I am trying to make an image object rotate in accordance to the mouse being clicked down on that image and the angle of the mouse to the center of the object.
Think of a unit circle and having the image being rotated about the circle based on where the mouse is on that circle.
I currently have
var stage = new Kinetic.Stage({
container: "container",
width: 800,
height: 500,
id: "myCanvas",
name: "myCanvas"
});
var layer = new Kinetic.Layer();
//gets the canvas context
var canvas = stage.getContainer();
var mousePosX;
var mousePosY;
var mouseStartAngle;
var selectedImage;
var mouseAngle;
var mouseStartAngle;
console.log(canvas)
var shiftPressed
window.addEventListener('keydown', function (e) {
if (e.keyCode == "16") {
shiftPressed = true;
}
console.log(shiftPressed)
}, true);
window.addEventListener('keyup', function (e) {
if (e.keyCode == "16") {
shiftPressed = false;
}
console.log(shiftPressed)
}, true);
function drawImage(imageObj) {
var dynamicImg = new Kinetic.Image({
image: imageObj,
x: stage.getWidth() / 2 - 200 / 2,
y: stage.getHeight() / 2 - 137 / 2,
width: 100, //imageObj.width,
height: 100, // imageObj.height,
draggable: true,
offset: [50,50] //[(imageObj.width/2), (imageObj.height/2)]
});
dynamicImg.on('mousedown', function () {
selectedImage = this;
console.log("x: " + this.getX())
console.log("y: " + this.getY())
var mouseStartXFromCenter = mousePosX - (this.getX() + (this.getWidth() / 2));
var mouseStartYFromCenter = mousePosY - (this.getY() + (this.getHeight() / 2));
mouseStartAngle = Math.atan2(mouseStartYFromCenter, mouseStartXFromCenter);
if (shiftPressed) {
//console.log("trying to switch draggable to false");
//console.log(this)
this.setDraggable(false);
}
});
dynamicImg.on('mouseup mouseout', function () {
//console.log('mouseup mouseout')
this.setDraggable(true);
});
dynamicImg.on('mouseover', function () {
document.body.style.cursor = 'pointer';
});
dynamicImg.on('mouseout', function () {
document.body.style.cursor = 'default';
});
imageArray.push(dynamicImg);
layer.add(dynamicImg);
stage.add(layer);
}
var imageObj = new Image();
imageObj.onload = function () {
drawImage(this);
};
imageObj.src = 'http://localhost:60145/Images/orderedList8.png';
function getMousePos(evt) {
var rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top
};
}
canvas.addEventListener('mouseup', function () {
selectedImage = undefined;
});
canvas.addEventListener('mousemove', function (evt) {
mousePos = getMousePos(evt);
//console.log('Mouse position: ' + mousePos.x + ',' + mousePos.y)
mousePosX = mousePos.x;
mousePosY = mousePos.y;
if (selectedImage != undefined) {
mouseXFromCenter = mousePosX - selectedImage.getX();
mouseYFromCenter = mousePosY - selectedImage.getY();
mouseAngle = Math.atan2(mouseYFromCenter, mouseXFromCenter);
var rotateAngle = mouseAngle - mouseStartAngle;
selectedImage.setRotation(rotateAngle);
}
}, false);
the code has a couple things to it. -It should only allow a rotate if 'shift' is pressed and mousedown event happens on an image.
-it needs to maintain the dynamic image drawing as they will be populating the canvas dynamically over the life of the page.
here is a good example of something similar i want to happen, but just simply cannot get it to work in canvas/kineticjs. http://jsfiddle.net/22Feh/5/