Related
Saba Silagadze Why draw arent rectangles in a loop? I just started a snake game n trying to draw the snake's body through a loop, but for some reason ctx is not drawing the loop. If I write the rectangle without the loop, it works. var canv = document.getEleme
Saba Silagadze Why draw arent rectangles in a loop? I just started a snake game n trying to draw the snake's body through a loop, but for some reason ctx doesn't draw the loop. If I write the rectangle without the loop, it works. var canv = document.getElement
Digital Brent I'm trying to create a news ticker that renders text in small square "pixels". I say "pixels" because they look like pixels, but the actual displayed square is larger than 1px. So far I can get all the rendered letters from the object I build (co
David Wenzel When I write this code it doesn't work: if(shapeSpinner?.selectedItemPosition == 0){
canvas.drawCircle((0..dimensionX).random().toFloat(), (0..dimensionY).random().toFloat(), (0..dimensionX).random().toFloat(), paint)
}
if(shapeSpin
Barr I have a canvas code to draw the signature. The code works fine on chrome and Firefox, but doesn't draw at all on IE 11. My canvas is: <canvas id="signitureCanvas" style="border: 3px solid #000; cursor:crosshair; background-color:white;"></canvas>
My cod
Cody My painter in the Canvas class doesn't draw the rectangle, although I configure it to do so. I have a simple canvas layout, I have set up 6 rectangle painters that should draw a grey rectangle if the corresponding boolean flag is true. Still, for some rea
David Wenzel When I write this code it doesn't work: if(shapeSpinner?.selectedItemPosition == 0){
canvas.drawCircle((0..dimensionX).random().toFloat(), (0..dimensionY).random().toFloat(), (0..dimensionX).random().toFloat(), paint)
}
if(shapeSpin
Eye I have covered onDragShadowfor DragShadowBuilderthis @Override
public void onDrawShadow(Canvas canvas) {
super.onDrawShadow(canvas);
Bitmap bitmap = InGameActivity.getRandomBitmap();
Rect source = new Rect(0, 0, bitmap.getWidth(
Digital Brent I'm trying to create a news ticker that renders text in small square "pixels". I say "pixels" because they look like pixels, but the actual displayed square is larger than 1px. So far I can get all the rendered letters from the object I build (co
Anton I'm trying to use Canvas to let users draw them on a PC or smartphone. I don't understand why this script doesn't work. The script doesn't give any errors. The coordinates are set correctly. I tried setting it manually, but even then nothing appears on t
Digital Brent I'm trying to create a news ticker that renders text in small square "pixels". I say "pixels" because they look like pixels, but the actual displayed square is larger than 1px. So far I can get all the rendered letters from the object I build (co
Digital Brent I'm trying to create a news ticker that renders text in small square "pixels". I say "pixels" because they look like pixels, but the actual displayed square is larger than 1px. So far I can get all the rendered letters from the object I build (co
Michael Heuberger Hopefully one of you can tell me why my ffmpeg command doesn't draw the desired text. The video made does not have this video. Well done: ffmpeg -f image2 -thread_queue_size 64 -framerate 15.1 -i /home/michael-heuberger/binarykitchen/code/vid
Italy String str = new String();
str = "111";
x = width / 2;
y = Math.round(height / 1.3);
while (pressed != true){
if (!holder.getSurface().isValid())
continue;
Canvas c = holder.lockCanvas();
c.drawBitmap(galaxy, 0, 0, null);
c.draw
Italy String str = new String();
str = "111";
x = width / 2;
y = Math.round(height / 1.3);
while (pressed != true){
if (!holder.getSurface().isValid())
continue;
Canvas c = holder.lockCanvas();
c.drawBitmap(galaxy, 0, 0, null);
c.draw
CIsForCookies My canvas shows a rectangular grid of randomly changing colors, but when I want it to end, it doesn't show the "Goodbye!" message I added to the canvas. why is that? Even if I comment the line for i in ...inside __init__(ie the for loop that crea
Paul Managa A hopefully quick question, but I can't seem to find any examples... I want to write a custom Viewpass in multiline text Canvas, and where onDraw()I have: ...
String text = "This is\nmulti-line\ntext";
canvas.drawText(text, 100, 100, mTextPaint);
.
Ahmed Can you tell me what's wrong with the text on the canvas? I tried changing the text size, if I make it bigger it looks fine, but if I make it smaller it looks weird. I'm not sure what exactly is affecting the text; I've tried using the font property with
Paul Managa A hopefully quick question, but I can't seem to find any examples... I want to write a custom Viewpass in multiline text Canvas, and where onDraw()I have: ...
String text = "This is\nmulti-line\ntext";
canvas.drawText(text, 100, 100, mTextPaint);
.
Paul Managa A hopefully quick question, but I can't seem to find any examples... I want to write a custom Viewpass in multiline text Canvas, and where onDraw()I have: ...
String text = "This is\nmulti-line\ntext";
canvas.drawText(text, 100, 100, mTextPaint);
.
macaron lover I just created 2 drawings, trying to make one look the same as the other, but I have no luck. Regarding the screenshots, the graph at the top was created using canvas, while the graph at the bottom was created using XML. XML drawing works perfect
macaron lover I just created 2 drawings, trying to make one look the same as the other, but I have no luck. Regarding the screenshots, the graph at the top was created using canvas, while the graph at the bottom was created using XML. XML drawing works perfect
humble 7 I tried adding an eventListener to draw the image only after the image is loaded. I've also tried putting event listeners before and after setting the image src, but still nothing seems to work. I can't seem to figure out what's causing it. Can someon
Brian Ton While making another app, I ran into a problem react-native-canvas, so I created this minimal project. The problem is that the WebView is much smaller than the Canvas and doesn't fill the entire canvas when appropriate. Here is the code (very similar
humble 7 I tried adding an eventListener to draw the image only after the image is loaded. I've also tried putting event listeners before and after setting the image src, but still nothing seems to work. I can't seem to figure out what's causing it. Can someon
Krishna Here canvas.drawRect will be different when using different bitmaps. I want to draw a rectangle over the top image and want the part of the image outside the rectangle to be darkened or blurred. please help me. draw.setOnClickListener(new View.OnClickL
humble 7 I tried adding an eventListener to draw the image only after the image is loaded. I've also tried putting event listeners before and after setting the image src, but still nothing seems to work. I can't seem to figure out what's causing it. Can someon
macaron lover I just created 2 drawings, trying to make one look the same as the other, but I have no luck. Regarding the screenshots, the graph at the top was created using canvas, while the graph at the bottom was created using XML. XML drawing works perfect
humble 7 I tried adding an eventListener to draw the image only after the image is loaded. I've also tried putting event listeners before and after setting the image src, but still nothing seems to work. I can't seem to figure out what's causing it. Can someon