I am currently programming a little game using canvas. For the game I need some kind of fog which hides the most part of the map and only a small area around the player shou
Cache the gradient to an off-screen canvas then draw in the canvas with drawImage() instead:
This way the processing creating and calculating the gradient is eliminated. Drawing an image is basically a copy operation (there is a little bit more, but performance is very good).
function createFog(player) {
// Create off-screen canvas and gradient
var fogCanvas = document.createElement('canvas'),
ctx = fogCanvas.getContext('2d'),
grd = fogc.createRadialGradient(player.getPosX(),
player.getPosY(),
0,player.getPosX(),
player.getPosY(),100);
fogCanvas.width = 700;
fogCanvas.height = 700;
grd.addColorStop(0,"rgba(50,50,50,0)");
grd.addColorStop(1,"black");
// Fill with gradient
ctx.fillStyle = grd;
ctx.fillRect(0,0,700,600);
return fogCanvas;
}
Now you can simply draw in the canvas returned from the above function instead of creating the gradient every time:
var fog = createFog(player);
ctx.drawImage(fog, x, y);