I am working on a project where I would like to have darkness covering the screen and the character glowing in the darkness. I tried to animate the scene then draw darkness over it using this code:
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var canvasWidth = canvas.width;
var canvasHeight = canvas.height;
var pixelSize = 30;
var width = canvasWidth/pixelSize;
var height = canvasHeight/pixelSize;
var lightX = canvasWidth/2;
var lightY = canvasHeight/2;
var lightDiameter = 100;
var a = lightDiameter*pixelSize;
for(var x = 0; x < width; x++) {
for(var y = 0; y < height; y++) {
var alpha = 1.25 - a/(Math.pow(x*30 - lightX, 2) + Math.pow(y*30 -
lightY, 2));
ctx.fillStyle = "rgba( 25, 25, 30," + alpha + ")";
ctx.fillRect(x*pixelSize, y*pixelSize, pixelSize, pixelSize);
}
}
This worked pretty well and I liked the way it looked, but when this was repeatedly animated alongside the other code it slowed the rest down significantly. I think a possible solution may be to somehow draw a gradient with a lower "quality?", another solution I have considered is to save this drawing in a separate canvas and drawing it translated to the players location but that would make it impossible to add multiple sources of light, which I would like to do by simply adding their effect. I may just have to deal with the lag and I'm a noob at this stuff, but if anyone can help me that would be wonderful.
To clarify, I am using this code in the drawing loop, and also it is re-calculated in every iteration. I would prefer to recalculate this way so I can have multiple moving sources of light.
document.getElementById
is going to have any serious performance impact: #12515470 . – Kusin