Issue
I am making a simple HTML5 Canvas drawing app where a circle is placed at a x and y position each time the mouse moves. The (quite common but unsolved) problem is: when the mouse is moved very fast (as in faster than the mouse move events are triggered), you end up with space in between the circles.
I have used Bresenham's line algorithm to somewhat successfully draw circles between the gaps. However, I have encountered another problem: when the color is one of translucency I get an unintentional fade-to-darker effect.
Here's an example:
I don't understand why this is happening. How would you properly interpolate between two points using Bresenham's line algorithm? Or some other algorithm?
Here's my code: http://jsfiddle.net/E5NBs/
var x = null;
var y = null;
var prevX = null;
var prevY = null;
var spacing = 3;
var drawing = false;
var size = 5;
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
function createFlow(x1, y1, x2, y2, callback) {
var dx = x2 - x1;
var sx = 1;
var dy = y2 - y1;
var sy = 1;
var space = 0;
if (dx < 0) {
sx = -1;
dx = -dx;
}
if (dy < 0) {
sy = -1;
dy = -dy;
}
dx = dx << 1;
dy = dy << 1;
if (dy < dx) {
var fraction = dy - (dx >> 1);
while (x1 != x2) {
if (fraction >= 0) {
y1 += sy;
fraction -= dx;
}
fraction += dy;
x1 += sx;
if (space == spacing) {
callback(x1, y1);
space = 0;
} else {
space += 1;
}
}
} else {
var fraction = dx - (dy >> 1);
while (y1 != y2) {
if (fraction >= 0) {
x1 += sx;
fraction -= dy;
}
fraction += dx;
y1 += sy;
if (space == spacing) {
callback(x1, y1);
space = 0;
} else {
space += 1;
}
}
}
callback(x1, y1);
}
context.fillStyle = '#FFFFFF';
context.fillRect(0, 0, 500, 400);
canvas.onmousemove = function(event) {
x = parseInt(this.offsetLeft);
y = parseInt(this.offsetTop);
if (this.offsetParent != null) {
x += parseInt(this.offsetParent.offsetLeft);
y += parseInt(this.offsetParent.offsetTop);
}
if (navigator.appVersion.indexOf('MSIE') != -1) {
x = (event.clientX + document.body.scrollLeft) - x;
y = (event.clientY + document.body.scrollTop) - y;
} else {
x = event.pageX - x;
y = event.pageY - y;
}
context.beginPath();
if (drawing == true) {
if (((x - prevX) >= spacing || (y - prevY) >= spacing) || (prevX - x) >= spacing || (prevY - y) >= spacing) {
createFlow(x, y, prevX, prevY, function(x, y) {
context.fillStyle = 'rgba(0, 0, 0, 0.1)';
context.arc(x, y, size, 0, 2 * Math.PI, false);
context.fill();
});
prevX = x, prevY = y;
}
} else {
prevX = x, prevY = y;
}
};
canvas.onmousedown = function() {
drawing = true;
};
canvas.onmouseup = function() {
drawing = false;
};
Solution
I've figured it out.
"context.beginPath();" needed to be in the createFlow callback function like so:
createFlow(x, y, prevX, prevY, function(x, y) {
context.beginPath();
context.fillStyle = 'rgba(0, 0, 0, 0.1)';
context.arc(x, y, size, 0, 2 * Math.PI, false);
context.fill();
});
Answered By - Coffee'd Up Hacker
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