Namespace

Canvas

Canvas

Methods

# clearCanvas(canvasIdopt)

Clears an entire canvas and triggers a redraw.
Parameters:
Name Type Attributes Default Description
canvasId string <optional>
renderNowCanvas The canvas to clear.

View Source rpgcode.js, line 445

Example
// Create a simple canvas and write some text on it.
var canvas = "myCanvas";
rpgcode.createCanvas(640, 480, canvas);
rpgcode.drawText(270, 300, "Hello world!", canvas);
rpgcode.renderNow(canvas);

// Clears the canvas after 5 seconds have elapsed.
rpgcode.delay(5000, function(){ 
 rpgcode.clearCanvas(canvas); 
});

# createCanvas(width, height, canvasId)

Creates a canvas with the specified width, height, and ID. This canvas will not be drawn until renderNow is called with its ID.
Parameters:
Name Type Description
width number In pixels.
height number In pixels.
canvasId string The ID to be associated with the canvas.

View Source rpgcode.js, line 497

Example
// Create a simple canvas and write some text on it.
var canvas = "myCanvas";
rpgcode.createCanvas(640, 480, canvas);
rpgcode.drawText(270, 300, "Hello world!", canvas);
rpgcode.renderNow(canvas); 

# destroyCanvas(canvasId)

Destroys the canvas with the specified ID, removing it from the engine.
Parameters:
Name Type Description
canvasId string The ID for the canvas to destroy.

View Source rpgcode.js, line 556

Example
// Create a simple canvas and write some text on it.
var canvas = "myCanvas";
rpgcode.createCanvas(640, 480, canvas);
rpgcode.drawText(270, 300, "Hello world!", canvas);
rpgcode.renderNow(canvas); 

// Destroys the canvas that we just created.
rpgcode.destroyCanvas(canvas);

# drawOntoCanvas(sourceId, x, y, width, height, targetId)

Draws the source canvas onto the target canvas. Useful for combining multiple canvases together.
Parameters:
Name Type Description
sourceId string The ID of the source canvas.
x number Position in pixels on the target canvas.
y number Position y in pixels on the target canvas.
width number In pixels.
height number In pixels.
targetId string The ID of the target canvas.

View Source rpgcode.js, line 855

Example
// Canvas IDs.
var buffer = "buffer";
var lifeIcon = "life_icon";

// Assets to load up.
var assets = {
 "images": [
     "life.png"
 ]
};

// Load up the assets needed for this example.
rpgcode.loadAssets(assets, function () {
 // Smaller canvas.
 rpgcode.createCanvas(32, 32, lifeIcon);

 // Canvas to draw onto.
 rpgcode.createCanvas(640, 480, buffer);

 // Set the image on the smaller canvas.
 rpgcode.setImage("life.png", 0, 0, 32, 32, lifeIcon);
 
 // Draw 3 hearts onto the buffer canvas.
 for (var i = 1; i < 4; i++) {
     rpgcode.drawOntoCanvas(lifeIcon, i * 32, 430, 32, 32, buffer);
 }
 
 // Show the larger canvas with the smaller hearts on it.
 rpgcode.renderNow(buffer);
});

# renderNow(canvasIdopt)

Renders the specified canvas, if none then the "renderNowCanvas" is shown.
Parameters:
Name Type Attributes Default Description
canvasId string <optional>
renderNowCanvas The ID of the canvas to render.

View Source rpgcode.js, line 2602

Example
// Draw a rectangle on the default canvas and render it.
rpgcode.setColor(255, 0, 0, 1.0);
rpgcode.fillRect(0, 0, 100, 100);
rpgcode.renderNow();

// Create a canvas and draw a red rectangle on it.
var canvas = "myCanvas";
rpgcode.createCanvas(640, 480, canvas);
rpgcode.setColor(255, 0, 0, 1.0);
rpgcode.fillRect(0, 0, 100, 100, canvas);
rpgcode.renderNow(canvas);  

# setCanvasPosition(x, y, canvasId)

Sets the position of a canvas relative to its parent.
Parameters:
Name Type Description
x number In pixels.
y number In pixels.
canvasId string The ID of the canvas to move.

View Source rpgcode.js, line 2806

Example
// Create a canvas and draw a red rectangle on it.
var canvas = "myCanvas";
rpgcode.createCanvas(640, 480, canvas);
rpgcode.setColor(255, 0, 0, 1.0);
rpgcode.fillRect(0, 0, 100, 100, canvas);
rpgcode.renderNow(canvas);

// Now move it to a new position relative to its parent.
rpgcode.setCanvasPosition(100, 100, canvas);