters = [filter];
app.stage.addChild(logo, displacement);
app.ticker.add(function() {
displacement.scale.x += 0.05
displacement.scale.y += 0.05
if (displacement.scale.x > 10) app.ticker.stop()
});
logo.on('mousedown', function() {
displacement.scale.set(0.05)
app.ticker.start()
});
Here's what I have so far:
https://codepen.io/mariojankovic/pen/pojjNae?editors=0111
I've only just started looking at Pixi but I think you want to use the scale property of the displacement filter. This value says how far to shift. Reducing this value to 0 will lessen its effect to none.
https://pixijs.download/dev/docs/PIXI.filters.DisplacementFilter.html
https://pixijs.download/dev/docs/PIXI.filters.DisplacementFilter.html#scale
The way it works is it uses the values of the displacement map to look
up the correct pixels to output. This means it's not technically
moving the original. Instead, it's starting at the output and asking
"which pixel from the original goes here". For example, if a
displacement map pixel has red = 1 and the filter scale is 20, this
filter will output the pixel approximately 20 pixels to the right of
the original.
https://codepen.io/PAEz/pen/BaoREwv
const app = new PIXI.Application({
view: document.querySelector("#canvas"),
width: 512,
height: 512
});
const logo = PIXI.Sprite.fromImage("https://unsplash.it/600");
const displacement = PIXI.Sprite.fromImage(
"https://images.unsplash.com/photo-1541701494587-cb58502866ab?ixlib=rb-1.2.1&ixid=eyJhcHBfaWQiOjEyMDd9&w=1000&q=80"
);
const filter = new PIXI.filters.DisplacementFilter(displacement);
logo.anchor.set(0.5);
logo.position.set(256);
logo.interactive = true;
displacement.anchor.set(0.5);
displacement.position.set(256);
displacement.scale.set(0.0);
displacement.alpha = 1;
app.stage.filterArea = app.screen;
app.stage.filters = [filter];
app.stage.addChild(logo, displacement);
const displacementScaleFrom = 0.05;
const displacementScaleTo = 10 ;
const displacementStep = 0.05;
const filterScaleFrom = 20;// the default value for the filter is 20
const filterStep = filterScaleFrom / ((displacementScaleTo-displacementScaleFrom) / displacementStep);
app.ticker.add(function () {
displacement.scale.x += displacementStep;
displacement.scale.y += displacementStep;
filter.scale.x -= filterStep;
filter.scale.y -= filterStep;
if (displacement.scale.x >= displacementScaleTo) {
app.ticker.stop();
filter.scale.x = 0;
filter.scale.y = 0;
}
});
logo.on("mousedown", function () {
displacement.scale.set(displacementScaleFrom);
filter.scale.x = filterScaleFrom;
filter.scale.y = filterScaleFrom;
app.ticker.start();
});
Related
I have this code:
const PDFDocument = require("pdfkit");
const QRCode = require("qrcode");
const fs = require("fs");
const exec = async () => {
const doc = new PDFDocument({ layout: "landscape" });
doc.pipe(fs.createWriteStream("output.pdf"));
for (let pageNumber = 1; pageNumber <= 1000; pageNumber++) {
const url = await QRCode.toDataURL("I am a url!");
doc
.image(url, 10, 100, {
width: 420,
height: 420,
align: "center",
valign: "center",
})
doc
.font("Helvetica")
.fontSize(50)
.fillColor("#000")
.text(`Item `, 465, 200, { continued: true })
.fontSize(55)
.font("Courier-Bold")
.fillColor("#1b83c5")
.text(`${pageNumber}`);
doc
.font("Helvetica-Bold")
.fontSize(40)
.fillColor("#000")
.text("Order and Pay", 420, 320);
doc.addPage();
}
doc.end();
};
exec();
Which would produce something like this:
It looks centered and all, but as pages increase it will no longer be centered since the numbers are fixed.
I saw in the docs that there's an align property, but the docs didn't explain how to handle continued text.
Any working examples?
Maybe it's a little late, but I found a solution battling with the same problem:
First you need to create a constant with the width of the container you want to center your text in: (this value you have to calculate or invent, but it's easy to do that)
const containerWidth = 100 // as an example
Then, you need to create a variable that contains a plain string that contains all the text you want to center, in your example:
var appendedText = `Item ${pageNumber}`
To finish, you need to use pdf-kit's function: widthOfString, and add the text in the document as follows:
const xOffset = 465 // The original X offset value
doc
.text(`Item `, xOffset + (containerWidth / 2) - (doc.widthOfString(appendedText) / 2), 200, { continued: true })
.text(`${pageNumber}`);
Removed the text styling lines for clarity, but you have to add them later.
Im trying to use PDFKit to generate a simple pdf, for the most part the pdf works but albeit in a very non useful way, what i have is a deck building API that takes in a number of cards, each of these objects i want to export to a pdf, its as simple as displaying their name, but as it is, the pdf only renders one card at a time, and only on one line, what id like to happen is to get it to split the text into columns so itd look similar to this.
column 1 | column 2
c1 c8
c2 c9
c3 c10
c4 c(n)
here is my code so far,
module.exports = asyncHandler(async (req, res, next) => {
try {
// find the deck
const deck = await Deck.findById(req.params.deckId);
// need to sort cards by name
await deck.cards.sort((a, b) => {
if (a.name < b.name) {
return -1;
} else if (a.name > b.name) {
return 1;
} else {
return 0;
}
});
// Create a new PDF document
const doc = new PDFDocument();
// Pipe its output somewhere, like to a file or HTTP response
doc.pipe(
fs.createWriteStream(
`${__dirname}/../../public/pdf/${deck.deck_name}.pdf`
)
);
// Embed a font, set the font size, and render some text
doc.fontSize(25).text(`${deck.deck_name} Deck List`, {
align: "center",
underline: true,
underlineColor: "#000000",
underlineThickness: 2,
});
// We need to create two columns for the cards
// The first column will be the card name
// The second column will continue the cards listed
const section = doc.struct("P");
doc.addStructure(section);
for (const card of deck.cards) {
doc.text(`${card.name}`, {
color: "#000000",
fontSize: 10,
columns: 2,
columnGap: 10,
continued: true,
});
}
section.end();
// finalize the PDF and end the response
doc.end();
res.status(200).json({ message: "PDF generated successfully" });
} catch (error) {
console.error(error);
res.status(500).json({
success: false,
message: `Server Error - ${error.message}`,
});
}
});
At Present this does generate a column order like i want, however theres and extreme caveat to this solution and that is, if the card text isnt very long, the next card will start on that same line, it'd be useful if i could find a way to make the text take up the full width of that row, but i havent seen anything to do that with.
I think the problem is that you're relying on PDFKit's text "flow" API/logic, and you're having problems when two cards are not big enough to flow across your columns and you get two cards in one column.
I'd say that what you really want is to create a table—based on your initial text sample.
PDFKit doesn't have a table API (yet), so you'll have to make one up for yourself.
Here's an approach where you figure out the dimensions of things:
the page size
the size of your cells of text (either manually choose for yourself, or use PDFKit to tell you how big some piece of text is)
margins
Then you use those sizes to calculate how many rows and columns of your text can fit on your page.
Finally you iterate of over columns then rows for each page, writing text into those column-by-row "coordinates" (which I track through "offsets" and use to calculate the final "position").
const PDFDocument = require('pdfkit');
const fs = require('fs');
// Create mock-up Cards for OP
const cards = [];
for (let i = 0; i < 100; i++) {
cards.push(`Card ${i + 1}`);
}
// Set a sensible starting point for each page
const originX = 50;
const originY = 50;
const doc = new PDFDocument({ size: 'LETTER' });
// Define row height and column widths, based on font size; either manually,
// or use commented-out heightOf and widthOf methods to dynamically pick sizes
doc.fontSize(24);
const rowH = 50; // doc.heightOfString(cards[cards.length - 1]);
const colW = 150; // doc.widthOfString(cards[cards.length - 1]); // because the last card is the "longest" piece of text
// Margins aren't really discussed in the documentation; I can ignore the top and left margin by
// placing the text at (0,0), but I cannot write below the bottom margin
const pageH = doc.page.height;
const rowsPerPage = parseInt((pageH - originY - doc.page.margins.bottom) / rowH);
const colsPerPage = 2;
var cardIdx = 0;
while (cardIdx < cards.length) {
var colOffset = 0;
while (colOffset < colsPerPage) {
const posX = originX + (colOffset * colW);
var rowOffset = 0;
while (rowOffset < rowsPerPage) {
const posY = originY + (rowOffset * rowH);
doc.text(cards[cardIdx], posX, posY);
cardIdx += 1;
rowOffset += 1;
}
colOffset += 1;
}
// This is hacky, but PDFKit adds a page by default so the loop doesn't 100% control when a page is added;
// this prevents an empty trailing page from being added
if (cardIdx < cards.length) {
doc.addPage();
}
}
// Finalize PDF file
doc.pipe(fs.createWriteStream('output.pdf'));
doc.end();
When I run that I get a PDF with 4 pages that looks like this:
Changing colW = 250 and colsPerPage = 3:
I need to write a game like: https://robowhale.com/html5/drawing-letters/ with phaser.io library. I mean user must follow a path and draw for example letter "A".
basically, need to draw over a path, I checked almost all examples and tutorials, But couldn't find any proper tutorial or algorithm.
any help, link, source code or tutorial can helps me to figure out algorithm and start project.
Usually you will never find the full solution, you will have to merge multiple.
Here ist how I would approach this task (a quick and dirty solution):
Step 1)
Find an Example that solves a part of the problem and work from there
(Based on the example Quadratic Bezier Curve)
Then I :...
I removed the tween
added Mouse Input
split the path in segments
calculate until where the path should be draw
draw path segments
... And slowly adding missing features:
just update path when close enough
just allow move forwards
...
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
backgroundColor: '#2d2d2d',
parent: 'phaser-example',
scene: {
create: create,
update: update
}
};
var path;
var curve;
var graphics;
var game = new Phaser.Game(config);
var _myMaxPointIndex = 6;
function create() {
graphics = this.add.graphics();
path = { t: 0, vec: new Phaser.Math.Vector2() };
var startPoint = new Phaser.Math.Vector2(100, 500);
var controlPoint1 = new Phaser.Math.Vector2(50, 100);
var endPoint = new Phaser.Math.Vector2(700, 500);
curve = new Phaser.Curves.QuadraticBezier(startPoint, controlPoint1, endPoint);
}
function _myDrawPath(g, points) {
let startPoint = points.shift();
graphics.lineStyle(30, 0x0000ff, 1);
g.beginPath();
g.moveTo(startPoint.x, startPoint.y);
let maxPointsToDraw = _myMaxPointIndex == -1 ? points.length : _myMaxPointIndex + 1;
for (let index = 0; index < maxPointsToDraw; index++) {
const point = points[index];
g.lineTo(point.x, point.y);
}
g.strokePath();
}
function update() {
graphics.clear();
graphics.lineStyle(2, 0x00ff00, 1);
curve.draw(graphics);
// get 20 Point from the Curve (can be more if to jaggy)
let _myPoints = curve.getPoints(20);
_myDrawPath(graphics, _myPoints)
if (this.input.activePointer.isDown) {
// Here I update the Max point that should be draw
let _myMouse = this.input.activePointer.position;
let _myNearestPoint = _myPoints.reduce((p, c, i) => {
let distance = Phaser.Math.Distance.BetweenPoints(_myMouse, c)
if (p.distance == -1 || p.distance > distance) {
p.distance = distance
p.idx = i
}
return p
}, { distance: -1 })
_myMaxPointIndex = _myNearestPoint.idx
}
}
h1 {
font-family:arial
}
#phaser-example{
transform: translate(-20%, -20%) scale(.5);
}
<script src="//cdn.jsdelivr.net/npm/phaser#3.55.2/dist/phaser.min.js"></script>
<h1>Click to calculate path</H1>
<div id="phaser-example"></div>
And with a bit of luck:
While building this solution, I had to "google" for some documentation details, and found this in a Phaser forum, that points to a interesting solution with a working CodePen, with a more complex full working example (Just adding the codepen link if the forum entry gets deleted).
I hope you are all well and safe.
In NodeJS, I wanted to create a grid on top of an image. Like this:
Image without grid
Image with grid
Can someone tell me, please, how can I achieve this (some library or something)?
After creating the grid, I would like to go square by square and check the information for each square. Does anyone have any ideas?
Thank you very much for your time!
The first answer has a native Cairo dependency... Below I used pureimage instead, which has Pure JS implementations of jpeg and png encoding.
static drawParallel = (canvas, step, isYAxis) => {
const c2d = canvas.getContext('2d')
const numberOfSteps = (canvas.width / step) | 0
const end = isYAxis ? canvas.height : canvas.width
console.log(`Steps: ${numberOfSteps}\n`)
c2d.lineWidth = 1.1 // PureImage hides thin lines
c2d.strokeStyle = 'rgba(255,192,203,0.69)'
for (let i = 1; i < numberOfSteps; i++) {
const from = i * step
const to = i * step
const mx = isYAxis ? [from, 0, to, end] : [0, from, end, to]
console.log(`Stroking ${mx[0]}, ${mx[1]} to ${mx[2]}, ${mx[3]}`)
c2d.beginPath()
c2d.moveTo(mx[0], mx[1])
c2d.lineTo(mx[2], mx[3])
c2d.stroke()
}
}
source: https://stackblitz.com/edit/feathersjs-7kqlyt
I would use Canvas. You can use it for all sorts of image jobs and editing. For example, you could get a transparent PNG image of the grid and lay it on:
const Canvas = require("canvas");
const canvas = Canvas.createCanvas(619, 319);
const ctx = canvas.getContext("2d");
let img = await Canvas.loadImage("./path/to/image.png");
ctx.drawImage(img, 0, 0, img.width, img.height);
let grid = await Canvas.loadImage("./path/to/grid.png");
ctx.drawImage(grid, 0, 0, canvas.width, canvas.height);
console.log(canvas.toDataURL());
I myself managed to get something like this.
simple by using rapheal i successfully make animation along path , but i can't reverse the animation direction ,,, just how to make it animate to the other direction when clicking the same path .
var paper = Raphael(0,0,1024,768);
var pathOne = paper.path(['M', 15,15 , 100,75]).attr({'stroke-width':18}).data("id",1);
//and this is just the circle
var circle = paper.circle(0, 0, 13).attr({
fill: '#09c', cursor: 'pointer'
});
//make the path as custom attribute so it can ba accessed
function pathPicker(thatPath){
paper.customAttributes.pathFactor = function(distance) {
var point = thatPath.getPointAtLength(distance * thatPath.getTotalLength());
var dx = point.x,
dy = point.y;
return {
transform: ['t', dx, dy]
};
}
}
//initialize for first move
pathPicker(pathOne);
circle.attr({pathFactor: 0}); // Reset
//Asign first path and first move
function firstMove(){
circle.animate({pathFactor: 1}, 1000});
}
pathOne.click(function(){
firstMove();
});
I couldn't get the original to run, so here is something using the main bits that should suit...
There's not a lot to it, get the length of the path, iterate over the length, draw object at the path. It uses the Raphael customAttributes to be able to animate it. I've added a custom toggle to make it easy to switch between them.
These are the key changes..
var len = pathOne.getTotalLength();
paper.customAttributes.along = function (v) {
var point = pathOne.getPointAtLength(v * len);
return {
transform: "t" + [point.x, point.y] + "r" + point.alpha
};
};
circle.attr({ along: 0 });
function animateThere( val ) {
val = +!val; // toggle
pathOne.click( function() { animateThere( val ) } );
circle.animate({ along: val }, 2000 );
};
pathOne.click( function() { animateThere(0) } );
jsfiddle
For completeness, you may want to do some extra checks like only allow the click if the animation has finished or something, as there may be a problem if you quickly click a lot and it buffering up animations.