<!-- 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 ..
pls put comments ..
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