waveFiller - An animated bucket fill effect for the HTML 5 canvas.
Written in vanilla javascript and optimized via web workers.
For a live demo go to https://devland.github.io/waveFiller/demo/ and click within the empty image areas to trigger the bucket fill animation.
- Create an HTML page with a canvas and load the waveFiller library like below.
Refer to the demo/index.html file for a working example.
<html>
<head>
<script type="text/javascript" src="waveFiller/index.js"></script>
</head>
<body>
<canvas class="canvas" id="canvas"></canvas>
</body>
</html>- Instantiate the library.
const bucket = new waveFiller({
canvas: document.getElementById('canvas'), // canvas DOM element
imageSrc: 'maze.png', // image to render in the canvas
threshold: 60, // maximum deviance in color channel value allowed for a pixel to be considered blank
margin: [0, 0, 0, 255], // black - set it to whatever color can never be filled in the image
blank: [255, 255, 255, 255], // white - set it to whatever color can be filled in the image
pixel: [255, 0, 0, 50], // red - set it to whatever fill color you want as RGBA
radius: 20, // wave size in pixels rendered per frame
fps: 60, // frame limiter (set to 0 to disable); actual fps can be lower depending on your CPU
dimensions: {
width: 900, // this will be the actual canvas width; height will be calculated relative to this width
height: null // if set height will overwrite width as the dimension for resize reference; width will be calculated relative to this height
},
workerCount: 4, // number of web workers to be used
minWorkerLoad: 100, // minimum number of shore pixels, if more are available, to be assigned to a web worker
maxWorkerLoad: 200, // maximum number of shore pixels to be assigned to a worker (set to 0 to disable)
computeAhead: true, // set to true to compute upcoming frames before current frame is done for faster overall rendering; warning: wave is no longer an advancing circle when filling large areas
record: false, // set this to true to enable undo, redo & play functionality
libraryPath: '../', // path to library directory relative to current context
silent: false // set to true to disable console logs
});- Initialize the library.
const workerCount = await bucket.initialize();
console.log(`yep, ${workerCount} workers are ready :)`);
bucket.canvas.onclick = async (event) => {
const setBlank = false; // set this to false if you don't want to overwrite the current blank color with the one that was clicked within the canvas
await bucket.click(event.clientX, event.clientY, setBlank);
console.log('yep; click fill is done');
}Now you can click within the canvas to trigger the animated bucket fill effect.
The optional setBlank parameter set to true automatically overwrites the blank value with the color that was clicked in the canvas.
3. Optionally, you can trigger the effect programatically by using the fill method like below.
const workerCount = await bucket.initialize();
console.log(`yep, ${workerCount} workers are ready :)`);
await bucket.fill(50, 50);
console.log('yep; fill is done');If you get the forbidden: fill color ~ blank color error this means that the threshold value you are using considers the fill and blank colors to be approximately equal and that is not allowed because, otherwise, the fill method will enter an infinite loop.
- Remember to run the
updateWorkersfunction if you change the instance settings or if any other paint actions occur on the canvas outside of thefillorclickmethods.
For example, to change theblankandpixelvalues run the function below.
const changeColors = async () => {
bucket.blank = [ 255, 0, 0, 50 ];
bucket.pixel = [ 255, 255, 255, 255 ];
await bucket.updateWorkers();
console.log('colors have been changed');
}- To reset the canvas to the initialized image run the
resetasync method.
const resetCanvas = async () => {
await bucket.reset();
console.log('canvas has been reset');
}- To undo the last fill action run the
undoasync method. This will run the last fill animation in reverse.
const undo = async () => {
await bucket.undo();
console.log('undo done');
}- To redo run the
redoasync method.
const redo = async () => {
await bucket.redo();
console.log('redo done');
}- Both the undo and redo methods use the built in
playmethod that allows you to play any fill action interval from thehistoryarray.
To play history entries run theplayasync method with the desired start & end parameters.
Remember to runupdateWorkersafter callingplayso that the active workers receive the newly painted canvas.
const play = async (start, end, simultaneous, reverse) => {
/*
* start, end: interval of fill animation entries that will be played back;
* simultaneous: if set to true will simultaneously play back history entries;
* reverse: if set to true will play back animation(s) in reverse frame order;
* */
await bucket.play(start, end, simultaneous, reverse);
await bucket.updateWorkers();
console.log('play done');
}The undo, redo and play functions only work if the record config value is set to true.
waveFillerDemo.webm
