I want to draw an arrow using the canvas tag, javascript. I\'ve made it using the quadratic function, but I\'m having problems to calculate the angle of rotation of the arro
As simple as I can get it. You'll have to prepend context.beginPath() and append context.stroke() yourself:
ctx = document.getElementById("c").getContext("2d");
ctx.beginPath();
canvas_arrow(ctx, 10, 30, 200, 150);
canvas_arrow(ctx, 100, 200, 400, 50);
canvas_arrow(ctx, 200, 30, 10, 150);
canvas_arrow(ctx, 400, 200, 100, 50);
ctx.stroke();
function canvas_arrow(context, fromx, fromy, tox, toy) {
var headlen = 10; // length of head in pixels
var dx = tox - fromx;
var dy = toy - fromy;
var angle = Math.atan2(dy, dx);
context.moveTo(fromx, fromy);
context.lineTo(tox, toy);
context.lineTo(tox - headlen * Math.cos(angle - Math.PI / 6), toy - headlen * Math.sin(angle - Math.PI / 6));
context.moveTo(tox, toy);
context.lineTo(tox - headlen * Math.cos(angle + Math.PI / 6), toy - headlen * Math.sin(angle + Math.PI / 6));
}
<html>
<body>
<canvas id="c" width="500" height="500"></canvas>
</body>
I've been struggeling with this for quite some time now. I needed to to this in both javascript and c#. For javascript i found a nice library jCanvas.
My main problem was drawing nicely looking arrow heads, which jCanvas does perfectly. For my c# project i reverse engineered the jCanvas code.
Hopefully this helps somebody
Given a size and the starting position, following code will draw the arrow for you.
function draw_arrow(context, startX, startY, size) {
var arrowX = startX + 0.75 * size;
var arrowTopY = startY - 0.707 * (0.25 * size);
var arrowBottomY = startY + 0.707 * (0.25 * size);
context.moveTo(startX, startY);
context.lineTo(startX + size, startX);
context.lineTo(arrowX, arrowTopY);
context.moveTo(startX + size, startX);
context.lineTo(arrowX, arrowBottomY);
context.stroke();
}
window.onload = function() {
var canvas = document.getElementById("myCanvas");
var context = canvas.getContext("2d");
var startX = 50;
var startY = 50;
var size = 100;
context.lineWidth = 2;
draw_arrow(context, startX, startY, size);
};
body {
margin: 0px;
padding: 0px;
}
#myCanvas {
border: 1px solid #9C9898;
}
<!DOCTYPE HTML>
<html>
<body onmousedown="return false;">
<canvas id="myCanvas" width="578" height="200"></canvas>
</body>
</html>
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
ctx.clearRect(0, 0, canvas.width, canvas.height);
arrow({x: 10, y: 10}, {x: 100, y: 170}, 10);
arrow({x: 40, y: 250}, {x: 10, y: 70}, 5);
function arrow (p1, p2, size) {
var angle = Math.atan2((p2.y - p1.y) , (p2.x - p1.x));
var hyp = Math.sqrt((p2.x - p1.x) * (p2.x - p1.x) + (p2.y - p1.y) * (p2.y - p1.y));
ctx.save();
ctx.translate(p1.x, p1.y);
ctx.rotate(angle);
// line
ctx.beginPath();
ctx.moveTo(0, 0);
ctx.lineTo(hyp - size, 0);
ctx.stroke();
// triangle
ctx.fillStyle = 'blue';
ctx.beginPath();
ctx.lineTo(hyp - size, size);
ctx.lineTo(hyp, 0);
ctx.lineTo(hyp - size, -size);
ctx.fill();
ctx.restore();
}
<canvas id = "canvas" width = "300" height = "400"></canvas>
function RTEShape()
{
this.x = 50;
this.y = 50;
this.w = 100; // default width and height?
this.h = 100;
this.fill = '#444444';
this.text = "Test String";
this.type;
this.color;
this.size = 6;
// The selection color and width. Right now we have a red selection with a small width
this.mySelColor = '#CC0000';
this.mySelWidth = 2;
this.mySelBoxColor = 'darkred';// New for selection boxes
this.mySelBoxSize = 6;
}
RTEShape.prototype.buildArrow = function(canvas)
{
this.type = "arrow";
// Make sure we don't execute when canvas isn't supported
if (canvas.getContext){
// use getContext to use the canvas for drawing
var ctx = canvas.getContext('2d');
var oneThirdX = this.x + (this.w/3);
var twoThirdX = this.x + ((this.w*2)/3);
var oneFifthY = this.y - (this.y/5);
var twoFifthY = this.y - ((this.y*3)/5);
/**/
//ctx.beginPath();
ctx.moveTo(oneThirdX,this.y); // 125,125
ctx.lineTo(oneThirdX,oneFifthY); // 125,105
ctx.lineTo(this.x*2,oneFifthY); // 225,105
ctx.lineTo(this.x*2,twoFifthY); // 225,65
ctx.lineTo(oneThirdX,twoFifthY); // 125,65
ctx.lineTo(oneThirdX,(this.y/5)); // 125,45
ctx.lineTo(this.x,(this.y+(this.y/5))/2); // 45,85
ctx.fillStyle = "green";
ctx.fill();
ctx.fillStyle = "yellow";
ctx.fillRect(this.x,this.y,this.w,this.h);
} else {
alert('Error on buildArrow!\n'+err.description);
}
}
Ok, so the first answer on this page helped me greatly when I was trying to figure this problem out myself, although as someone else already stated, if you have a line width greater than 1px you get funny shapes. The fix that someone else suggested almost worked, but I still had some issues when trying to go for a thicker width arrow. After several hours of playing around with it I was able to combine the above solution with some of my own tinkering to come up with the following code that will draw an arrow at whatever thickness you desire without distorting the arrow shape.
function drawArrow(fromx, fromy, tox, toy){
//variables to be used when creating the arrow
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
const width = 22;
var headlen = 10;
// This makes it so the end of the arrow head is located at tox, toy, don't ask where 1.15 comes from
tox -= Math.cos(angle) * ((width*1.15));
toy -= Math.sin(angle) * ((width*1.15));
var angle = Math.atan2(toy-fromy,tox-fromx);
//starting path of the arrow from the start square to the end square and drawing the stroke
ctx.beginPath();
ctx.moveTo(fromx, fromy);
ctx.lineTo(tox, toy);
ctx.strokeStyle = "#cc0000";
ctx.lineWidth = width;
ctx.stroke();
//starting a new path from the head of the arrow to one of the sides of the point
ctx.beginPath();
ctx.moveTo(tox, toy);
ctx.lineTo(tox-headlen*Math.cos(angle-Math.PI/7),toy-headlen*Math.sin(angle-Math.PI/7));
//path from the side point of the arrow, to the other side point
ctx.lineTo(tox-headlen*Math.cos(angle+Math.PI/7),toy-headlen*Math.sin(angle+Math.PI/7));
//path from the side point back to the tip of the arrow, and then again to the opposite side point
ctx.lineTo(tox, toy);
ctx.lineTo(tox-headlen*Math.cos(angle-Math.PI/7),toy-headlen*Math.sin(angle-Math.PI/7));
//draws the paths created above
ctx.strokeStyle = "#cc0000";
ctx.lineWidth = width;
ctx.stroke();
ctx.fillStyle = "#cc0000";
ctx.fill();
}
This is now the code that I am using in my program. What I found to be the key with eliminating the distortion issue was continuing the stroke from the tip of the arrow to one side point, to the other side point, back to the tip, and back over to the first side point, then doing a fill. This corrected the shape of the arrow.
Hope this helps!