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<style>
body,html{margin:0;padding:0;}
#hud { position: absolute; top: 0; left: 0; pointer-events: none; }
</style>
<canvas id="canvas"></canvas>
<div id="hud"></div>
<script src="/assets/javascripts/vendor/bower_components/jquery/dist/jquery.min.js"></script>
<script src="/assets/javascripts/vendor/bower_components/lodash/dist/lodash.min.js"></script>
<script src="/assets/javascripts/vendor/canvasutilities.js"></script>
<script src="/assets/javascripts/vendor/tube.js"></script>
<script src="/assets/javascripts/math/util.js"></script>
<script src="/assets/javascripts/math/point.js"></script>
<script src="/assets/javascripts/math/vec2.js"></script>
<script src="/assets/javascripts/util/mouse.js"></script>
<script src="/assets/javascripts/util/uid.js"></script>
<script>
var ctx = canvas.getContext('2d')
var w = canvas.width = window.innerWidth
var h = canvas.height = window.innerHeight
var placing = false
var points = []
var mymouse = new mouse({
el: canvas,
down: function(e, cursor){
// compare to initial point
if (placing) {
if (points.length > 2 && points[0].distanceTo(cursor.a) < 3) {
points.push(points[0].clone())
placing = false
}
else {
points.push( cursor.a )
}
}
else {
placing = true
points.length = 0
points.push( cursor.a )
}
},
move: function(e, cursor){
if (placing && points.length > 2 && points[0].distanceTo(cursor.a) < 3 ) {
document.body.style.cursor = "pointer"
}
else {
document.body.style.cursor = "crosshair"
}
},
drag: function(e, cursor){
},
up: function(e, cursor, new_cursor){
},
})
function draw (time) {
ctx.fillStyle = "#fff"
ctx.fillRect(0,0,w,h)
if (points.length == 1) {
ctx.fillStyle = "#000"
ctx.fillRect(points[0].x, points[0].y, 1, 1)
}
if (points.length > 1) {
ctx.fillStyle = "#000"
ctx.strokeStyle = "#000"
ctx.beginPath()
ctx.moveTo(points[0].x, points[0].y)
points.forEach(function(point, i){
i && ctx.lineTo(point.x, point.y)
})
if (placing) {
ctx.stroke()
}
else {
ctx.fill()
}
}
}
function animate(time){
requestAnimationFrame(animate)
draw(time)
}
animate()
</script>
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