I need some assistance changing the opacity of a shape using KineticJS (5.0.0.). In an mouse event, I want to change the opacity of the shape, which triggered the event. Whenever the shape is hovered, it gets visible ( opacity 1.0 ) and when it's left, it becomes invisible ( opacity 0.0 ). It works fine, whenever I redraw the whole Layer of the specified shape.
The point is, I can't redraw the whole Layer because it takes to much time ( ~300 shapes ). For that reason I changed some code, to just draw the shape.
jsFiddle: http://jsfiddle.net/p39uH/2/ ( see lines 25 and 30 of HTML )
var stage = new Kinetic.Stage({ container: 'container', width: 578, height: 200 }); var layer = new Kinetic.Layer();
var pentagon = new Kinetic.RegularPolygon({ x: stage.width()/2, y: stage.height()/2, sides: 5, radius: 70, fill: 'red', stroke: 'black', strokeWidth: 4, opacity: 0.1 }); pentagon.on('mouseover', function() { this.opacity(0.3); this.draw(); // instead of layer.draw(); }); pentagon.on('mouseout', function() { this.opacity(0.0); this.draw(); // instead of layer.draw(); }); // add the shape to the layer layer.add(pentagon); // add the layer to the stage stage.add(layer);
( Code is based on this: http://www.html5canvastutorials.com/kineticjs/html5-canvas-set-alpha-with-kineticjs/ )
Even though I set the opacity of the shape to 0.0 when left, it's still visible as you can see. Every time it is hovered, it becomes more and more visible ( I guess the shape gets redrawn ).
Is there any way to (re)draw the shape with an opacity of 0.0 WITHOUT drawing the whole stage and/or layer ?
Thanks in advance.
Yes, a quick look indicates node.draw() might be broken in 5.0.1.
Workarounds:
Drop back to version 4.4.0
Use layer.drawScene() which saves redraw time by not redrawing the hit-canvas.