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  • ¶

    Star factory

    A factory for generating star shape-based entitys

    Path-defined entitys represent a diverse range of shapes rendered onto a DOM <canvas> element using the Canvas API’s Path2D interface. They use the shapeBasic and shapePathCalculation (some also use shapeCurve) mixins to define much of their functionality.

    All path-defined entitys can be positioned, cloned, filtered etc:

    • Positioning functionality for the entity is supplied by the position mixin, while rendering functionality comes from the entity mixin.
    • Dimensions, however, have little meaning for path-defined entitys - their width and height are determined by their SVG path data Strings; use scale instead.
    • Path-defined entitys can use CSS color Strings for their fillStyle and strokeStyle values, alongside Gradient, RadialGradient, Color and Pattern objects.
    • They will also accept Filter objects.
    • They can use Anchor objects for user navigation.
    • They can be rendered to the canvas by including them in a Cell object’s Group.
    • They can be animated directly, or using delta animation, or act as the target for Tween animations.
    • Path-defined entitys can be cloned, and killed.
  • ¶

    Using path-defined entitys as Scrawl-canvas paths

    A path is a track - straight, or curved, or as complex as required - placed across a container which artefacts can use as a source of their positioning data. We can animate an artifact to move along the path:

    • To enable a path-defined entity to be used as a path by other artefacts, set its useAsPath flag to true.
    • The artefact can then set its path attribute to the path-defined entity’s name-String (or the entity itself), and set its lockTo Array values to "path".
    • We position the artefact by setting its pathPosition attribute to a float Number value between 0.0 - 1.0, with 0 being the start of the path, and 1 being its end.
    • Path-defined entitys can use other path-defined entitys as a path.
    • Phrase entitys can use a path to position their text block; they can also use a path to position each letter individually along the path.
    • Artefacts (and letters) can be rotated so that they match the rotation at that point along the path - tangential rotation by setting their addPathRotation flag to true.
    • Animate an artefact along the path by either using the artefact’s delta object, or triggering a Tween to perform the movement.
  • ¶

    Demos:

    • Canvas-011 - Shape entity (make, clone, method); drag and drop shape entitys
    • Canvas-012 - Shape entity position; shape entity as a path for other artefacts to follow
    • Canvas-013 - Path-defined entitys: oval, rectangle, line, quadratic, bezier, tetragon, polygon, star, spiral
    • Canvas-014 - Line, quadratic and bezier entitys - control lock alternatives
    • Canvas-018 - Phrase entity - text along a path
    • Canvas-024 - Loom entity functionality
    • Canvas-030 - Polyline entity functionality
    • Canvas-038 - Responsive Shape-based entitys
    • DOM-015 - Use stacked DOM artefact corners as pivot points
    • Component-004 - Scrawl-canvas packets - save and load a range of different entitys
  • ¶

    Imports

    import { constructors } from '../core/library.js';
    import { mergeOver } from '../core/utilities.js';
    
    import { requestVector, releaseVector } from './vector.js';
    
    import baseMix from '../mixin/base.js';
    import shapeMix from '../mixin/shapeBasic.js';
  • ¶

    Star constructor

    const Star = function (items = {}) {
    
        this.shapeInit(items);
        return this;
    };
  • ¶

    Star prototype

    let P = Star.prototype = Object.create(Object.prototype);
    P.type = 'Star';
    P.lib = 'entity';
    P.isArtefact = true;
    P.isAsset = false;
  • ¶

    Mixins

    • base
    • shapeBasic
    P = baseMix(P);
    P = shapeMix(P);
  • ¶

    Star attributes

    • Attributes defined in the base mixin: name.
    • Attributes defined in the position mixin: group, visibility, order, start, startX, startY, handle, handleX, handleY, offset, offsetX, offsetY, dimensions, width, height, pivoted, mimicked, lockTo, lockXTo, lockYTo, scale, roll, noUserInteraction, noPositionDependencies, noCanvasEngineUpdates, noFilters, noPathUpdates, purge, bringToFrontOnDrag.
    • Attributes defined in the delta mixin: delta, noDeltaUpdates.
    • Attributes defined in the pivot mixin: pivot, pivotCorner, addPivotHandle, addPivotOffset, addPivotRotation.
    • Attributes defined in the mimic mixin: mimic, useMimicDimensions, useMimicScale, useMimicStart, useMimicHandle, useMimicOffset, useMimicRotation, useMimicFlip, addOwnDimensionsToMimic, addOwnScaleToMimic, addOwnStartToMimic, addOwnHandleToMimic, addOwnOffsetToMimic, addOwnRotationToMimic.
    • Attributes defined in the path mixin: path, pathPosition, addPathHandle, addPathOffset, addPathRotation, constantPathSpeed.
    • Attributes defined in the entity mixin: method, pathObject, winding, flipReverse, flipUpend, scaleOutline, lockFillStyleToEntity, lockStrokeStyleToEntity, onEnter, onLeave, onDown, onUp, fillStyle, strokeStyle, globalAlpha, globalCompositeOperation, lineWidth, lineCap, lineJoin, lineDash, lineDashOffset, miterLimit, shadowOffsetX, shadowOffsetY, shadowBlur, shadowColor, filter.
    • Attributes defined in the anchor mixin: anchor.
    • Attributes defined in the filter mixin: filters, isStencil.
    • Attributes defined in the shapeBasic mixin: species, useAsPath, precision, pathDefinition, showBoundingBox, boundingBoxColor, minimumBoundingBoxDimensions, constantPathSpeed.
    let defaultAttributes = {
    
        radius1: 0,
        radius2: 0,
        points: 0,
        twist: 0,
    };
    P.defs = mergeOver(P.defs, defaultAttributes);
  • ¶

    Packet management

    No additional packet functionality required

  • ¶

    Clone management

    No additional clone functionality required

  • ¶

    Kill management

    No additional kill functionality required

  • ¶

    Get, Set, deltaSet

    let S = P.setters,
        D = P.deltaSetters;
  • ¶

    radius1, radius2

    S.radius1 = function (item) {
    
        this.radius1 = item;
        this.updateDirty();
    };
    D.radius1 = function (item) {
    
        this.radius1 += item;
        this.updateDirty();
    };
    S.radius2 = function (item) {
    
        this.radius2 = item;
        this.updateDirty();
    };
    D.radius2 = function (item) {
    
        this.radius2 += item;
        this.updateDirty();
    };
  • ¶

    points

    S.points = function (item) {
    
        this.points = item;
        this.updateDirty();
    };
    D.points = function (item) {
    
        this.points += item;
        this.updateDirty();
    };
  • ¶

    twist

    S.twist = function (item) {
    
        this.twist = item;
        this.updateDirty();
    };
    D.twist = function (item) {
    
        this.twist += item;
        this.updateDirty();
    };
  • ¶

    Prototype functions

  • ¶

    cleanSpecies - internal helper function - called by prepareStamp

    P.cleanSpecies = function () {
    
        this.dirtySpecies = false;
    
        let p = 'M0,0';
        p = this.makeStarPath();
    
        this.pathDefinition = p;
    };
  • ¶

    makeStarPath - internal helper function - called by cleanSpecies

    P.makeStarPath = function () {
    
        let points = this.points,
            twist = this.twist,
            radius1 = this.radius1,
            radius2 = this.radius2,
            turn = 360 / points,
            xPts = [],
            currentX, currentY, x, y,
            myMin, myXoffset, myYoffset, i,
            myPath = '';
    
        if (radius1.substring || radius2.substring) {
  • ¶

    let here = this.getHere();

  • ¶

    radius1 = (radius1.substring) ? (parseFloat(radius1) / 100) * here.w : radius1; radius2 = (radius2.substring) ? (parseFloat(radius2) / 100) * here.w : radius2;

            let host = this.getHost();
    
            if (host) {
    
                let [hW, hH] = host.currentDimensions;
    
                radius1 = (radius1.substring) ? (parseFloat(radius1) / 100) * hW : radius1;
                radius2 = (radius2.substring) ? (parseFloat(radius2) / 100) * hW : radius2;
            } 
        }
    
        let v1 = requestVector({x: 0, y: -radius1}),
            v2 = requestVector({x: 0, y: -radius2});
    
        currentX = v1.x;
        currentY = v1.y;
    
        xPts.push(currentX);
    
        v2.rotate(-turn/2);
        v2.rotate(twist);
    
        for (i = 0; i < points; i++) {
    
            v2.rotate(turn);
    
            x = parseFloat((v2.x - currentX).toFixed(1));
            currentX += x;
            xPts.push(currentX);
    
            y = parseFloat((v2.y - currentY).toFixed(1));
            currentY += y;
    
            myPath += `${x},${y} `;
    
            v1.rotate(turn);
    
            x = parseFloat((v1.x - currentX).toFixed(1));
            currentX += x;
            xPts.push(currentX);
    
            y = parseFloat((v1.y - currentY).toFixed(1));
            currentY += y;
    
            myPath += `${x},${y} `;
    
        }
    
        releaseVector(v1);
        releaseVector(v2);
    
        myMin = Math.min(...xPts);
        myXoffset = Math.abs(myMin).toFixed(1);
    
        myPath = `m${myXoffset},0l${myPath}z`;
    
        return myPath;
    };
  • ¶

    Factories

  • ¶
    makeStar

    Accepts argument with attributes:

    • radius1 (required) - the outer radius representing the distance between the center of the Shape and the tips of its (acute angle) points.
    • radius2 (required) - the inner radius representing the distance between the center of the Shape and the obtuse angle at the valley between the tips of its (acute angle) points.
    • … where these radius values are supplied as %Strings, they are calculated as relative to the canvas/cell width value.
    • points (required) - a positive integer Number representing the number of points the star will have.
    • twist - a float Number representing the degrees by which the star’s second radius will be rotated out of line from its first radius; the default value 0 will produce a star with all of its sides of equal length and the star’s valleys falling midway between its connecting points.
    • Note that the use of inner and outer above is purely descriptive: radius2 can be larger than radius1
    scrawl.makeStar({
    
        name: '5star',
    
        startX: 20,
        startY: 100,
    
        radius1: 80,
        radius2: 50,
    
        points: 5,
    
        fillStyle: 'linen',
        method: 'fillAndDraw',
    });
    const makeStar = function (items = {}) {
    
        items.species = 'star';
        return new Star(items);
    };
    
    constructors.Star = Star;
  • ¶

    Exports

    export {
        makeStar,
    };