<!-- Author: Binyas
Website: www.softinker.com
Blog: softinker.blogspot.com -->
<!DOCTYPE html>
<html>
<head>
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
margin: 0px;
overflow: hidden;
}
canvas {
border: 1px solid #9C9898;
}
</style>
<!--Use:for adding canvas to ie download excanvas from: http://code.google.com/p/explorercanvas/ -->
<!--[if IE]><script type="text/javascript" src="excanvas.js"></script><![endif]--> <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.7.2/jquery.min.js"></script>
</head>
<body>
<canvas id="myCanvas" width="300" height="350">
your browser does not support the canvas tag </canvas>
<div id="result"></div>
<script type="text/javascript">
// use requestAnimFrame for better and smooth animation
window.requestAnimFrame = (function(callback){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(callback){
window.setTimeout(callback, 1000 / 60);
};
})();
function animate(lastTime){
var canvas = document.getElementById("myCanvas");
var context = canvas.getContext("2d");
// update
var date = new Date();
var time = date.getTime();
var timeDiff = time - lastTime;
var linearSpeed = 100;
// pixels / second
var linearDistEachFrame = linearSpeed * timeDiff / 1000;
lastTime = time;
// clear
context.clearRect(0, 0, canvas.width, canvas.height);
// draw
draw(context);
// request new frame
requestAnimFrame(function(){
animate(lastTime);
});
}
var radius=100;
var x=150;
var y=150;
var color="#ff0000";
window.onload = function() {
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
ctx.clearRect(0, 0, canvas.width, canvas.height);
var date = new Date();
var time = date.getTime();
animate(time);
};
function draw(ctx)
{
ctx.fillStyle=color;
ctx.strokeStyle=color;
ctx.beginPath();
ctx.arc(x,y,radius,0,2*Math.PI);
ctx.closePath();
ctx.fill();
ctx.stroke();
}
(function($) {
var myctx = $("#myCanvas");
myctx.mousemove(function(e) {
//get current mouse pos
var mouseX=e.pageX - this.offsetLeft;
var mouseY=e.pageY - this.offsetTop;
/*logic: if the distance of current mouse position from centre of the circle is lessthan its radius then mouse pointer is in the circle */
var distance=Math.sqrt(Math.pow(mouseX - x, 2) + Math.pow(mouseY - y, 2));//distance formula sqrt((x1-x2)^2+(y1-y2)^2)
if (distance <= radius) {
$("#result").text("IN");
}
else
{
$("#result").text("OUT");
}
});
})(jQuery);
</script>
</body>
</html>
Logic: if the distance of current mouse position from centre of the circle is lessthan its radius then mouse pointer is in the circle.
Works Perfectly
pls put comments ..