Tips for enhancing the clarity of elements in KineticJS

I'm new to using Kinetic JS, and while I think it's a great library, I'm having trouble with the resolution of the elements. I know that Kinetic JS doesn't use SVG, but the resolution is not up to par. I'm creating circles and other shapes with animations, but they end up looking like low-quality images, which is not what I want. Does anyone have a solution to improve the resolution, or is it just not possible to change it?

For example, here's how I create the elements:

var circle = new Kinetic.Circle({
  x: this.stage.getWidth() / 2,
  y: this.stage.getHeight() / 2 + 10,
  radius: radius,
  fill: 'red',
  stroke: 'black',
  strokeWidth: 2,
  draggable: true
});

Answer №1

Could you provide an example for reference?

It is possible that the animation you are using is attempting to display frames at a rate faster than they can be properly rendered, resulting in ghosting or blurring effects. Have you tried adjusting the framerate to see if it improves the overall quality?

I find that the static shapes created with KineticJS, native-Canvas, and SVG appear identical.

For code and a Fiddle demonstration, please visit: http://jsfiddle.net/m1erickson/pgBv4/

<!DOCTYPE html>
<html>
  <head>
    <meta charset="utf-8">
    <title>Prototype</title>
    <script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
    <script src="http://d3lp1msu2r81bx.cloudfront.net/kjs/js/lib/kinetic-v4.5.1.min.js"></script>

<style>
#container{
  border:solid 1px #ccc;
  margin-top: 10px;
  width:200px;
  height:200px;
}
#canvas{ border:1px solid red; }
</style>        
<script>
$(function(){

    var canvas=document.getElementById("canvas");
    var ctx=canvas.getContext("2d");

    ctx.beginPath();
    ctx.arc(100,100,75,0,Math.PI*2,false);
    ctx.closePath();
    ctx.fillStyle="red";
    ctx.strokeStyle="black";
    ctx.lineWidth=2;
    ctx.fill();
    ctx.stroke();

    var stage = new Kinetic.Stage({
        container: 'container',
        width: 200,
        height: 200
    });
    var layer = new Kinetic.Layer();
    stage.add(layer);


    var circle = new Kinetic.Circle({
      x: stage.getWidth() / 2,
      y: stage.getHeight() / 2 + 10,
      radius: 75,
      fill: 'red',
      stroke: 'black',
      strokeWidth: 2,
      draggable: true
    });
    layer.add(circle);
    layer.draw();



}); // end $(function(){});

</script>       
</head>

<body>
    <div id="container"></div>
    <canvas id="canvas" width=200 height=200></canvas>
    <svg width="200" height="200">
        <circle x="100" y="100" r="75" fill="red" stroke="black" stroke-width="2" />
    </svg>
</body>
</html>

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