So I've gotten pretty excited about the introduction of Canvas Paths as standard objects in contemporary browsers, and have been trying to see how much mileage I can get out of this new-ish feature. However, my understanding of how these objects interact with the isPointInPath() method (and possibly other path-based methods) is apparently somewhat flawed.
As demonstrated in the first two test functions below, I can get the drawn paths to be recognized by the isPointInPath() method. However, when I define the paths as an object, the method ceases to work (even though the path objects can be recognized for other purposes such as filling).
function startGame(){ //Initiating Environment Variables
gamemap = document.getElementById("GameMap")
ctx = gamemap.getContext("2d")
testCircleBounds()
testVarCircleBounds()
testObjCircleBounds()
testMultiObjCircleBounds()
}
function testCircleBounds() { //Minimalist Test of Path Methods
ctx.beginPath()
ctx.arc(250,250,25,0,2*Math.PI)
console.log(ctx.isPointInPath(250,250)) //point in path detected
ctx.closePath()
console.log(ctx.isPointInPath(250,250)) //point in path still detected
ctx.stroke()
ctx.fillStyle = "yellow"
ctx.fill() //fills great
}
function testVarCircleBounds() { //Test of Path Methods with Variables
x_cen = 250; y_cen = 250; rad = 15
ctx.beginPath()
ctx.arc(x_cen,y_cen,rad,0,2*Math.PI)
ctx.closePath()
console.log(ctx.isPointInPath(x_cen,y_cen)) //true yet again
ctx.stroke()
ctx.fillStyle = "orange"
ctx.fill() //also fills great
}
function testObjCircleBounds() { //Test of Path Methods with Single Stored Path Object
x_cen = 250; y_cen = 250; rad = 10
ctx.beginPath()
lonely_node = new Path2D()
lonely_node.arc(x_cen,y_cen,10,0,2*Math.PI)
ctx.closePath()
console.log(ctx.isPointInPath(x_cen,y_cen)) //point in path not found!
ctx.stroke(lonely_node)
ctx.fillStyle = "red"
ctx.fill(lonely_node) //but ctx.fill notices the path just fine
}
function testMultiObjCircleBounds(){ //Test of Paths Methods with Multi-Object Referencing
nodes = [] //initializes set of nodes as array
for (i=0; i<25; i++) { //generates 25 nodes
nodes[i] = new Path2D() //defines each node as Path object in the array
node = nodes[i]
//Places Nodes along the 'horizon' of the map
x_cen = 20*i + 10
y_cen = 100
ctx.beginPath(node) //"node" argument probably not helping?
node.arc(x_cen,y_cen,8,0,2*Math.PI)
console.log(ctx.isPointInPath(x_cen,y_cen)) //still returns false!
ctx.closePath(node)
ctx.stroke(node)
console.log(ctx.isPointInPath(x_cen,y_cen)) //arrgh!!
}
// Fill can also be selectively applied to referenced path objects
for (i=0; i<25; i=i+2) {
ctx.fill(nodes[i])
}
}
<!DOCTYPE html>
<html>
<head>
<title>Wrap Around Beta</title>
<script src="Circuity_PathObjectTest.js"></script>
</head>
<body onload='startGame()'>
<canvas id="GameMap" width="500" height="500" style="border:1px solid #000000"></canvas>
</body>
</html>
Is this fundamentally the wrong way to think about Path2D objects and to record 'hit' areas on a canvas? If so, is there another technique (saving the canvas context for each path drawn or something along that vein) that would produce the desired effect?
You must send a reference to the Path2D being tested into isPointInPath:
ctx.isPointInPath( lonely_node, x_cen, y_cen )