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  1. #1
    Join Date
    May 2015
    Posts
    1

    Simulated OS with Canvas

    I have to build a simulated OS for my college class. I'm making it pretty simple, nothing too fancy and am using HTML5 Canvas. So far I have the icons on a black background and have made them draggable. I want to know how I can make it so when you click on an icon a box appears (just like a real OS) and then closes by clicking on the 'x'. I also want to be able to drag any icon into the trash bin and it disappears. I understand there are click/mouse events, but I don't know how to implement them into the code I have setup. Here's the code:


    Name:  canvasos.jpg
Views: 310
Size:  5.6 KB


    <!DOCTYPE HTML>
    <html>
    <head>
    </head>
    <body>
    <div id="canvas"></div>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/kineticjs/5.2.0/kinetic.js"></script>
    <script defer="defer">
    var stage = new Kinetic.Stage({
    container: 'canvas',
    width: 1910,
    height: 995,
    });

    var BGlayer = new Kinetic.Layer();
    var firstLayer = new Kinetic.Layer();

    stage.add(BGlayer);
    stage.add(firstLayer);

    var bgRect = new Kinetic.Rect({
    x:0,
    y:0,
    width:1910,
    height: 995,
    fill: 'black'
    });

    BGlayer.add(bgRect);
    BGlayer.draw();

    //icon1
    var icon1 = new Image();

    icon1.onload = function() {
    var icon1KJS = new Kinetic.Image({
    x:70,
    y:100,
    image: icon1,
    width: 100,
    height: 100,
    draggable: true
    });
    firstLayer.add(icon1KJS);
    firstLayer.draw();
    };

    icon1.src =
    'http://s14.postimg.org/gdhut7d8d/002_24.png';

    //icon2
    var icon2 = new Image();

    icon2.onload = function() {
    var icon2KJS = new Kinetic.Image({
    x:70,
    y:300,
    image: icon2,
    width: 100,
    height: 100,
    draggable: true
    });
    firstLayer.add(icon2KJS);
    firstLayer.draw();
    };

    icon2.src =
    'http://s7.postimg.org/4vny60wav/002_26.png';

    //icon3
    var icon3 = new Image();

    icon3.onload = function() {
    var icon3KJS = new Kinetic.Image({
    x:70,
    y:500,
    image: icon3,
    width: 100,
    height: 100,
    draggable: true
    });
    firstLayer.add(icon3KJS);
    firstLayer.draw();
    };

    icon3.src =
    'http://s28.postimg.org/ut86fftbd/002_18.png';

    //garbage
    var garbage = new Image();

    garbage.onload = function() {
    var garbageKJS = new Kinetic.Image({
    x:1700,
    y:800,
    image: garbage,
    width: 100,
    height: 100,
    draggable: true
    });
    firstLayer.add(garbageKJS);
    firstLayer.draw();
    };

    garbage.src =
    'http://s22.postimg.org/vajw4tizx/002_15.png';

    //icon4
    var icon4 = new Image();

    icon4.onload = function() {
    var icon4KJS = new Kinetic.Image({
    x:70,
    y:700,
    image: icon4,
    width: 100,
    height: 100,
    draggable: true
    });
    firstLayer.add(icon4KJS);
    firstLayer.draw();
    };

    icon4.src =
    'http://s2.postimg.org/41pzcka1x/002_43.png';
    </script>
    </body>
    </html>

  2. #2
    Join Date
    Jun 1999
    Location
    Eastern Florida
    Posts
    3,877

    Re: Simulated OS with Canvas

    Try the html/javascript section of the site. Java != javascript
    Norm

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