1.0.0 • Published 4 years ago

dom-canvas v1.0.0

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-
License
MIT
Repository
-
Last release
4 years ago

dom-canvas

Leveraging the power of CSS and the DOM to create a faster, more powerful canvas.

What is this?

dom-canvas is a library that imitates the 2D Canvas API, except implements it using CSS animations and DOM elements. This means that no re-renders are necessary, as every element (shape, text, etc) has its own object and properties.

Additionally, dom-canvas is easier to debug, as each visual change is a change to an HTML element, which is automatically represented in your browser's developer tools.

License / Distribution

dom-canvas is distributed through NPM as an ES module. It has zero dependencies, but requires TypeScript for development.

dom-canvas is licensed under the MIT License.

Get Started!

There are two ways to get started with dom-canvas.

  1. NPM: (recommended method) npm i dom-canvas.
import DOMCanvas from 'dom-canvas';
/* OR */
import DOMCanvas from 'node_modules/.../dom-canvas.js';
  1. CDN: (faster to get up and running).
import DOMCanvas from 'https://cdn.jsdelivr.net/gh/raghav-misra/dom-canvas/lib/dom-canvas.js';

Initializing a Canvas

Let's say that your HTML includes the following <div>:

<div id="canvas"></div>

To initialize a canvas you create a new DOMCanvas.Canvas:

import DOMCanvas from './path/dom-canvas.js';

const canvas = new DOMCanvas.Canvas("#canvas");

Now, this canvas is useless in it's current state, so let's style it to be blue and fit the page:

#canvas {
	position: fixed;
	top: 0; left: 0;
	width: 100vw; height: 100vh;
	background: cornflowerblue;
}

Canvas Elements

Everything (almost), from shapes to text, are instances the DOMCanvas.Element class. This section assumes that the code from the last section is still present.

Regardless of what you want to 'render', be it a rectangle, text, or an image you call the DOMCanvas.Element constructor.

Rectangle

const rect = new DOMCanvas.Element({
	x: 100, /* Offset left = 100px */
	y: 100, /* Offset top = 100px */
	width: 100, height: 100, /* 100x100 rect */
	background: "red", /* Red fill */
	border: "white 2px solid" /* 2px solid white stroke */
});

// Render the rectangle to the canvas:
canvas.add(rect);

Ellipse

An ellipse is identical to a rectangle, except you set ellipse: true.

const ellipse = new DOMCanvas.Element({
	x: 150, y: 150,
	width: 100, height: 100,
	background: "green",
	border: "white 2px solid",

	ellipse: true /* New code */
});

canvas.add(ellipse);

Text

To render text, you must supply x and y, along with text and textColor (and optionally font). By default, text will be responsive to screen size (wrap when screen is too small), but using width and height properties you can stop this.

const text = new DOMCanvas.Element({
	x: 10, y: 10,
	text: "Hello from dom-canvas!", /* Text to show */
	textColor: "blue", /* Color of the text */
	font: "30px sans-serif" /* Font */
});

canvas.add(text);

Non-Element Exceptions

While rectangles, ellipses, and text are all direct instances of DOMCanvas.Element, some

Image:

Images have their own class, DOMCanvas.Image. Since the class extends from DOMCanvas.Element, all properties passable in the Element class are accepted when creating an Image.

const image = new DOMCanvas.Image({
	image: "http://placekitten.com/g/200/300", /* New property! */
	x: 300, y: 350,
	border: "2px solid white"
});

canvas.add(image);

Event Handling

DOMCanvas.Canvas, DOMCanvas.Element (and classes that inherit it) all have the same API for event handling. The on method takes the same parameters as the addEventListener function.

Adding Events to DOMCanvas.Canvas

The following code will make it so that when the canvas is clicked, 'Canvas Clicked!' will be alerted to the screen.

canvas.on("click", () => alert("Canvas Clicked!"));

Adding Events to DOMCanvas.Element

This following method works on DOMCanvas.Element and all classes that extend it, such as DOMCanvas.Image

const rect = new DOMCanvas.Element({
	x: 0, y: 0,
	width: 10, height: 100,
	background: "red"
});

rect.on("click", () => alert("Ooh! Right angles"));
canvas.add(rect);

Other Stuff:

Check If Key Pressed:

You can check if a key is down on a canvas using its isPressed method. The next example shows key-controlled movement without setting any event listeners:

// Player to be moved:
const player = new DOMCanvas.Element({
	x: 0, y: 0, width: 50, height: 100,
	background: "white"
});
canvas.add(player);

function updateMovement() {
	// Move rectangle if W, A, S, D pressed.
	if (canvas.isPressed("KeyW")) player.y -= 10;
	if (canvas.isPressed("KeyA")) player.x -= 10;
	if (canvas.isPressed("KeyS")) player.y += 10;
	if (canvas.isPressed("KeyD")) player.x += 10;

	// Call function again on next animation frame:
	requestAnimationFrame(updateMovement);
}

// Call update function:
requestAnimationFrame(updateMovement);