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  4. HTML5 Canvas Navigation menu with Fire

HTML5 Canvas Navigation menu with Fire

Andrey Prikaznov user avatar by
Andrey Prikaznov
·
Jun. 02, 12 · Interview
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html5 canvas navigation menu with fire

have you ever thought about creating some interactive navigation menu in html5 directly in the canvas element? yes, this is a strange idea, but it is possible. i prepared our first pure html5 canvas menu (basically – this is a set of buttons). we will create these buttons with a fire effect at the bottom.  you will be able to set custom click actions for menu elements.

live demo



preview

html5 canvas menu - preview


step 1. html markup

basically our html markup is very easy today:

<!doctype html>
<html lang="en" >
    <head>
        <meta charset="utf-8" />
        <title>html5 canvas navigation menu with fire | script tutorials</title>
        <link rel="stylesheet" href="css/main.css" type="text/css" />
        <script src="js/vector2d.js"></script>
        <script src="js/fire_menu.js"></script>
    </head>
    <body>
        <canvas id="panel" width="1000px" height="100px">html5 compliant browser required</canvas>
        <img id="image" src="images/bg.jpg"  />
    </body>
</html>

there is only single canvas element. plus – one image directly after this canvas.

step 2. js

now, we should create a new empty file ‘js/fire_menu.js’ and put next code inside:

// button object
function button(x, y, w, h, state, image, text) {
    this.x = x;
    this.y = y;
    this.w = w;
    this.h = h;
    this.state = state;
    this.imageshift = 0;
    this.image = image;
    this.text = text;
}

// draw button function
function drawbutton(ctx, button) {
    // draw button image
    ctx.drawimage(button.image, 0, button.imageshift, button.w, button.h, button.x, button.y, button.w, button.h);

    // and text
    ctx.filltext(button.text, button.x + button.w / 2, 5 + button.y + button.h / 2);
}

// get mouse position function
function getmouseposition(e){
    if (!e){
        var e = window.event;
    }
    if (e.pagex || e.pagey){
        return new vector2d(e.pagex, e.pagey);
    } else if (e.clientx || e.clienty){
        return new vector2d(e.clientx, e.clienty);
    }
}

// inner variables
var canvas, ctx;
var data_width;
var data_height;
var colors = [];
var out_data = [];
var buttons = [];

// fill new array with certain value
function fill_new_array(len, val) {
    var rv = new array(len);
    while (--len >= 0) {
        rv[len] = val;
    }
    return rv;
}

// prepare palette function
function prepare_palette() {
    for (var i = 0; i < 64; ++i) {
        colors[i + 0] = {r: 0, g: 0, b: i << 1, a: i};
        colors[i + 64] = {r: i << 3, g: 0, b: 128 - (i << 2), a: i+64};
        colors[i + 128] = {r: 255, g: i << 1, b: 0, a: i+128};
        colors[i + 192] = {r: 255, g: 255, b: i << 2, a: i+192};
    }
}

// draw main scene
function drawscene() {
    ctx.clearrect(0, 0, ctx.canvas.width, ctx.canvas.height); // clear canvas

    // draw fire
    var data_cnt = data_width * (data_height - 1);
    for (var i = 0; i < data_width; i++) {
        out_data[data_cnt + i] = (0.6 > math.random()) ? 255 : 20;
    }
    for (var y = 0; y < 100; y++){
        for (var x = 10; x < data_width - 10; x++){
            var s = data_cnt + x;

            var temp_data = out_data[s] + out_data[s + 1] + out_data[s - 1] + out_data[s - data_width];
            temp_data >>= 2;
            if (temp_data > 1){
                temp_data -= 1;
            }
            temp_data <<= 0;

            out_data[s - data_width] = temp_data;

            var id = s << 2;
            img_data.data[id + 0] = colors[temp_data].r;
            img_data.data[id + 1] = colors[temp_data].g;
            img_data.data[id + 2] = colors[temp_data].b;
            img_data.data[id + 3] = colors[temp_data].a;
        }
        data_cnt -= data_width;
    }
    ctx.putimagedata(img_data, 0, 0);

    // prepare font
    ctx.font = '26px ds-digital';
    ctx.fillstyle = '#000000';
    ctx.textalign = "center";

    // draw all the buttons
    for (var ib = 0; ib < buttons.length; ib++) { //
        drawbutton(ctx, buttons[ib]);
    }
}

// window onload event handler
if (window.attachevent) {
    window.attachevent('onload', main_init);
} else {
    if(window.onload) {
        var curronload = window.onload;
        var newonload = function() {
            curronload();
            main_init();
        };
        window.onload = newonload;
    } else {
        window.onload = main_init;
    }
}

// main initialization
function main_init() {

    // create canvas and context objects
    canvas = document.getelementbyid('panel');
    ctx = canvas.getcontext('2d');

    // prepare data for our fire object and prepare palette
    img_data = ctx.createimagedata(canvas.width, canvas.height);
    data_width = img_data.width,
    data_height = img_data.height,
    prepare_palette();

    // fill new array with 0
    out_data = fill_new_array(data_width * data_height, 0)

    // prepare image to buttons
    var buttonimage = new image();
    buttonimage.src="images/button.png";
    buttonimage.onload = function() {};

    // prepare 3 different buttons
    buttons.push(new button(0, 10, 245, 62, 'normal', buttonimage, 'button #1'));
    buttons.push(new button(250, 10, 245, 62, 'normal', buttonimage, 'button #2'));
    buttons.push(new button(500, 10, 245, 62, 'normal', buttonimage, 'button #3'));
    buttons.push(new button(750, 10, 245, 62, 'normal', buttonimage, 'button #4'));

    // loop main scene
    setinterval(drawscene, 40);

    // onmousemove event handler
    canvas.onmousemove = function(e) {
        var mouse = getmouseposition(e).sub(new vector2d(canvas.offsetleft, canvas.offsettop));

        for (var i = 0; i < buttons.length; i++) { // apply 'hover' state for buttons
            if (buttons[i].state != 'pressed') {
                buttons[i].state = 'normal';
                buttons[i].imageshift = 0;
                if (mouse.x > buttons[i].x && mouse.x < buttons[i].x+buttons[i].w && mouse.y > buttons[i].y && mouse.y < buttons[i].y+buttons[i].h) {
                    buttons[i].state = 'hover';
                    buttons[i].imageshift = 136;
                }
            }
        }
    }

    // onmousedown event handler
    canvas.onmousedown = function(e) {
        var mouse = getmouseposition(e).sub(new vector2d(canvas.offsetleft, canvas.offsettop));

        for (var i = 0; i < buttons.length; i++) { // apply 'pressed' state for buttons
            if (mouse.x > buttons[i].x && mouse.x < buttons[i].x+buttons[i].w && mouse.y > buttons[i].y && mouse.y < buttons[i].y+buttons[i].h) {
                buttons[i].state = 'pressed';
                buttons[i].imageshift = 68;
            }
        }
    }

    // onmouseup event handler
    canvas.onmouseup = function(e) {
        var mouse = getmouseposition(e).sub(new vector2d(canvas.offsetleft, canvas.offsettop));

        for (var i = 0; i < buttons.length; i++) { // reset states for buttons
            if (mouse.x > buttons[i].x && mouse.x < buttons[i].x+buttons[i].w && mouse.y > buttons[i].y && mouse.y < buttons[i].y+buttons[i].h) {
                alert(buttons[i].text + ' is pushed');
            }

            buttons[i].state = 'normal';
            buttons[i].imageshift = 0;
        }
    }
}

the main idea of our menu – put several buttons at canvas element, and then – add event handlers. also, as extra feature – animated fire at the background. this demonstration can bring you new ideas for your projects.

step 3. extra files

it’s possible that you have noticed that i use the addition files in our project: main.css, ds-digib.ttf, bg.jpg, button.png and vector2d.js. all these files are available in our download package.



live demo


conclusion

i hope that you like our html5 experiments. welcome back.

HTML

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