I have an animation in "html5 Canvas" (using Flot Real Time) and now I need it to be cloned in real time for a new canvas, that is, draw the same thing on 2 canvas at the same time.
So I just tried to give a copy of the image, but of course it was slow, causing a flicker:
var c = document.getElementById('placeholder');
var ctx = c.getContext('2d');
var imgData = ctx.getImageData(0, 0, 300, 500);
var imageNow = document.querySelector('#placeholder2');
var ctxImageNow = imageNow.getContext('2d');
ctxImageNow.putImageData(imgData, 0, 0);
In my searches I realized that using buffers, this is easy,
but I did not understand the mechanics and I do not know how to apply it in my example.
canvas { border: 2px solid #000; position:absolute; top:0;left:0;
visibility: hidden; }
Buffers[1-DrawingBuffer].style.visibility='hidden';
Buffers[DrawingBuffer].style.visibility='visible';
DrawingBuffer=1-DrawingBuffer;
var context = Buffers[DrawingBuffer].getContext('2d');
My example is very similar to the one provided by flot realtime I put it here:
$(function() {
// info for graph2
instant = 5;
high = -45;
factor = 0;
frequency = 15;
updateInterval = 70;
var data1 = [], data2 = [], totalPoints = 300;
function Easing( i ) {
i *= 2;
if (i<1) return 1/(2-i)-.5;
return 1.5-1/i;
}
function getRandomData() {
// original j-flot randon data, nao precisamos neste exemplo..
}
function getRandomData2() {
// nosso grafico, DESTE nos precisamos....
// se adrenalina ON sobre o grafico
if(isRunning==true){
if(factor<1) {
factor=factor+.005;
frequency=frequency+.25;
}
}
// se adrenalina OFF desce o grafico
else {
if(factor>0) {
factor=factor-.005;
frequency=frequency-.25;
}
}
if (data2.length > 0)
data2 = data2.slice(1);
while (data2.length < totalPoints) {
instant = instant - frequency;
calc = high - Easing(factor) * 35;
if (instant < calc ) {
instant = (calc * -1);
}
instantShow = instant;
if (instantShow < 20) {
instantShow = 20;
}
data2.push(instantShow);
}
var res = [];
for (var i = 0; i < data2.length; ++i) {
res.push([i, data2[i]])
}
//console.log(data2);
return res;
}
//
// Set up the control widget
$("#updateInterval").val(updateInterval).change(function() {
var v = $(this).val();
if (v && !isNaN(+v)) {
updateInterval = +v;
if (updateInterval < 1) {
updateInterval = 1;
} else if (updateInterval > 2000) {
updateInterval = 2000;
}
$(this).val("" + updateInterval);
}
});
var plot = $.plot("#placeholder", [{
data: getRandomData()
}, {
data: getRandomData2()
}], {
series: {
shadowSize: 0
},
yaxis: {
min: 0,
max: 100
},
xaxis: {
show: false
}
});
function update() {
plot.setData([{
data: getRandomData()
}, {
data: getRandomData2()
}]);
plot.draw();
setTimeout(update, updateInterval);
}
update();
});
//
// buttons
//
var isRunning = false;
document.getElementById('button').onclick = function()
{
if (isRunning){
document.getElementById('button').innerHTML = "<font color=red>Sem Adrenalina</font>";
}
else{
document.getElementById('button').innerHTML = "<font color=green>Com Adrenalina</font>";
}
isRunning = !isRunning;
};
<script src="https://code.jquery.com/jquery-2.2.4.min.js"></script><scriptsrc="https://cdnjs.cloudflare.com/ajax/libs/flot/0.8.3/jquery.flot.js"></script>
<div id="placeholder" style="height:300px; width:500px; border:solid 1px red; ">
</div>
<button id="button" onmousedown="buttonAdrenaline">
<font color=red>
Sem Adrenalina
</font>
</button>
<hr>
<div id="placeholder2" style="height:300px; width:500px; border:solid 1px blue;">
</div>
Could someone teach me how to solve this? I need to put the same animation on two different canvases ..