Please use below function if you want to support more than one rectangle in canvas and handle its click event..... modified logic given by Matt King.
function collides(myRect, x, y) {
var isCollision = false;
for (var i = 0, len = myRect.length; i < len; i++) {
var left = myRect[i].x, right = myRect[i].x+myRect[i].w;
var top = myRect[i].y, bottom = myRect[i].y+myRect[i].h;
if ((left + right) >= x
&& left <= x
&& (top +bottom) >= y
&& top <= y) {
isCollision = json.Major[i];
}
}
}
return isCollision;
}
This is an old question but what was once hard to do when it was posted is now much easier.
There are many libraries that keep track of the position of your objects that were drawn on canvas and handle all of the complexities of handling mouse interactions. See EaselJS,
KineticJS,
Paper.js or
Fabric.js and this comparison of canvas libraries for more.
You can also take a different approach and use
Raphaël and gRaphaël
to have a solution that uses SVG and VML instead of canvas and works even on IE6.
Your example changed to use Raphaël would look like this:
You're basically going to have to track where your rectangles are on the canvas, then set up an event listener on the canvas itself. From there you can take the coordinates of the click event and go through all your rectangles to test for 'collisions'.
// get canvas element.
var elem = document.getElementById('myCanvas');
function collides(rects, x, y) {
var isCollision = false;
for (var i = 0, len = rects.length; i < len; i++) {
var left = rects[i].x, right = rects[i].x+rects[i].w;
var top = rects[i].y, bottom = rects[i].y+rects[i].h;
if (right >= x
&& left <= x
&& bottom >= y
&& top <= y) {
isCollision = rects[i];
}
}
return isCollision;
}
// check if context exist
if (elem && elem.getContext) {
// list of rectangles to render
var rects = [{x: 0, y: 0, w: 50, h: 50},
{x: 75, y: 0, w: 50, h: 50}];
// get context
var context = elem.getContext('2d');
if (context) {
for (var i = 0, len = rects.length; i < len; i++) {
context.fillRect(rects[i].x, rects[i].y, rects[i].w, rects[i].h);
}
}
// listener, using W3C style for example
elem.addEventListener('click', function(e) {
console.log('click: ' + e.offsetX + '/' + e.offsetY);
var rect = collides(rects, e.offsetX, e.offsetY);
if (rect) {
console.log('collision: ' + rect.x + '/' + rect.y);
} else {
console.log('no collision');
}
}, false);
}
I found a way to make this work in mozilla using the clientX,clientY instead of offsetX/offsetY.
Also, if your canvas extends beyond the innerHeight, and uses the scroll, add the window.pageYOffset to the e.clientY. Goes the same way, if your canvas extends beyond the width.
Please use below function if you want to support more than one rectangle in canvas and handle its click event..... modified logic given by Matt King.
This is an old question but what was once hard to do when it was posted is now much easier.
There are many libraries that keep track of the position of your objects that were drawn on canvas and handle all of the complexities of handling mouse interactions. See EaselJS, KineticJS, Paper.js or Fabric.js and this comparison of canvas libraries for more.
You can also take a different approach and use Raphaël and gRaphaël to have a solution that uses SVG and VML instead of canvas and works even on IE6.
Your example changed to use Raphaël would look like this:
See DEMO.
Update 2015
You may also be able to use ART, a retained mode vector drawing API for HTML5 canvas - see this answer for more info.
You're basically going to have to track where your rectangles are on the canvas, then set up an event listener on the canvas itself. From there you can take the coordinates of the click event and go through all your rectangles to test for 'collisions'.
Here's an example of doing just that: http://jsfiddle.net/9WWqG/2/
html:
javascript:
Please use below function if you want to support more than one rectangle in canvas and handle its click event
Here's an example of doing just that: http://jsfiddle.net/BmeKr/1291/
I found a way to make this work in mozilla using the clientX,clientY instead of offsetX/offsetY.
Also, if your canvas extends beyond the
innerHeight
, and uses the scroll, add thewindow.pageYOffset
to thee.clientY
. Goes the same way, if your canvas extends beyond the width.Another example is at my github: https://github.com/michaelBenin/fi-test
Here is another link that explains this: http://eli.thegreenplace.net/2010/02/13/finding-out-the-mouse-click-position-on-a-canvas-with-javascript/