how to drag set obtain path rect - raphael

I created an image that I want the overall drag this image, and how to do it, I hope someone can help me, Thank you
var paper=Raphael("canvas",1000,1000);
var draggableset = paper.set();
var rect3042 = paper.rect(358.57144, 655.64789, 28.571428, 234.28575);
rect3042.attr({id: 'rect3042',x: '358.57144',y: '655.64789' ,fill: '#ff0000',display: 'inline','stroke-width': '0','stroke-opacity': '1'}).data('id', 'rect3042');
var path3044 = paper.path("m -48.57143,752.36218 a 57.142857,62.857143 0 1 1 -114.28571,0 57.142857,62.857143 0 1 1 114.28571,0 z");
path3044.attr({id: 'path3044', fill: '#ff0000',display: 'inline','stroke-width': '0','stroke-opacity': '1'});
path3044.transform("m1,0,0,-1,480.57147,1658.5815").data('id', 'path3044');
var path3153 = paper.path("m -1051.4286,703.79077 a 58.57143,57.142857 0 1 1 -117.1428,0 58.57143,57.142857 0 1 1 117.1428,0 z");
path3153.attr({id: 'path3153', fill: '315.00002766003-#ffffff:0-#ffffff:100','fill-opacity': '1',"fill-opacity": '1','stroke-width': '0','stroke-opacity': '1'});
path3153.transform("m-0.64362098,-0.3480627,0.39244069,-0.72568265,-621.47254,1020.1699").data('id', 'path3153');
draggableset.push(rect3042);
draggableset.push(path3044);
draggableset.push(path3153);
var start = function () {
draggableset.oBB = draggableset.getBBox();
},
move = function (dx, dy) {
var bb = draggableset.getBBox();
draggableset.translate(draggableset.oBB.x - bb.x + dx, draggableset.oBB.y - bb.y + dy);
},
up = function () {
};
draggableset.drag(move, start, up);
You can drag and drop, but not the overall drag

Related

How to add dictionary values to images using SpriteKit?

(( EDIT 4: Successful in making cards flip. Using .contains on the node and running a SKAction sequence. How would I create three states for the card? Tuple sounds like a fun idea. Unflipped, Flipped, Flipped-Highlighted. It loads with all cards down (done), I want to unflip the card (done), then tap it again to highlight it. In doing so the second time, it highlights itself and the top guess word. The two strings are then concatenated in a label at the bottom, and a Next button activated (not built yet). Upon successful match of the key[value] == A[B] then Score += 1. Getting closer! ))
(( EDIT 3: Update of didMove with split keys and values. Can get the title to be the first key now and I can put the first value on the top left card okay as a test. Progress. Now I just need to either blank out the card on touch down or find a way to flip it. How would the touch down code be done? touch Began? ))
(( EDIT 2: Now thinking of it from the perspective of dictionary key value pairs rather than values alone. Gets rid of the problem of finding the key when the value is assigned to the card. Now to play with labelling the card with SKLabelNode. Need to flip card, add value, compare key. ))
(( EDIT: I made the elements all code in GameScene.swift . That file is now included in this post. Also updated question text and removed some other text. ))
I'm new to SpriteKit and Swift 3. With a few million speakers there's not a lot of Esperanto software so I want to make a game for myself to learn 1000 Esperanto words. (not shown!)
I want to have each card flip to reveal a word value from the dictionary key/values.
Then see if that word matches the wordGuess label key for the value selected.
Also JSON might be better for breaking up 1000 words into modular sections but I'll cross that bridge at another time.
// Code updated to EDIT 4
//
//
import SpriteKit
class GameScene: SKScene {
let guessLabel = SKLabelNode(fontNamed: "HelveticaNeue-UltraLight")
let anotherLabel = SKLabelNode(fontNamed: "HelveticaNeue-UltraLight")
var cardTopLeftLabel = SKLabelNode(fontNamed: "Arial-BoldMT")
let cardTopLeft = SKSpriteNode(imageNamed: "Redcard")
var cardTopRightLabel = SKLabelNode(fontNamed: "Arial-BoldMT")
let cardTopRight = SKSpriteNode(imageNamed: "Redcard")
var cardBottomLeftLabel = SKLabelNode(fontNamed: "Arial-BoldMT")
let cardBottomLeft = SKSpriteNode(imageNamed: "Redcard")
var cardBottomRightLabel = SKLabelNode(fontNamed: "Arial-BoldMT")
let cardBottomRight = SKSpriteNode(imageNamed: "Redcard")
var cardsDictionary: [String:String] = [
"tree": "arbo",
"forest": "arbaro",
"spider": "araneo",
"water": "akvo",
"watermelon": "akvomelono",
"school": "lerno",
"year": "jaro",
"grasshopper": "akrido",
"lawn": "gazono",
"friend": "amiko",
"people": "homoj",
"city": "urbo",
"mayor": "urbestro",
"movie": "filmo",
"Monday": "lundo",
"dog": "hundo"
]
// not used yet
func randomSequenceGenerator(min: Int, max: Int) -> () -> Int {
var numbers: [Int] = []
return {
if numbers.count == 0 {
numbers = Array(min ... max)
}
let index = Int(arc4random_uniform(UInt32(numbers.count)))
return numbers.remove(at: index)
}
}
func addLabel(spriteNode:SKSpriteNode, labelNode: SKLabelNode, cardValue: String, cardName: String) {
labelNode.zPosition = 1
labelNode.text = cardValue
labelNode.name = cardName //"cardTopRightLabel"
labelNode.fontSize = 40
labelNode.fontColor = .black
labelNode.position = CGPoint.init(x: cardTopLeft.size.width/4, y: 0.5)
labelNode.isHidden = true
spriteNode.addChild(labelNode)
}
override func didMove(to view: SKView) {
if let words = self.userData?.value(forKey: "words")
{
print("word information contains \(words)")
}
// get all the card keys
var cardKeys:[String] = []
for (k,_) in cardsDictionary {
cardKeys.append(k)
}
print("all keys are \(cardKeys)")
// slice for four card keys
var fourCardKeys = cardKeys[0...3]
print("four keys are \(fourCardKeys)")
// get keys for display
var firstCardKey = fourCardKeys[0]
var secondCardKey = fourCardKeys[1]
var thirdCardKey = fourCardKeys[2]
var fourthCardKey = fourCardKeys[3]
// print("Card Keys are \(firstCardKey), \(secondCardKey), \(thirdCardKey), \(fourthCardKey)")
// get the card values
var cardsValue:[String] = []
for (_,v) in cardsDictionary {
cardsValue.append(v)
}
print(cardsValue)
// slice for card values
let fourCardValues = cardsValue[0...3]
print(fourCardValues)
// get values for display
let firstCardValue = fourCardValues[0]
let secondCardValue = fourCardValues[1]
let thirdCardValue = fourCardValues[2]
let fourthCardValue = fourCardValues[3]
print("Card Values are \(firstCardValue), \(secondCardValue), \(thirdCardValue), \(fourthCardValue)")
// put first card key into label
guessLabel.zPosition = 1
guessLabel.text = firstCardKey //cardKeys[0]
guessLabel.name = "guessLabel"
guessLabel.fontSize = 144;
guessLabel.fontColor = .black
//anotherLabel.position = CGPoint(x:frame.midX, y:frame.midY - 100.0)
guessLabel.position = CGPoint(x:-2, y:233)
addChild(guessLabel)
anotherLabel.zPosition = 0
anotherLabel.text = "Guess key here, values in cards"
anotherLabel.name = "anotherLabel"
anotherLabel.fontSize = 45;
anotherLabel.fontColor = .blue
//anotherLabel.position = CGPoint(x:frame.midX, y:frame.midY - 100.0)
anotherLabel.position = CGPoint(x:-2, y:203)
addChild(anotherLabel)
////////////////
// top left card
cardTopLeft.zPosition = 0
cardTopLeft.size = CGSize(width: 300.0, height: 300.0)
cardTopLeft.anchorPoint = CGPoint(x: 0.5, y: 0.5)
cardTopLeft.position = CGPoint(x:-229, y:-57)
addChild(cardTopLeft)
addLabel(spriteNode: cardTopLeft,
labelNode: cardTopLeftLabel,
cardValue: firstCardValue,
cardName: "cardTopLeftLabel")
/////////////////
// top right card
cardTopRight.zPosition = 1
cardTopRight.size = CGSize(width: 300.0, height: 300.0)
cardTopRight.anchorPoint = CGPoint(x: 0.5, y: 0.5)
cardTopRight.position = CGPoint(x:132, y:-57)
addChild(cardTopRight)
addLabel(spriteNode: cardTopRight,
labelNode: cardTopRightLabel,
cardValue: secondCardValue,
cardName: "cardTopRightLabel")
///////////////////
// bottom left card
cardBottomLeft.zPosition = 1
cardBottomLeft.size = CGSize(width: 300.0, height: 300.0)
cardBottomLeft.anchorPoint = CGPoint(x: 0.5, y: 0.5)
cardBottomLeft.position = CGPoint(x:-225, y:-365)
addChild(cardBottomLeft)
addLabel(spriteNode: cardBottomLeft,
labelNode: cardBottomLeftLabel,
cardValue: thirdCardValue,
cardName: "cardBottomLeftLabel")
////////////////////
// bottom right card
cardBottomRight.zPosition = 1
cardBottomRight.size = CGSize(width: 300.0, height: 300.0)
cardBottomRight.anchorPoint = CGPoint(x: 0.5, y: 0.5)
cardBottomRight.position = CGPoint(x:132, y:-365)
addChild(cardBottomRight)
addLabel(spriteNode: cardBottomRight,
labelNode: cardBottomRightLabel,
cardValue: fourthCardValue,
cardName: "cardBottomRightLabel")
}
func touchDown(atPoint pos : CGPoint)
{
}
func touchMoved(toPoint pos : CGPoint) {
}
func touchUp(atPoint pos : CGPoint) {
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else {
return
}
let touchLocation = touch.location(in: self)
let touchedNode = self.atPoint(touchLocation)
func flipCard (node: SKNode, label: SKLabelNode)
{
label.isHidden = true
node.run(SKAction.sequence(
[SKAction.scaleX(to: 0, duration: 0.2),
SKAction.scale(to: 1, duration: 0.0),
SKAction.setTexture(SKTexture(imageNamed: "Redcard-blank"))
]
))
label.isHidden = false
}
func flipCardPause (node: SKNode, interval: Double)
{
node.run(SKAction.wait(forDuration: interval))
print("paused for \(interval) seconds")
}
func flipCardBack (node: SKNode, label: SKLabelNode)
{
label.isHidden = true
node.run(SKAction.sequence(
[SKAction.scaleX(to: 1, duration: 0.2),
SKAction.setTexture(SKTexture(imageNamed: "Redcard"))
// SKAction.scale(to: 1, duration: 0.2)
]
))
}
if cardTopLeft.contains(touchLocation)
{
flipCard(node: cardTopLeft, label: cardTopLeftLabel)
//flipCardPause(node: cardTopLeft, interval: 3)
//flipCardBack(node: cardTopLeft, label: cardTopLeftLabel)
}
if cardTopRight.contains(touchLocation)
{
flipCard(node: cardTopRight, label: cardTopRightLabel)
}
if cardBottomLeft.contains(touchLocation)
{
flipCard(node: cardBottomLeft, label: cardBottomLeftLabel)
}
if cardBottomRight.contains(touchLocation)
{
flipCard(node: cardBottomRight, label: cardBottomRightLabel)
}
for t in touches { self.touchDown(atPoint: t.location(in: self)) }
}
How to assign dictionary values to the cards?. EDIT 2: By not using values! I'm going to do from the perspective of dictionary keys, that way each card has a key value pair, then just display the value.
// get all the card keys
var cardKeys:[String] = []
for (k,_) in cardsDictionary {
cardKeys.append(k)
}
// slice for only four cards
var fourCardKeys = cardKeys[0...3]
// get 1st value for display
cardsDictionary[fourCardKeys[0]]
So SKLabelNode on touchDown? I'll try it. Also need to flip card so word is not on the image. Lastly compare the pressed card's key to the wordGuess key text. Getting closer
EDIT 3: Update of didMove with split keys and values. Can get the title to be the first key now and I can put the first value on the top left card okay as a test. Progress. Now I just need to either blank out the card on touchDown or find a way to flip it.
cardTopLeft.zPosition = 0
cardTopLeft.size = CGSize(width: 300.0, height: 300.0)
cardTopLeft.anchorPoint = CGPoint(x: 0.5, y: 0.5)
cardTopLeft.position = CGPoint(x:-229, y:-57)
addChild(cardTopLeft)
cardTopLeftLabel.zPosition = 1
cardTopLeftLabel.text = fourCardValues[0]
cardTopLeftLabel.name = "cardTopLeftLabel"
cardTopLeftLabel.fontSize = 40
cardTopLeftLabel.fontColor = .black
cardTopLeftLabel.position = CGPoint.init(x: cardTopLeft.size.width/4, y: 0.5)
cardTopLeft.addChild(cardTopLeftLabel)
EDIT 4: Successful in making cards flip. Using .contains on the node and running a SKAction sequence. How would I create three states for the card? Tuple sounds like a fun idea. Unflipped, Flipped, Flipped-Highlighted. It loads with all cards down (done), I want to unflip the card (done), then tap it again to highlight it (help?). In doing so the second time, it highlights itself and the top guess word. The two strings are then concatenated in a label at the bottom, and a Next button activated (not built yet). Upon successful match of the key[value] == A[B] then Score += 1. Getting closer! It's really similar to just a matching game but I'm adding an extra layer of card flipping.
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else {
return
}
let touchLocation = touch.location(in: self)
let touchedNode = self.atPoint(touchLocation)
func flipCard (node: SKNode, label: SKLabelNode)
{
label.isHidden = true
node.run(SKAction.sequence(
[SKAction.scaleX(to: 0, duration: 0.2),
SKAction.scale(to: 1, duration: 0.0),
SKAction.setTexture(SKTexture(imageNamed: "Redcard-blank"))
]
))
label.isHidden = false
}
Personally, I don't like to use userData, my opinion is that isn't a readable code.
I'd some like to create a custom SKNode like:
class Card: SKSpriteNode {
var value....
var dictionary
etc
}
Another solution, you can create a tuples:
var cardsDictionary: [String:String] = [
"vegetable":"legomo",
"plant":"vegetalo",
"actually":"efektive",
"currently":"aktuale"
]
let cardTopLeft = (node:SKNode, value:Int, type:[String:String])
cardTopLeft.node = SKSpriteNode(imageNamed: "Redcard")
cardTopLeft.value = 1
cardTopLeft.type = cardsDictionary[0]
All SKNodes have a dictionary you can write to called userData. It is an optional NSMutableDictionary, so you are going to have to create it:
cardTopLeft.zPosition = 1
cardTopLeft.size = CGSize(width: 300.0, height: 300.0)
cardTopLeft.anchorPoint = CGPoint(x: 0.5, y: 0.5)
cardTopLeft.position = CGPoint(x:-229, y:-57)
cardTopLeft.userData = ["word":"tree","value","arbo"]
addChild(cardTopLeft)
To use:
let word = cardTopLeft.userData["word"]
let value = cardTopLeft.userData["value"]
Getting a better understanding of your question, I would use SKLabelNode as an alternative.
What you can do is create SKLabelNodes to the cards with the word you want to attach, and mark it as isHidden = true. When you are ready to reveal the word, you just mark isHidden = false
let value = SKLabelNode("arbo")
value.isHidden = false
cardTopLeft.zPosition = 1
cardTopLeft.size = CGSize(width: 300.0, height: 300.0)
cardTopLeft.anchorPoint = CGPoint(x: 0.5, y: 0.5)
cardTopLeft.position = CGPoint(x:-229, y:-57)
cardTopLeft.addChild(value)
addChild(cardTopLeft)
//to reveal it
if let label = cardTopLeft.children[0] as? SKLabelNode
{
label.isHidden = false
}
//to use it
if let label = cardTopLeft.children[0] as? SKLabelNode
{
let value = label.text
//compare value to dictionary of answers
}
You may want to give your labels a name so that you do not have to use children[0], but I will leave how you want to find a node up to you.

Passing the lat, lng information to the google map script

I've have an index.html file that includes a gogglemap.js file to display a map of users location. Currently I am attempting to add the proper code to the index.html to pass the lat, lng info to the js file.
Here is filler content for the index file to show what I am attempting to do:
<h3><display user city></h3> <---- this needs to display users city and has filler text to show what I am trying to accomplish.
<div id="map"></div>
<script>var lat=12.356;var lng=-19.31;var country="User Country";var city="User City";</script> <----- seems like it is getting the lat/lng somehow before the index page loads and inserting this script into the index file?
Here is the js file code:
var styles = [{yourcustomstyle}]
var myLatlng = { lat: lat, lng: lng };
function initialize() {
var mapOptions = {
zoom: 12,
center: myLatlng,
styles: styles,
panControl: false,
zoomControl: false,
mapTypeControl: false,
scaleControl: false,
streetViewControl: false,
overviewMapControl: false
};
var map = new google.maps.Map( document.getElementById('map'), mapOptions );
for (var a = 0; a < 6; a++) {
c = Math.random();
c = c * (0 == 1E6 * c % 2 ? 1 : -1);
d = Math.random()
d = d * (0 == 1E6 * d % 2 ? 1 : -1);
c = new google.maps.LatLng( lat + 0.08 * c + 0.052, lng + 0.2 * d + 0.08),
marker = new google.maps.Marker({
map: map,
position: c,
icon: 'marker.png'
});
}
}
function loadScript() {
var script = document.createElement('script');
script.type = 'text/javascript';
script.src = 'https://maps.googleapis.com/maps/api/js?v=3.exp&callback=initialize';
document.body.appendChild( script );
}
window.onload = loadScript;

How to clip a view in Famo.us?

I'm trying to build a countdown with Famous Timer.
As a first step, I want to make a scrolling digit, so I made 3 digits which are doing the needed animation and now I need to show only the middle one.
I saw the clipSize option, but couldn't understand how to use it.
If there are some other way to do it, that's great too.
My app is here: http://slexy.org/view/s2R8VNhgEO
Thanks, Alex A.
Rather than fix your code, I wrote an example of how you can create the effect you are looking for with the Lightbox render controller and clipping the view to only show the current count down index. Of course, this can be improved as needed.
Example of the working code in jsBin: Just click to start the counter.
Main Context
var mainContext = Engine.createContext();
var cview = new CountdownView({
start: 10,
size: [50, 50]
});
var counter = 0;
var started = false;
var funcRef;
cview.on('click', function () {
if (started) {
Timer.clear(funcRef);
started = false;
} else {
started = true;
funcRef = Timer.setInterval(function(){
console.log('setNext ' + cview.nextIndex);
cview.setNext();
},1000);
}
});
var container = new ContainerSurface({
size: [100, 100],
properties: {
overflow: 'hidden'
}
});
container.add(cview);
mainContext.add(container);
CountdownView
function CountdownView(options) {
View.apply(this, arguments);
this.options.start = options.start || 10;
this.surfaces = [];
for (var i = 0; i <= this.options.start; i++) {
var surface = new Surface({
size: this.options.size,
content: i.toString(),
properties: {
backgroundColor: "hsl(" + (i * 360 / 40) + ", 100%, 50%)",
lineHeight: this.options.size[1]+"px",
textAlign: "center",
fontSize: "30px",
cursor:'pointer'
}
});
this.surfaces.push(surface);
surface.pipe(this._eventOutput);
}
this.renderer = new Lightbox({
inOpacity: 0,
outOpacity: 0,
inOrigin: [1, 1],
inAlign: [1, 1],
showOrigin: [0, 0],
inTransform: Transform.translate(0,0,0.0002),
outTransform: Transform.translate(0,this.options.size[1],0.0001),
outOrigin: [1,1],
outAlign: [1,1],
inTransition: { duration: 600, curve: Easing.inCirc },
outTransition: { duration: 1000, curve: Easing.outCirc },
overlap: true
});
this.add(this.renderer);
this.renderer.show(this.surfaces[this.options.start]);
this.nextIndex = this.options.start - 1;
}
CountdownView.prototype = Object.create(View.prototype);
CountdownView.prototype.constructor = CountdownView;
CountdownView.prototype.setNext = function setNext() {
this.renderer.show(this.surfaces[this.nextIndex]);
this.nextIndex = (this.nextIndex -1 < 0) ? this.options.start : this.nextIndex - 1;
};
CountdownView.prototype.setIndex = function setIndex(newIndex) {
if (newIndex < 0 || newIndex > this.countStart) return;
this.renderer.show(this.surfaces[newIndex]);
};
CountdownView.prototype.getLength = function getLength() {
return this.surfaces.length;
};

jsPlumb connecting raphael element's

I used raphael.js to draw some element's, and now I want to connect them,
how to connect raphael elements with jsplumb ?
For example, in the JSFiddle below : I'm trying to create connections between 2 circles, but I can't, because the circles have no id, my code .
i can't use this :
jsPlumb.connect({source:"id1", target:"id2"})
I finally found a solution to connect raphael elements with jsplumb, I want to thank Mr: # Simon Porritt (jsPlumb creator) for his help: the solution
jsPlumb.ready(function(){
jsPlumb.Defaults.Container = "drawing_board";
// Create a 480 x 640 canvas.
var paper = Raphael('drawing_board');
// of 90 pixels.
var circle1 = paper.circle(140, 110, 90).attr({ fill: '#3D6AA2', stroke: '#000000', 'stroke-width': 8 });
var circle2 = paper.circle(400, 180, 90).attr({ fill: '#3D6AA2', stroke: '#000000', 'stroke-width': 8 });
var rect = paper.rect(50, 280, 90, 70).attr({ fill: '#3D6AA2', stroke: '#000000', 'stroke-width': 8 });
var ellipse = paper.ellipse(300, 420, 90, 70).attr({ fill: '#3D6AA2', stroke: '#000000', 'stroke-width': 8 });
var offsetCalculators = {
"CIRCLE":function(el, parentOffset) {
var cx = parseInt(el.attr("cx"), 10),
cy = parseInt(el.attr("cy"), 10),
r = parseInt(el.attr("r"), 10);
return {
left: parentOffset.left + (cx - r),
top:parentOffset.top + (cy - r)
};
},
"ELLIPSE":function(el, parentOffset) {
var cx = parseInt(el.attr("cx"), 10),
cy = parseInt(el.attr("cy"), 10),
rx = parseInt(el.attr("rx"), 10),
ry = parseInt(el.attr("ry"), 10);
return {
left: parentOffset.left + (cx - rx),
top:parentOffset.top + (cy - ry)
};
},
"RECT":function(el, parentOffset) {
var x = parseInt(el.attr("x"), 10),
y = parseInt(el.attr("y"), 10);
return {
left: parentOffset.left + x,
top:parentOffset.top + y
};
}
};
var sizeCalculators = {
"CIRCLE":function(el) {
var r = parseInt(el.attr("r"), 10);
return [ r * 2, r * 2 ];
},
"ELLIPSE":function(el) {
var rx = parseInt(el.attr("rx"), 10),
ry = parseInt(el.attr("ry"), 10);
return [ rx * 2, ry * 2 ];
},
"RECT":function(el) {
var w = parseInt(el.attr("width"), 10),
h = parseInt(el.attr("height"), 10);
return [ w, h ];
}
};
jsPlumb.CurrentLibrary.getOffset = function(el) {
el = $(el);
var del = el[0], tn = del.tagName.toUpperCase();
if (offsetCalculators[tn]) {
var so = el.parent().offset();
return offsetCalculators[tn](el, so);
}
else
return el.offset();
};
jsPlumb.CurrentLibrary.getSize = function(el) {
el = $(el);
var del = el[0], tn = del.tagName.toUpperCase();
if (sizeCalculators[tn]) {
return sizeCalculators[tn](el);
}
else
return [ el.outerWidth(), el.outerHeight() ];
};
jsPlumb.connect({source:circle1.node, target:circle2.node, anchor:"Center", connector:"Straight"});
jsPlumb.connect({source:circle1.node, target:rect.node, anchors:["Center", "Top"], connector:"Straight"});
jsPlumb.connect({source:circle2.node, target:ellipse.node, anchor:"Center"});
//raphael draggable
var start = function () {
this.ox = this.attr("cx");
this.oy = this.attr("cy");
},
move = function (dx, dy) {
this.attr({cx: this.ox + dx, cy: this.oy + dy});
jsPlumb.repaint(this.node);
},
up = function () { };
paper.set(circle1, circle2).drag(move, start, up); });

Raphael - Drawing shapes with mouse

What would be the best way to draw a rectangle or circle for that matter using your mouse ?
I just started looking at raphael and it seems I should use, drag? Or mousedown and mouseup ?
No sure.
I would use mousedown and mouseup events on your canvas/paper. On mouse down you should store the x and y positions of the mousedown, then on mouseup you should use the current mouse positions to calculate width and height.
Here is an example, bear in mind thought that I am using JQuery to calculate the mouse positions (if this is not available for you, then you should find another way to get the mouse offsets)
//global variables
var mouseDownX = 0;
var mouseDownY = 0;
//register events on document load
paper.mousedown(OnMouseDown);
paper.mouseup(OnMouseUp);
function OnMouseDown(e){
var offset = $("#Canvas").offset();//This is JQuery function
mouseDownX = e.pageX - offset.left;
mouseDownY = e.pageY - offset.top;
}
function OnMouseUp(e){
var offset = $("#Canvas").offset();//This is JQuery function
var upX = e.pageX - offset.left;
var upY = e.pageY - offset.top;
var width = upX - mouseDownX;
var height = upY - mouseDownY;
DrawRectangle(mouseDownX, mouseDownY, width, height);
}
function DrawRectangle(x, y, w, h){
var element = paper.rect(x, y, w, h);
element.attr({
fill: "#FFF",
stroke: "#F00"
});
}
Hope that helps
Here's an updated version of fiddle (mentioned in the other article) that works with Raphael 2+ (no paper events).
This fiddle shows how a rectangle is dynamically drawn while you drag the mouse.
var mouseDownX = 0;
var mouseDownY = 0;
var elemClicked;
var rect;
$(document).ready(function() {
var paper = Raphael("d1", 300, 200);
// start, move, and up are the drag functions
start = function() {
// storing original coordinates
this.ox = this.attr("x");
this.oy = this.attr("y");
this.attr({
opacity: 1
});
if (this.attr("y") < 60 && this.attr("x") < 60) this.attr({
fill: "#000"
});
}, move = function(dx, dy) {
// move will be called with dx and dy
if (this.attr("y") > 200 || this.attr("x") > 300) this.attr({
x: this.ox + dx,
y: this.oy + dy
});
else {
nowX = Math.min(300, this.ox + dx);
nowY = Math.min(200, this.oy + dy);
nowX = Math.max(0, nowX);
nowY = Math.max(0, nowY);
this.attr({
x: nowX,
y: nowY
});
if (this.attr("fill") != "#000") this.attr({
fill: "#000"
});
}
}, up = function() {
// restoring state
this.attr({
opacity: .5
});
if (this.attr("y") < 60 && this.attr("x") < 60) this.attr({
fill: "#AEAEAE"
});
};
function DrawRectangle(x, y, w, h) {
var element = paper.rect(x, y, w, h);
element.attr({
fill: "gray",
opacity: .5,
stroke: "#F00"
});
$(element.node).attr('id', 'rct' + x + y);
console.log(element.attr('x'));
element.drag(move, start, up);
element.click(function(e) {
elemClicked = $(element.node).attr('id');
});
return element;
}
$("#bind").click(function(e) {
$('#d1').unbind('mousedown');
$('#d1').unbind('mousemove');
$('#d1').unbind('mouseup');
$("#d1").mousedown(function(e) {
// Prevent text edit cursor while dragging in webkit browsers
e.originalEvent.preventDefault();
var offset = $("#d1").offset();
mouseDownX = e.pageX - offset.left;
mouseDownY = e.pageY - offset.top;
rect = DrawRectangle(mouseDownX, mouseDownY, 0, 0);
$("#d1").mousemove(function(e) {
var offset = $("#d1").offset();
var upX = e.pageX - offset.left;
var upY = e.pageY - offset.top;
var width = upX - mouseDownX;
var height = upY - mouseDownY;
rect.attr( { "width": width > 0 ? width : 0,
"height": height > 0 ? height : 0 } );
});
});
$("#d1").mouseup(function(e) {
$('#d1').unbind('mousemove');
var BBox = rect.getBBox();
if ( BBox.width == 0 && BBox.height == 0 ) rect.remove();
});
});
$("#unbind").click(function(e) {
$('#d1').unbind('mouseup');
$('#d1').unbind('mousemove');
$('#d1').unbind('mousedown');
});
$("#clr").click(function(e) {
$('#d1').find('rect').each(function(i, obj) {
$(this).remove();
});
});
$("#del").click(function(e) {
$('#' + elemClicked).remove();
});
});
​
I have tried to modify the above fiddle from Miro. Please check my updated version here
var canvas = $('#canvas');
var paper = Raphael(canvas.attr('id'), canvas.width(), canvas.height());
var mouseDownX = 0;
var mouseDownY = 0;
var elemClicked;
var shap;
var borderColor = '#093';
var fillColor = '#eee';
var option = 1;
var shapOpacity = .5;
var ShapType = {RECTANGLE: 1, CIRCLE: 2, LINE: 3}
$(document).ready(function() {
$("#action").change(function() {
option = $('option:selected', this).val();
});
$("#start").click(function(e) {
reset();
$(canvas).mousedown(function(e) {
e.originalEvent.preventDefault();
var offset = $(canvas).offset();
mouseDownX = e.pageX - offset.left;
mouseDownY = e.pageY - offset.top;
if(option == ShapType.RECTANGLE){
shap = drawRectangle(mouseDownX, mouseDownY, 0, 0);
}
else if(option == ShapType.CIRCLE){
shap = drawCircle(mouseDownX, mouseDownY, mouseDownX, mouseDownY);
}else if(option == ShapType.LINE){
shap = drawLine(mouseDownX, mouseDownY, mouseDownX, mouseDownY);
}
$(canvas).mousemove(function(e) {
var offset = $(canvas).offset();
var upX = e.pageX - offset.left;
var upY = e.pageY - offset.top;
var width = upX - mouseDownX;
var height = upY - mouseDownY;
if(option == ShapType.RECTANGLE){
shap.attr( { "width": width > 0 ? width : 0,
"height": height > 0 ? height : 0 } );
}else if(option == ShapType.CIRCLE || option == ShapType.LINE){
shap.updateEnd(upX, upY);
}
}); // end mouse down.
});// end mouse down.
$(canvas).mouseup(function(e) {
$(canvas).unbind('mousemove');
if(option == ShapType.RECTANGLE){
var BBox = shap.getBBox();
if ( BBox.width == 0 && BBox.height == 0 ) shap.remove();
}
}); // end mouse up.
}); // end document ready.
$("#done").click(function(e) {
$(canvas).unbind('mouseup');
$(canvas).unbind('mousemove');
$(canvas).unbind('mousedown');
});
$("#clear").click(function(e) {
$(canvas).find('rect, circle, path').each(function(i, obj) {
$(this).remove();
});
});
$("#deleteshap").click(function(e) {
$('#' + elemClicked).remove();
});
var start = function() {
this.ox = this.attr("x");
this.oy = this.attr("y");
this.attr({
opacity: shapOpacity
});
this.ow = this.attr('width');
this.oh = this.attr('height');
}
var move = function(dx, dy) {
nowX = Math.min(paper.width, this.ox + dx);
nowY = Math.min(paper.height, this.oy + dy);
nowX = Math.max(0, nowX);
nowY = Math.max(0, nowY);
this.attr({
x: nowX,
y: nowY
});
if (this.attr("fill") != fillColor) this.attr({
fill: fillColor
});
}
var up = function() {
this.attr({
opacity: shapOpacity
});
if (this.attr("y") < 60 && this.attr("x") < 60) this.attr({
fill: fillColor
});
};
var reset = function(){
$(canvas).unbind('mousedown');
$(canvas).unbind('mousemove');
$(canvas).unbind('mouseup');
}
function drawLine(startX, startY, endX, endY) {
var start = {
x: startX,
y: startY
};
var end = {
x: endX,
y: endY
};
var getPath = function() {
return "M" + start.x + " " + start.y + " L" + end.x + " " + end.y;
};
var redraw = function() {
node.attr("path", getPath());
node.attr({
stroke: borderColor
});
}
var node = paper.path(getPath());
$(node.node).attr('id', 'shap' + startX + startY);
node.click(function(e) {
elemClicked = $(node.node).attr('id');
});
return {
updateStart: function(x, y) {
start.x = x;
start.y = y;
redraw();
return this;
},
updateEnd: function(x, y) {
end.x = x;
end.y = y;
redraw();
return this;
}
};
};
function drawRectangle(x, y, w, h) {
var element = paper.rect(x, y, w, h);
element.attr({
fill: fillColor,
opacity: shapOpacity,
stroke: borderColor
});
$(element.node).attr('id', 'shap' + x + y);
element.drag(move, start, up);
element.click(function(e) {
elemClicked = $(element.node).attr('id');
});
return element;
}
function drawCircle(x1, y1, x2, y2)
{
var center = {
x: (x1+x2)/2,
y: (y1+y2)/2
};
var radius = {
h: Math.sqrt((y2 - y1) * (y2 - y1))/2,
w: Math.sqrt((x2 - x1) * (x2 - x1))/2
};
var getPath = function () {
return [["M", center.x, center.y], ["m", 0, -radius.h],
["a", radius.w, radius.h, 0, 1, 1, 0, 2 * radius.h],
["a", radius.w, radius.h, 0, 1, 1, 0, -2 * radius.h],
["z"]];
};
var redraw = function () {
node.attr("path", getPath());
node.attr(
{ fill: fillColor,
stroke: borderColor,
});
};
var node = paper.path(getPath());
$(node.node).attr('id', 'shap' + x1 + y1);
node.click(function(e) {
elemClicked = $(node.node).attr('id');
});
dragCircle(node);
return {
updateStart: function (x, y) {
center.x = (x1 + x) / 2;
center.y = (y1 + y) / 2;
radius.w = Math.sqrt((x - x1) * (x - x1))/2;
radius.h = Math.sqrt((y - y1) * (y - y1))/2;
redraw();
return this;
},
updateEnd: function (x, y) {
center.x = (x1 + x) / 2;
center.y = (y1 + y) / 2;
radius.w = Math.sqrt((x - x1) * (x - x1))/2;
radius.h = Math.sqrt((y - y1) * (y - y1))/2;
redraw();
return this;
}
};
} // end circle
dragCircle = function(node) {
var me = node,
lx = 0,
ly = 0,
ox = 0,
oy = 0,
moveFnc = function(dx, dy) {
lx = dx + ox;
ly = dy + oy;
me.transform('t' + lx + ',' + ly);
},
startFun = function() {},
endFnc = function() {
ox = lx;
oy = ly;
};
node.drag(moveFnc, function() {} , endFnc);
};
});
#canvas{background-color:#eee; background-size:cover; width:400px; height:300px;}
.controls input{background: #15A3D7;border: #eee 1px solid;border-radius: 3px;padding: 3px 12px;margin: 5px 3px;color: #fff;}
.controls select{padding: 3px;background: #eee;}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div class="controls">
<input id="start" value="Start" type="button" />
<input id="done" value="Done" type="button" />
<input id="deleteshap" value="Delete Shap" type="button" />
<input id="clear" value="Clear All" type="button" />
<select id="action">
<option value="1">Rectangle</option>
<option value="2">Circle</option>
<option value="3">Line</option>
</select>
</div>
<div class="dvcls" id="canvas"></div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/raphael/2.1.2/raphael-min.js"></script>
Here is also a good reference to play with Raphael Js.
http://www.ebooksbucket.com/instant-raphaeljs-starter-b184
Hope this will help.