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16
CHANGELOG.md
16
CHANGELOG.md
@@ -3,6 +3,22 @@
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All notable changes to this project will be documented in this file.
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This project adheres to [Semantic Versioning](http://semver.org/).
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## 10.0.12 (2025-11-21)
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- Better canvas farbling detection logic
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## 10.0.11 (2025-11-20)
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- Fixed broken release
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## 10.0.10 (2025-11-20)
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- Update hit detection system to handle canvas farbling. Hit detection should work better on Brave browser. Thanks [@wiverson](https://github.com/wiverson) to the idea and implementation idea.
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## 10.0.9 (2025-11-08)
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- Fixed line-through rendering when letter spacing is used
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## 10.0.8 (2025-10-24)
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- Fixed opacity level when a cached shape has opacity, fill and stroke
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@@ -1,6 +1,6 @@
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{
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"name": "konva",
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"version": "10.0.9",
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"version": "10.0.12",
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"description": "HTML5 2d canvas library.",
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"author": "Anton Lavrenov",
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"type": "module",
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@@ -182,42 +182,6 @@ export class SceneCanvas extends Canvas {
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}
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}
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// function checks if canvas farbling is active
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// canvas farbling is a Browser security feature, it break konva internals
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function isCanvasFarblingActive() {
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const c = Util.createCanvasElement();
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c.width = 1;
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c.height = 1;
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const ctx = c.getContext('2d', {
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willReadFrequently: true,
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}) as CanvasRenderingContext2D;
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ctx.clearRect(0, 0, 1, 1);
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ctx.fillStyle = 'rgba(255,0,255,1)'; // clear #FF00FF, no alpha
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ctx.fillRect(0, 0, 1, 1);
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const d = ctx.getImageData(0, 0, 1, 1).data;
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const exact = d[0] === 255 && d[1] === 0 && d[2] === 255 && d[3] === 255;
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return !exact;
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}
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function isBraveBrowser() {
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if (typeof navigator === 'undefined') {
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return false;
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}
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// @ts-ignore
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return navigator.brave?.isBrave() ?? false;
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}
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let warned = false;
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function checkHitCanvasSupport() {
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if (isBraveBrowser() && isCanvasFarblingActive() && !warned) {
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warned = true;
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Util.error(
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'Looks like you have "Brave shield" enabled in your browser. It breaks KonvaJS internals. Please disable it. You may need to ask your users to do the same.'
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);
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}
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return isBraveBrowser() && isCanvasFarblingActive();
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}
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export class HitCanvas extends Canvas {
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hitCanvas = true;
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constructor(config: ICanvasConfig = { width: 0, height: 0 }) {
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@@ -225,6 +189,5 @@ export class HitCanvas extends Canvas {
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this.context = new HitContext(this);
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this.setSize(config.width, config.height);
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checkHitCanvasSupport();
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}
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}
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@@ -367,9 +367,10 @@ export class Layer extends Container<Group | Shape> {
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const p3 = p[3];
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// fully opaque pixel
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if (p3 === 255) {
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const colorKey = Util._rgbToHex(p[0], p[1], p[2]);
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const shape = shapes[HASH + colorKey];
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const colorKey = Util.getHitColorKey(p[0], p[1], p[2]);
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const shape = shapes[colorKey];
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if (shape) {
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return {
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shape: shape,
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11
src/Shape.ts
11
src/Shape.ts
@@ -203,12 +203,21 @@ export class Shape<
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super(config);
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// set colorKey
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let key: string;
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let attempts = 0;
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while (true) {
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key = Util.getRandomColor();
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key = Util.getHitColor();
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if (key && !(key in shapes)) {
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break;
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}
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attempts++;
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if (attempts >= 10000) {
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Util.warn(
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'Failed to find a unique color key for a shape. Konva may work incorrectly. Most likely your browser is using canvas farbling. Consider disabling it.'
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);
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key = Util.getRandomColor();
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break;
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}
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}
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this.colorKey = key;
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97
src/Util.ts
97
src/Util.ts
@@ -446,6 +446,9 @@ const OBJECT_ARRAY = '[object Array]',
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RGB_REGEX = /rgb\((\d{1,3}),(\d{1,3}),(\d{1,3})\)/;
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let animQueue: Array<Function> = [];
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// Cache for canvas farbling detection
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let _isCanvasFarblingActive: boolean | null = null;
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const req =
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(typeof requestAnimationFrame !== 'undefined' && requestAnimationFrame) ||
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function (f) {
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@@ -583,6 +586,98 @@ export const Util = {
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}
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return HASH + randColor;
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},
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/**
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* Check if canvas farbling is active (e.g., Brave browser fingerprinting protection)
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* @method
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* @memberof Konva.Util
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* @returns {Boolean}
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*/
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isCanvasFarblingActive() {
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if (_isCanvasFarblingActive !== null) {
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return _isCanvasFarblingActive;
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}
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if (typeof document === 'undefined') {
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_isCanvasFarblingActive = false;
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return false;
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}
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const c = this.createCanvasElement();
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c.width = 10;
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c.height = 10;
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const ctx = c.getContext('2d', {
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willReadFrequently: true,
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}) as CanvasRenderingContext2D;
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ctx.clearRect(0, 0, 10, 10);
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ctx.fillStyle = '#282828'; // 40, 40, 40
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ctx.fillRect(0, 0, 10, 10);
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const d = ctx.getImageData(0, 0, 10, 10).data;
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let isFarbling = false;
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for (let i = 0; i < 100; i++) {
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if (
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d[i * 4] !== 40 ||
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d[i * 4 + 1] !== 40 ||
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d[i * 4 + 2] !== 40 ||
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d[i * 4 + 3] !== 255
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) {
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isFarbling = true;
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break;
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}
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}
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_isCanvasFarblingActive = isFarbling;
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this.releaseCanvas(c);
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return _isCanvasFarblingActive;
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},
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/**
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* Get a random color for hit detection (normalized if farbling is active)
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* @method
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* @memberof Konva.Util
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* @returns {String} hex color string
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*/
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getHitColor(): string {
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const color = this.getRandomColor();
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return this.isCanvasFarblingActive()
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? this.getSnappedHexColor(color)
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: color;
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},
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/**
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* Get hit color key from RGB values (normalized if farbling is active)
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* @method
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* @memberof Konva.Util
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* @param {Number} r - red component (0-255)
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* @param {Number} g - green component (0-255)
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* @param {Number} b - blue component (0-255)
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* @returns {String} hex color key string
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*/
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getHitColorKey(r: number, g: number, b: number): string {
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if (this.isCanvasFarblingActive()) {
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r = Math.round(r / 5) * 5;
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g = Math.round(g / 5) * 5;
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b = Math.round(b / 5) * 5;
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}
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return HASH + this._rgbToHex(r, g, b);
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},
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/**
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* Snap hex color values to end with 0 (normalize for canvas farbling)
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* @method
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* @memberof Konva.Util
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* @param {String} hex - hex color string (e.g., "#ff00ff")
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* @returns {String} normalized hex color string
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*/
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getSnappedHexColor(hex: string): string {
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const rgb = this._hexToRgb(hex);
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return (
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HASH +
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this._rgbToHex(
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Math.round(rgb.r / 5) * 5,
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Math.round(rgb.g / 5) * 5,
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Math.round(rgb.b / 5) * 5
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)
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);
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},
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/**
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* get RGB components of a color
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@@ -1122,4 +1217,4 @@ export const Util = {
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},
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};
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export type AnyString<T> = T | (string & {})
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export type AnyString<T> = T | (string & {});
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@@ -31,14 +31,71 @@
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const layer = new Konva.Layer();
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stage.add(layer);
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const circle = new Konva.Circle({
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x: stage.width() / 2,
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y: stage.height() / 2,
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radius: 100,
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fill: 'red',
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draggable: true,
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});
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layer.add(circle);
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// const circle = new Konva.Circle({
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// x: 100,
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// y: 100,
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// radius: 10,
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// fill: 'red',
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// });
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// layer.add(circle);
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// throw new Error('test');
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// Given gridRows and gridCols, compute maximum possible radius and position circles
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const gridRows = 200;
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const gridCols = 200;
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const width = window.innerWidth;
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const height = window.innerHeight;
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// Calculate spacing and radius so circles fit entire window
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// There are (gridCols - 1) spaces between centers horizontally, and (gridRows - 1) vertically
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// The available width is "width", so (gridCols) circles and (gridCols-1) spaces between
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// The diameter must fit: gridCols * diameter + (gridCols - 1) * gap <= width
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// But to maximize, gap should equal to at least 0, so best layout is circles tangent
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// So the max diameter horizontally is width / gridCols
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// Likewise for vertical
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const cellWidth = width / gridCols;
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const cellHeight = height / gridRows;
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const radius = Math.min(cellWidth, cellHeight) / 2;
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const circles = [];
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// Create grid of circles - centers in each cell's center
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for (let row = 0; row < gridRows; row++) {
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for (let col = 0; col < gridCols; col++) {
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const cx = cellWidth * col + cellWidth / 2;
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const cy = cellHeight * row + cellHeight / 2;
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const c = new Konva.Circle({
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x: cx,
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y: cy,
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radius: radius,
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fill: Konva.Util.getRandomColor(),
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id: `circle-${row}-${col}`,
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});
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circles.push({
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node: c,
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x: cx,
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y: cy,
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row,
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col,
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});
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layer.add(c);
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}
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}
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layer.draw();
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// Test hits at each center
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for (const cInfo of circles) {
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const { node, x, y } = cInfo;
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const hit = stage.getIntersection({ x, y });
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if (hit !== node) {
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const gotId = hit ? hit.id && hit.id() : null;
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console.error(
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`Hit test failed at (${x},${y}): expected id=${node.id()}, got id=${gotId}`
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);
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}
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}
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console.log('Hit test grid check complete.');
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</script>
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</body>
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</html>
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Reference in New Issue
Block a user