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  • Javascript/jQuery: remove shape/path from canvas

    - by bobsoap
    I can't seem to find the function to remove a shape or path from the canvas after it has been created. So I'm creating a bezier curve between 2 points with beginPath(); bezierCurveTo(); stroke(); closePath(); . How can I remove this from the canvas once it's been created? I need to be able to call the remove function via toggle() and blur(). I'm sure something exists for this... Thanks in advance for any help!

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  • A Surface view and a canvas to move Bitmap

    - by John Apple Sim
    I have a SurfaceView and I want the Bitmap Logo inside it in the canvas to be movable What I'm doing wrong ? static float x, y; Bitmap logo; SurfaceView ss = (SurfaceView) findViewById(R.id.svSS); logo = BitmapFactory.decodeResource(getResources(), R.drawable.logo); x = 40; y = 415; ss.setOnTouchListener(new View.OnTouchListener() { @Override public boolean onTouch(View v, MotionEvent me) { try { Thread.sleep(50); } catch (InterruptedException e) { e.printStackTrace(); } switch(me.getAction()) { case MotionEvent.ACTION_DOWN: x = me.getX(); y = me.getY(); break; case MotionEvent.ACTION_UP: x = me.getX(); y = me.getY(); break; case MotionEvent.ACTION_MOVE: x = me.getX(); y = me.getY(); break; } return true; } }); public class OurView extends SurfaceView implements Runnable{ Thread t = null; SurfaceHolder holder; boolean isItOK = false; public OurView(Context context) { super(context); holder = getHolder(); } public void run (){ while (isItOK == true){ //canvas DRAWING if (!holder.getSurface().isValid()){ continue; } Canvas c = holder.lockCanvas(); c.drawARGB(255, 200, 100, 100); c.drawBitmap(logo, x,y,null); holder.unlockCanvasAndPost(c); } } public void pause(){ isItOK = false; while(true){ try { t.join(); } catch (InterruptedException e) { e.printStackTrace(); } break; } t = null; } public void resume(){ isItOK = true; t = new Thread(this); t.start(); } } Now the surface view is just black .. nothing happens also its not colored 200, 100, 100

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  • how to draw a Bitmap to a Canvas with a variable alpha

    - by steelbytes
    Hi, I'm trying to draw a Bitmap to a Canvas with a variable amount of alpha. But I only get nothing (when alpha<255) or the 'full' bitmap (when alpha==255). Have also tried loading as a Drawable, and using drawable.setAlpha, but that gave the same result. my init BitmapFactory.Options opts = new BitmapFactory.Options(); opts.inScaled = false; opts.inSampleSize = 1; Bitmap img = BitmapFactory.decodeResource(getResources(),R.drawable.sample,opts); my onDraw() Paint p = new Paint(Paint.ANTI_ALIAS_FLAG|Paint.FILTER_BITMAP_FLAG); p.setColor((alpha<<24)+0xffffff); // alpha in range 0..255 canvas.drawBitmap(img, null, imgRect, p);

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  • Problem with Firefox, javascript, and Canvas

    - by Rob
    I'm having a Firefox-specific issue with a script I wrote to create 3d layouts. The correct behavior is that the script pulls the background-color from an element and then uses that color to draw on the canvas. When a user mouses over a link and the background-color changes to the :hover rule, the color being drawn changes on the canvas changes as well. When the user mouses out, the color should revert back to non-hover color. This works as expected in Webkit browsers and Opera, but Firefox chokes on it if mouseout is triggered and no mouseover event follows it. This is easier to see than for me to describe, and it's too much code to post here, so here is a link: http://www.robnixondesigns.com/strangematter/

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  • Is there a way to get photo tags and new friendship type events by querying the FQL stream table?

    - by Fletcher Moore
    When you look at your stream on the Facebook website, events such as "FriendX was tagged in an album", "FriendY is attending EventZ", and "FriendK and FriendL are now friends". I've tried various "vague" queries on the stream table, and so far I have been unable to get these types of events. Is this possible, or do I need to query the all of the other tables and write a ton of logic to try to figure out which new events to show and how to show them?

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  • Facebook - Filter Page posts by #hashtag [on hold]

    - by beppe9000
    I'm trying to gather all the posts (official posts and people's posts) on my page which contain a specified #tag, to later show them on website. But I've no clue on how to accomplish this. Is there any API capable of this or anything else that could help? I basically need to get all those posts IDs looping spidering trought them for my hashtag. I'm planning to do this server-side so PHP is my choice.

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  • Facebook Game Rejected: "Your app icon must not overlap with content in your cover image"

    - by peterwilli
    Sorry if this isnt the right stackexchange site to ask this, it was really hard to determine. My FB game just recently got rejected for 2 reasons. The first I fixed nicely and is irrelevant but the second I just can't see to figure out what they mean and I was hoping someone else got the same issue and did know what they meant. These are the errors: You can ignore the error under "Banners" The web preview of my game looks like this now: All I know is that the rejection has something to do with the cover image, not the icons or the screenshots. Please let me know what to do to get approved. Thanks a lot!

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  • Facebook page design is not working in IE8 [closed]

    - by PrateekSaluja
    Hello Experts, We have designed a face book page.It is working fine in all browser including IE7 but it is not working in IE8.We checked then we got if we run our code outside the face book page it works in IE8 but when we put our code into face book page its not working.Here is the css code what we are using for IE8. <!--[if lt IE 8]> <style> .nv_a { width:90px; height:27px; float:left; text-align:center; padding-top:8px; } .nvt_a { width:66px; height:27px; float:left; text-align:center; padding-top:8px; } .nv_a a { width:90px; height:27px; float:left; padding-top:8px; text-align:center; color:#000; display:inline-block; text-decoration:none; background-color:#e0e0e0; border-top:solid 1px #999; border-left:solid 1px #999; border-right:solid 1px #999; border-bottom:solid 1px #999; } .nv_a a:hover { width:90px; height:27px; padding-top:8px; float:left; color:#000; text-align:center; background-color:#ccc; } .nvt_a a { width:66px; height:27px; float:left; padding-top:8px; text-align:center; color:#000; display:inline-block; text-decoration:none; background-color:#e0e0e0; border-top:solid 1px #999; border-left:solid 1px #999; border-right:solid 1px #999; border-bottom:solid 1px #999; border:1px solid red; } Please help us to solve the issue.

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  • Facebook Oauth Logout

    - by Derek Troy-West
    I have an application that integrates with Facebook using Oauth 2. I can authorize with FB and query their REST and Graph APIs perfectly well, but when I authorize an active browser session is created with FB. I can then log-out of my application just fine, but the session with FB persists, so if anyone else uses the browser they will see the previous users FB account (unless the previous user manually logs out of FB also). The steps I take to authorize are: Call [LINK: graph.facebook.com/oauth/authorize?client_id...] This step opens a Facebook login/connect window if the user's browser doesn't already have an active FB session. Once they log-in to facebook they redirect to my site with a code I can exchange for an oauth token. Call [LINK: graph.facebook.com/oauth/access_token?client_id..] with the code from (1) Now I have an Oauth Token, and the user's browser is logged into my site, and into FB. I call a bunch of APIs to do stuff: i.e. [LINK: graph.facebook.com/me?access_token=..] Lets say my user wants to log out of my site. The FB terms and conditions demand that I perform Single Sign Off, so when the user logs out of my site, they also are logged out of Facebook. There are arguments that this is a bit daft, but I'm happy to comply if there is any way of actually achieving that. I have seen suggestions that: A. I use the Javascript API to logout: FB.Connect.logout(). Well I tried using that, but it didn't work, and I'm not sure exactly how it could, as I don't use the Javascript API in any way on my site. The session isn't maintained or created by the Javascript API so I'm not sure how it's supposed to expire it either. B. Use [LINK: facebook.com/logout.php]. This was suggested by an admin in the Facebook forums some time ago. The example given related to the old way of getting FB sessions (non-oauth) so I don't think I can apply it in my case. C. Use the old REST api expireSession or revokeAuthorization. I tried both of these and while they do expire the Oauth token they don't invalidate the session that the browser is currently using so it has no effect, the user is not logged out of Facebook. I'm really at a bit of a loose end, the Facebook documentation is patchy, ambiguous and pretty poor. The support on the forums is non-existant, at the moment I can't even log in to the facebook forum, and aside from that, their own FB Connect integration doesn't even work on the forum itself. Doesn't inspire much confidence. Ta for any help you can offer. Derek ps. Had to change HTTPS to LINK, not enough karma to post links which is probably fair enough.

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  • Hello i am using the android code to connect facebook but getting "Facebook Server Error + 104 - Inc

    - by Shalini Singh
    Hello i am using the android code to connect facebook but getting "Facebook Server Error + 104 - Incorrect signature" exception at the place of onLoginSuccess function. code is given bellow .... public class FacebookConnection extends Activity implements LoginListener { private FBRocket fbRocket; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); // You need to put in your Facebook API key here: fbRocket = new FBRocket(this, "test", "e2c8deda78b007466c54f48e6359e02e"); // Determine whether there exists a previously-saved Facebook: if (fbRocket.existsSavedFacebook()) { String str =fbRocket.getAPIKey(); Log.e("Api key", str); fbRocket.loadFacebook(); } else { fbRocket.login(R.layout.main); String str =fbRocket.getAPIKey(); Log.e("Api key", str); } } public void onLoginFail() { fbRocket.displayToast("Login failed!"); fbRocket.login(R.layout.main); } public void onLoginSuccess(Facebook facebook) { fbRocket.displayToast("Login success!******************"); // Set the logged-in user's status: try { facebook.setStatus("I am using Facebook -- it's great!"); String uid = facebook.getFriendUIDs().get(0); // Just get the uid of the first friend returned... fbRocket.displayDialog("Friend's name: " + facebook.getFriend(uid).name); // ... and retrieve this friend's name. } catch (ServerErrorException e) { // Check if the exception was caused by not being logged-in: if (e.notLoggedIn()) { // ...if it was, then login again: fbRocket.login(R.layout.main); } else { System.out.println(e); e.printStackTrace(); } } }

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  • pass facebook connect session from php to javascript

    - by Jake
    I'm authenticating via PHP: // the php facebook api downloaded at step 3 require_once("facebook-client/facebook.php"); // start facebook api with the codes defined in step 1. $fb=new Facebook( 'XXXXXXXXXXXXXXXXXXXX' , 'a3eaa49141ed38e230240e1b6368254a' ); $fb_user=$fb->get_loggedin_user(); var_dump($fb_user); And the session is created in PHP. I want to use hte facebook javascript client library from here on out. How do I do this?

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  • Facebook IOS SDK: Error in Publish Story Dialog

    - by lividsquirrel
    I've successfully set up the "DemoApp" project from the Facebook IOS SDK to use my "OKC ThunderCast" Facebook application. I have also configured another "Tester" application from scratch to successfully use the Facebook SDK and publish stories to my news feed. However, in my production application, I always get this result when calling the "dialog" method. The full description of the error message is "Error on line 52 at column 17: Opening and ending tag mismatch: div line 0 and body" Here's a detailed walkthrough of all of my code to make sure nothing is missed. 1) A UIViewController calls the "authorize" method NSArray *fbPerms = [NSArray arrayWithObjects:@"read_stream", @"offline_access", nil]; [[FacebookSingleton sharedInstance].facebook authorize:fbPerms delegate:self]; Note: The FacebookSingleton is a class I wrote that always returns a single instance of the "Facebook" class. I am using it successfully in other applications. 2) Safari is opened and the user is successfully authenticated and authorized 3) The application is called back and the "handleOpenUrl" method is called, which calls the "fbDidLogin" method of the UIViewController - (BOOL)application:(UIApplication *)application handleOpenURL:(NSURL *)url { Facebook *fb = [FacebookSingleton sharedInstance].facebook; return [fb handleOpenURL:url]; } 4) The same UIViewController handles the "fbDidLogin" event, and calls the "dialog" method - (void)fbDidLogin { [[FacebookSingleton sharedInstance].facebook dialog:@"feed" andDelegate:self]; } I also have the necessary "URL Schemes" and "URL Types" entries in the .plist file. To my eyes, I am using exactly the same code in the "DemoApp", "Tester", and production applications. But while the DemoApp and Tester work, I always see this HTML error in the feed dialog in my production application. Has anyone seen a similar issue? Could it be related to the Facebook "Bundle ID" setting in the Facebook application settings? Is there some build or .plist setting that is different? I have invested a great deal of time into troubleshooting with no success in several weeks. Thanks in advance...

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  • Facebook Connect for simple authentication?

    - by Starnzy
    Hi I have an ASP.net website which I want to introduce 'Facebook Connect' functionality into, purely for account login/creation purposes. I want a user to be able to click the 'Login using Facebook' type button, and to then log that user into my website based on a userid lookup from the Facebook response. I have a couple of questions surrounding this: Presumeably I can do all of this using the Facebook API - without the need for an actual pretty public facing 'application' on Facebook? I simply want to utilise the Facebook API for authenticating an account. I'm not interested in creating some app for doing something 'within' facebook itself. I have located some code snippets online and tried using the Facebook Developer Toolkit, calling the getInfo method, and whilst it does come back to my website with a uid, none of the other user information is present within the response, like Email, Name etc. The uid is the only populated field in the response. Here is the code I use: if (ConnectAuthentication.isConnected()) { API api = new API(); api.ApplicationKey = ConnectAuthentication.ApiKey; api.SessionKey = ConnectAuthentication.SessionKey; api.Secret = ConnectAuthentication.SecretKey; api.uid = ConnectAuthentication.UserID; //Display user data captured from the Facebook API. facebook.Schema.user facebookUser = null; try { facebookUser = api.users.getInfo(); User user = new User(); user.FacebookUser = facebookUser; user.IsFacebookUser = true; return user; } catch { return null; } } else { return null; } Can anyone please help with either/both of these queries? Thanks in advance...

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  • Flip <canvas> (rotate 180deg) after being published on page.

    - by smallmeans
    I'm trying to rotate a canvas element AFTER it's been appended to the DOM. Canvas is 600x50 and this is the code at hand: var canvas = document.getElementsByTagName('canvas')[2]; var ctx = canvas.getContext('2d'); ctx.translate(300, 25); // rotate @ center ctx.rotate(angle * Math.PI/180); which isn't accomplishing the task. Am I missing something? Thanks

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  • Are all <canvas> tag dimensions in pixels?

    - by Simon Omega
    Are all tag dimensions in pixels? I am asking because I understood them to be. But my math is broken or I am just not grasping something here. I have been doing python mostly and just jumped back into Java Scripting. If I am just doing something stupid let me know. For a game I am writing, I wanted to have a blocky gradient. I have the following: HTML <canvas id="heir"></canvas> CSS @media screen { body { font-size: 12pt } /* Game Rendering Space */ canvas { width: 640px; height: 480px; border-style: solid; border-width: 1px; } } JavaScript (Shortened) function testDraw ( thecontext ) { var myblue = 255; thecontext.save(); // Save All Settings (Before this Function was called) for (var i = 0; i < 480; i = i + 10 ) { if (myblue.toString(16).length == 1) { thecontext.fillStyle = "#00000" + myblue.toString(16); } else { thecontext.fillStyle = "#0000" + myblue.toString(16); } thecontext.fillRect(0, i, 640, 10); myblue = myblue - 2; }; thecontext.restore(); // Restore Settings to Save Point (Removing Styles, etc...) } function main () { var targetcontext = document.getElementById(“main”).getContext("2d"); testDraw(targetcontext); } To me this should produce a series of 640w by 10h pixel bars. In Google Chrome and Fire Fox I get 15 bars. To me that means ( 480 / 15 ) is 32 pixel high bars. So I change the code to: function testDraw ( thecontext ) { var myblue = 255; thecontext.save(); // Save All Settings (Before this Function was called) for (var i = 0; i < 16; i++ ) { if (myblue.toString(16).length == 1) { thecontext.fillStyle = "#00000" + myblue.toString(16); } else { thecontext.fillStyle = "#0000" + myblue.toString(16); } thecontext.fillRect(0, (i * 10), 640, 10); myblue = myblue - 10; }; thecontext.restore(); // Restore Settings to Save Point (Removing Styles, etc...) } And get a true 32 pixel height result for comparison. Other than the fact that the first code snippet has shades of blue rendering in non-visible portions of the they are measuring 32 pixels. Now back to the Original Java Code... If I inspect the tag in Chrome it reports 640 x 480. If I inspect it in Fire Fox it reports 640 x 480. BUT! Fire Fox exports the original code to png at 300 x 150 (which is 15 rows of 10). Is it some how being resized to 640 x 480 by the CSS instead of being set to a true 640 x 480? Why, how, what? O_o I confused...

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  • FB Init - reloadIfSessionStateChanged is not working

    - by Naresh
    Can some one plz tell me whats wrong with below code. After i login it doesnt do anything ... neither reloading the page nor setting the login FB cookies. Its a simple code but i'm not sure what i'm doing wrong. <script type="text/javascript" src="http://static.ak.connect.facebook.com/js/api_lib/v0.4/FeatureLoader.js.php"></script> <script type="text/javascript"> FB.init(FB_API_KEY, "xd_receiver.htm",{"reloadIfSessionStateChanged":true}); </script> <a href='#' onclick='FB.Connect.requireSession(); return false;'> <img id='fb_login_image' src='fblogin.jpg' alt='Connect' /> </a>

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  • Publishing news feeds automatically

    - by Joel
    Hello, I have a website which generates hourly updates to users. I want to allow these updates to show up as News feeds in Facebok. I opened a Facebook Connect application. Through my site I receive the extended persmission to post news to the users' news feeds. My question is can I automatically post news feeds to these users without them being logged in to my site? That is, sending hourly news feed to all users using a cron job. Thanks, Joel

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  • Pixel Perfect Collision Detection in HTML5 Canvas

    - by Armin Ronacher
    Hi, I want to check a collision between two Sprites in HTML5 canvas. So for the sake of the discussion, let's assume that both sprites are IMG objects and a collision means that the alpha channel is not 0. Now both of these sprites can have a rotation around the object's center but no other transformation in case this makes this any easier. Now the obvious solution I came up with would be this: calculate the transformation matrix for both figure out a rough estimation of the area where the code should test (like offset of both + calculated extra space for the rotation) for all the pixels in the intersecting rectangle, transform the coordinate and test the image at the calculated position (rounded to nearest neighbor) for the alpha channel. Then abort on first hit. The problem I see with that is that a) there are no matrix classes in JavaScript which means I have to do that in JavaScript which could be quite slow, I have to test for collisions every frame which makes this pretty expensive. Furthermore I have to replicate something I already have to do on drawing (or what canvas does for me, setting up the matrices). I wonder if I'm missing anything here and if there is an easier solution for collision detection.

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  • AndEngine VS Android's Canvas VS OpenGLES - For rendering a 2D indoor vector map

    - by Orchestrator
    This is a big issue for me I'm trying to figure out for a long time already. I'm working on an application that should include a 2D vector indoor map in it. The map will be drawn out from an .svg file that will specify all the data of the lines, curved lines (path) and rectangles that should be drawn. My main requirement from the map are Support touch events to detect where exactly the finger is touching. Great image quality especially when considering the drawings of curved and diagonal lines (anti-aliasing) Optional but very nice to have - Built in ability to zoom, pan and rotate. So far I tried AndEngine and Android's canvas. With AndEngine I had troubles with implementing anti-aliasing for rendering smooth diagonal lines or drawing curved lines, and as far as I understand, this is not an easy thing to implement in AndEngine. Though I have to mention that AndEngine's ability to zoom in and pan with the camera instead of modifying the objects on the screen was really nice to have. I also had some little experience with the built in Android's Canvas, mainly with viewing simple bitmaps, but I'm not sure if it supports all of these things, and especially if it would provide smooth results. Last but no least, there's the option of just plain OpenGLES 1 or 2, that as far as I understand, with enough work should be able to support all the features I require. However it seems like something that would be hard to implement. And I've never programmed in OpenGL or anything like it, but I'm willing very much to learn. To sum it all up, I need a platform that would provide me with the ability to do the 3 things I mentioned before, but also very important - To allow me to implement this feature as fast as possible. Any kind of answer or suggestion would be very much welcomed as I'm very eager to solve this problem! Thanks!

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  • WPF - Adding ContentControl to Custom Canvas

    - by Alp Hancioglu
    I have a custom DrawingCanvas which is inherited from Canvas. When I add a ContentControl to DrawingCanvas with the following code nothing shows up. GraphicsRectangle rect = new GraphicsRectangle(0, 0, 200, 200, 5, Colors.Blue); DrawingContainer host = new DrawingContainer(rect); ContentControl control = new ContentControl(); control.Width = 200; control.Height = 200; DrawingCanvas.SetLeft(control, 100); DrawingCanvas.SetTop(control, 100); control.Style = Application.Current.Resources["DesignerItemStyle"] as Style; control.Content = host; drawingCanvas.Children.Add(control); GraphicsRectangle is a DrawingVisual and the constructor above draws a Rect with (0,0) top left point and length of 200 to the drawingContext of GraphicsRectangle. DrawingContainer is a FrameworkElement and it has one child, which is rect above, given with constructor. DrawingContainer implements GetVisualChild and VisualChildrenCount override methods. At last, Content property of ContentControl is set to the DrawingContainer to be able to show the DrawingVisual's content. When I add the created ContentControl to a regular Canvas, control is showed correctly. I guess the reason is that DrawingCanvas doesn't implement ArrangeOverride method. It only implements MeasureOverride method. Also DrawingContainer doesn't implement Measure and Arrange override methods. Any ideas?

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  • Move rotating image along Canvas

    - by fatnic
    Hi. I've managed to make an image rotate on my canvas. And I've managed to make an image move along the canvas. My problem now is making it do both. I have got it working but I seems a bit like a hack. I've posted a demo online Here's the code. var cnv = document.getElementById("drawing"); var c = cnv.getContext('2d'); var image = new Image(); image.src = 'images/spaceship.png'; var imgWidth = image.width; var imgHeight = image.height; var i=0; function animate() { c.clearRect(0,0,640,480); c.save(); c.translate(-(imgWidth/2)+i,200); c.rotate(i * Math.PI/180); c.translate(-(imgWidth/2),-(imgHeight/2)); c.drawImage(image, 0, 0); c.restore(); (i==640+imgWidth) ? i=0: i+=2; }; setInterval(animate, 1); I think my problem is I'm not understanding the translate() method properly. Is this the correct way to do it or am I competely way off?

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  • HTML5 Canvas and Game Programming

    - by LemonBeagle
    I hope this isn't too open ended. I'm wondering if there is a better (more battery-friendly) way of doing this -- I have a small HTML 5 game, drawn in a canvas (let's say 500x500). I have some objects whose positions I update every 50ms or so. My current implementation re-draws the entire canvas every 50ms. I can't imagine that being very good for battery life on mobile platforms. Is there a better way to do this? This must be a common pattern with games. EDIT: as requested, here are some more updates: Right now, the objects are geometric primitives drawn via arcs and lines. I'm not opposed to making these small png/jpg/gif files instead of that'd help out. These are small graphics -- just 15x15 or so. As the game progresses, more and more of the screen changes at a time. However, at the start, the screen changes relatively slowly (the objects randomly moved a few pixels every 50ms).

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  • HTML5 Canvas: How to make a loading spinner by rotating the image in degrees?

    - by Bill
    I am making a loading spinner with html5 canvas. I have my graphic on the canvas but when i rotate it the image rotates off the canvas. How do I tell it to spin the graphic on its center point? <!DOCTYPE html> <html> <head> <title>Canvas test</title> <script type="text/javascript"> window.onload = function() { var drawingCanvas = document.getElementById('myDrawing'); // Check the element is in the DOM and the browser supports canvas if(drawingCanvas && drawingCanvas.getContext) { // Initaliase a 2-dimensional drawing context var context = drawingCanvas.getContext('2d'); //Load the image object in JS, then apply to canvas onload var myImage = new Image(); myImage.onload = function() { context.drawImage(myImage, 0, 0, 27, 27); } myImage.src = "img/loading.png"; context.rotate(45); } } </script> </head> <body> <canvas id="myDrawing" width="27" height="27"> </canvas> </body> </html>

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