JSFiddle - React, Tailwind, and code Playground
by confile
HTML
<div id="container"></div>
<script src="https://dl.dropboxusercontent.com/u/47067729/konva.min.js"></script>
CSS
#container {
border: 1px solid green;
background-color: lime;
}
JavaScript
console.clear();
var history = new Array();
var imageObj = new Image();
var img = null;
stage = new Konva.Stage({
container: 'container',
width: 600,
height: 400
});
layer = new Konva.Layer();
stage.add(layer);
var rect = new Konva.Rect({
x: 30,
y: 30,
width: 438,
height: 300,
fill: 'yellow'
});
layer.add(rect);
var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');
var circle = new Konva.Circle({
x: 0,
y: 0,
radius: 40,
opacity: 0.7,
fill: '#ff5e0a',
stroke: '#d95009',
strokeWidth: 1,
draggable: true
});
layer.add(circle);
circle.on('dragmove touchmove', function (e) {
// (roughly) equally spaced circles from last touched point
if (circle.prev_pos) {
console.log("prev");
var step = 3 // one circle every 3 pixels
var dx = e.evt.clientX - circle.prev_pos.x;
var dy = e.evt.clientY - circle.prev_pos.y;
var dist = Math.max (Math.abs(dx), Math.abs(dy)); // you would need a bit more maths to have a perfect result, but this might be a sufficient aproximation
var d;
for (d = 0 ; d < dist ; d+= step)
{
var x = prev.x + dx / d;
var y = prev.y + dy / d;
erase(x, y, circle.radius(), img.x(), img.y());
}
}
// last point
erase(e.evt.clientX, e.evt.clientY, circle.radius(), img.x(), img.y());
// store prev position
circle.prev_pos = {};
circle.prev_pos.x = e.evt.clientX;
circle.prev_pos.y = e.evt.clienty;
});
circle.on('dragend touchend', function (e) {
console.log("End");
circle.prev_pos = {};
});
imageObj.onload = function () {
canvas.width = imageObj.width;
canvas.height = imageObj.height;
context.drawImage(imageObj, 0, 0, imageObj.width, imageObj.height);
img = new Konva.Image({
x: 30,
y: 30,
image: canvas
});
layer.add(img);
...