HTML5 + Mulitple Dragable Images

I am using the below code to create a dragable image, i want to be able to create multiple individual dragable versions of the image depending on a variable, each image independently dragable onto the conatiner.  Is this possible if so how?


<html>
  <head>
    <style>
      body {
        margin: 5px;
        padding: 5px;
      }
        #container {
        background-color: #336600;
        width: 400px;
        height: 600px;
    </style>
    <script src="http://d3lp1msu2r81bx.cloudfront.net/kjs/js/lib/v4.2.0/kinetic-v4.2.0.js"></script>
  </head>
   <body>
    <div id="container"></div>
    <script src="http://www.html5canvastutorials.com/libraries/kinetic-v4.2.0.js"></script>
    <script>
        function drawImage(imageObj) {
            var stage = new Kinetic.Stage({
                container: "container",
                width: 500,
                height: 600
            });
            var layer = new Kinetic.Layer();

            // darth vader
            var PlayerImg = new Kinetic.Image({
                image: imageObj,
                x: 445, //stage.getWidth() / 2 - 200 / 2,
                y: 5, // stage.getHeight() / 2 - 137 / 2,
                width: 50,
                height: 75,
                draggable: true
            });

            // add cursor styling
            PlayerImg.on('mouseover', function() {
                document.body.style.cursor = 'pointer';
            });
            PlayerImg.on('mouseout', function() {
                document.body.style.cursor = 'default';
            });

            layer.add(PlayerImg);
            stage.add(layer);
        }
        var imageObj = new Image();
        imageObj.onload = function() {
            drawImage(this);
        };
        imageObj.src = 'images/Player.JPG';

    </script>
  </body>
</html>
dkilbyAsked:
Who is Participating?
 
jrm213jrm213Connect With a Mentor Commented:
well, you could update the drawImage function to accept an x and y parameter and then pass them to the function when you draw them...

you could determine the ypos by giving the index of the loop as the alt tag of the image and then calculate in the onload function.

<script>
var stage = null;
var layer = null;
var i = 0;
function drawImage(imageObj,xpos,ypos) {         
            // darth vader
            var PlayerImg = new Kinetic.Image({
                image: imageObj,
                x: xpos, //stage.getWidth() / 2 - 200 / 2,
                y: ypos, // stage.getHeight() / 2 - 137 / 2,
                width: 50,
                height: 75,
                draggable: true
            });

            // add cursor styling
            PlayerImg.on('mouseover', function() {
                document.body.style.cursor = 'pointer';
            });
            PlayerImg.on('mouseout', function() {
                document.body.style.cursor = 'default';
            });

            layer.add(PlayerImg);
            layer.draw();
        }
window.onload = function()
{
         var x = 5; //you could set this to whatever number of images you want
         stage = new Kinetic.Stage({
                container: "container",
                width: 500,
                height: 600
            });
           layer = new Kinetic.Layer();
            stage.add(layer);

        

	var imageObjs = Array();
	for(i = 0;i<x;i++)
	{
		imageObjs.push(new Image());
		imageObjs[i].alt = i;
		imageObjs[i].onload= function() {
		    drawImage(this,450,5 + this.height * parseInt(this.alt));
		};
		imageObjs[i].src = 'images/Player.JPG';
	}
	
}
 
</script>
                                            

Open in new window

0
 
jrm213jrm213Commented:
Hi,

It definitely sounds like you can do that with kinetic. I have noticed working with the kinetic library though that you have to do things in a way that may be a little counter-intuitive, but they have great examples of how to do a lot of things on their website.

You should just need to add a loop to that script. And move the stage and layer items out of the function and make them global to the page (you don't want separate stages for each image, though I guess it is possible you want multiple layers)

So you create the stage and the layer, then you loop the creation of  your images and make sure to draw the layer each time you add something to it, unless they changed something, it didn't used to automatically redraw.

new code
<script>
var stage = null;
var layer = null;
function drawImage(imageObj) {         
            // darth vader
            var PlayerImg = new Kinetic.Image({
                image: imageObj,
                x: 445, //stage.getWidth() / 2 - 200 / 2,
                y: 5, // stage.getHeight() / 2 - 137 / 2,
                width: 50,
                height: 75,
                draggable: true
            });

            // add cursor styling
            PlayerImg.on('mouseover', function() {
                document.body.style.cursor = 'pointer';
            });
            PlayerImg.on('mouseout', function() {
                document.body.style.cursor = 'default';
            });

            layer.add(PlayerImg);
            layer.draw();
        }

window.onload = function()
{
         var x = 5; //you could set this to whatever number of images you want
         stage = new Kinetic.Stage({
                container: "container",
                width: 500,
                height: 600
            });
           layer = new Kinetic.Layer();
           stage.add(layer);

        

	var imageObjs = Array();
	for(var i = 0;i<x;i++)
	{
		imageObjs.push(new Image());
		imageObjs[i].onload= function() {
		    drawImage(this);
		};
		imageObjs[i].src = 'images/Player.JPG';
	}
	
}
 
</script>

Open in new window


I tested the above and it works. I am running the stage creation on  the window.load even so that we ensure that the html element with id of "container" is loaded.
0
 
dkilbyAuthor Commented:
is there a way to have the images line up vertically, so they are not all on top of each other?  so the first one is position y of 5, the next one when added would be y + the height of theimage.

thanks
0
The new generation of project management tools

With monday.com’s project management tool, you can see what everyone on your team is working in a single glance. Its intuitive dashboards are customizable, so you can create systems that work for you.

 
dkilbyAuthor Commented:
Only the 1st and last image show up with this code, there is space inbetween that looks about the same distance as the other 3 images, but only 2 show up.
0
 
jrm213jrm213Commented:
hmm, they all showed up for me...

try adding in stage.draw(); after the for loop.

you can see my example here:

http://bit.ly/UmVSVG
0
 
dkilbyAuthor Commented:
definitely works for you, i copied your code exactly from your page and only get 2 images.  I stepped through and it seems on my machine this line is creating higher numbers.

drawImage(this,450,5 + this.height * parseInt(this.alt));

the parseInt(this.alt) is 0,1,2,3,4 - so 5 + 75 * 0,1,2,3, or 4 is creating high numbers which then have the other 3 images off the screen
0
 
jrm213jrm213Commented:
hmm,

ok, so are the images you are using actually 75px tall or are they being scaled when they are drawn by kinetic. The way I wrote the code it gets the actual height of the image. Try swapping out that line with this

drawImage(this,450,5 + 75 * parseInt(this.alt));
0
 
dkilbyAuthor Commented:
that worked, i didnt realize i had the images bigger than 75px and then scaled down - thanks for the help.
0
All Courses

From novice to tech pro — start learning today.