How to make click Pixelperfect on Canvas
DEMO + Tutorial
https://leoche.github.io/Pixelperfect-Click-Canvas/
Summary
There is no easy way to draw something and capture a pixel perfect click on it with HTML5 canvas. But there is a trick!
We can attribute a random color to each Sprite we create then on a new blank buffer canvas, draw all sprites but only with their respective colors. Capture mouse input coordonates on real canvas then look the color of the pixel on the buffer canvas then compare this color with your sprites. If colors matches you clicked on this sprite!
Tada! Real pixel perfect inputs!
Initial Setup
I took 3 sprites.
So Basically here, we have a Main
class which have an Array
of Sprite(x, y, img) instances:
this.sprites = [
new Sprite(100, 100, this.imgs.bed),
new Sprite(52, 146, this.imgs.table),
new Sprite(80, 135, this.imgs.z)
]
I had to set coordonates to make those sprites overlaping each other
The class for Sprites is pretty simple:
export default class Sprite {
constructor(x, y, img) {
this.x = x
this.y = y
this.img = img
}
render (ctx) {
ctx.drawImage(this.img, this.x, this.y)
}
}
For this example i didn't add a z
or depth
property to Sprites, we admit in this example that Sprites ordering is made by their position in array. I set up a time loop to call render which call render on each Sprite:
setInterval(() => this.render(), 1000 / 30)
...
render () {
...
this.sprites.forEach( sprite => {
sprite.render(this.ctx)
})
}
Result:
Real things coming up
First we need to generate a random color for each sprites and make a new method to render the image but with only one Color.
constructor(x, y, img) {
this.x = x
this.y = y
this.img = img
this.name = this.img.id.replace('img-', '')
// Return 'bed', 'table' or 'z'
this.id = Math.floor(Math.random()*16777215).toString(16);
// Return a random HEX Color
console.log("Created '" + this.name + "' with color #" + this.id);
//We want here to see what color is generated for this sprite
}
Console returns
Now we want to create a method renderColor
with a canvas buffer, So we just need to create a canvas with img sizes, fill with generated color then drawImage with destination-atop
composition.
renderColor (ctx) {
var buffer = document.createElement('canvas');
buffer.width = this.img.width;
buffer.height = this.img.height;
var bx = buffer.getContext('2d');
bx.fillStyle = '#' + this.id
bx.fillRect(0,0,buffer.width,buffer.height);
bx.globalCompositeOperation = "destination-atop";
bx.drawImage(this.img,0,0);
ctx.drawImage(buffer, this.x, this.y)
}
For debug purposes we can now see the result if we update the render
to render those colors sprites:
render () {
this.sprites.forEach( sprite => {
sprite.render(this.ctx)
sprite.renderColor(this.ctx) //DEBUG
})
}
Which give us this result:
Create a global buffer for all this color sprites in Main constructor and render color sprites to it instead of the real canvas
this.inputCanvas = document.createElement('canvas')
this.inputCanvas.width = this.canvas.width
this.inputCanvas.height = this.canvas.width
this.inputCanvasCtx = this.inputCanvas.getContext('2d')
...
render () {
this.sprites.forEach( sprite => {
sprite.render(this.ctx)
// Previously: sprite.renderColor(this.ctx)
sprite.renderColor(this.inputCanvasCtx)
})
}
then add an event listener to the real canvas and get pixel informations on the buffer canvas
this.canvas.addEventListener('click', event => {
let color = this.inputCanvasCtx.getImageData(event.layerX, event.layerY, 1, 1).data
})
Convert the color data to HEX, and just compare with existing sprites!
this.canvas.addEventListener('click', event => {
let color = this.inputCanvasCtx.getImageData(event.layerX, event.layerY, 1, 1).data
let hexColor = ("000000" + this.rgbToHex(color[0], color[1], color[2])).slice(-6)
console.log('You just clicked on color #' + hexColor)
let sprite = this.sprites.filter(sprite => sprite.id === hexColor)
// You now have the sprite yea!
})
...
// RGB Util
rgbToHex(r, g, b) {
if (r > 255 || g > 255 || b > 255)
throw "Invalid color component"
return ((r << 16) | (g << 8) | b).toString(16)
}
Console returns
You now have your clicked Sprite!
Thanks you guys for reading, hope this can help someone!
Léo DESIGAUX