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SVG.js - How to delete previously drawn elements in Angular?



Announcing the arrival of Valued Associate #679: Cesar Manara
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0















I am a beginner full-stack web developer.



I helped build a game-cast app for ping-pong using the MEAN stack, SVG.js, and sockets. GitHub link: https://github.com/ChristopherRoySchneider/pingpong



In the app, a "game-caster" is in charge of emitting "game events" via sockets that other users of the site can see live. These game events can consist of, among other bits of data, an SVG circle element drawn on an SVG rectangle element (representing the ping-pong table) that shows where the ping-pong ball last landed on a score.



The user watching a match can choose which game of that particular match he or she would like to view via a drop-down menu. The app then draws all the previous balls on the table for the game chosen.



I am having trouble figuring out how to delete previously drawn ping-pong balls from the table when a user changes the game viewed. Currently, all previously drawn balls remain on the table.



I have tried to use the SVG.js clear() method to clear the table when the user chooses a different game. This works, but then redraws the table underneath where the old table used to be.



Here's the branch in which I'm attempting to squash this bug:
https://github.com/ChristopherRoySchneider/pingpong/tree/table-redraw



In ngOnChanges, I have the following code:



ngOnChanges() 
this.draw.clear();
this.makeTable();
this.game = this.match.games[this.gameIndex];
this.drawPreviousBalls(this.game);



Here is the makeTable function:



 makeTable() 
this.draw = SVG('drawing').size(640, 356);
this.table = this.draw.rect(640, 356).attr(
'fill': '#022b6d',
'stroke': '#fff',
'stroke-width': 10
);
this.centerLine = this.draw.line([[0, 178], [640, 178]]).stroke(
'color': '#fff',
'width': 5
)
this.net = this.draw.line([[320, 0], [320, 356]]).stroke(
'color': '#fff',
'width': 5
)



And my drawPreviousBalls function, which calls a drawBall function:



 drawPreviousBalls(game: Game) 
for (let gameEvent of game.game_events)
if (gameEvent.x)
this.drawBall(gameEvent.x, gameEvent.y);




drawBall(x: number, y: number)
this.x = x;
this.y = y;

if(this.draw)
this.ball = this.draw.circle(10).attr(
cx: this.x,
cy: this.y,
fill: '#fff'
);




Any help would be greatly appreciated!










share|improve this question






















  • You create a new svg document on every draw. So please just remove() the old one

    – Fuzzyma
    Mar 9 at 8:00

















0















I am a beginner full-stack web developer.



I helped build a game-cast app for ping-pong using the MEAN stack, SVG.js, and sockets. GitHub link: https://github.com/ChristopherRoySchneider/pingpong



In the app, a "game-caster" is in charge of emitting "game events" via sockets that other users of the site can see live. These game events can consist of, among other bits of data, an SVG circle element drawn on an SVG rectangle element (representing the ping-pong table) that shows where the ping-pong ball last landed on a score.



The user watching a match can choose which game of that particular match he or she would like to view via a drop-down menu. The app then draws all the previous balls on the table for the game chosen.



I am having trouble figuring out how to delete previously drawn ping-pong balls from the table when a user changes the game viewed. Currently, all previously drawn balls remain on the table.



I have tried to use the SVG.js clear() method to clear the table when the user chooses a different game. This works, but then redraws the table underneath where the old table used to be.



Here's the branch in which I'm attempting to squash this bug:
https://github.com/ChristopherRoySchneider/pingpong/tree/table-redraw



In ngOnChanges, I have the following code:



ngOnChanges() 
this.draw.clear();
this.makeTable();
this.game = this.match.games[this.gameIndex];
this.drawPreviousBalls(this.game);



Here is the makeTable function:



 makeTable() 
this.draw = SVG('drawing').size(640, 356);
this.table = this.draw.rect(640, 356).attr(
'fill': '#022b6d',
'stroke': '#fff',
'stroke-width': 10
);
this.centerLine = this.draw.line([[0, 178], [640, 178]]).stroke(
'color': '#fff',
'width': 5
)
this.net = this.draw.line([[320, 0], [320, 356]]).stroke(
'color': '#fff',
'width': 5
)



And my drawPreviousBalls function, which calls a drawBall function:



 drawPreviousBalls(game: Game) 
for (let gameEvent of game.game_events)
if (gameEvent.x)
this.drawBall(gameEvent.x, gameEvent.y);




drawBall(x: number, y: number)
this.x = x;
this.y = y;

if(this.draw)
this.ball = this.draw.circle(10).attr(
cx: this.x,
cy: this.y,
fill: '#fff'
);




Any help would be greatly appreciated!










share|improve this question






















  • You create a new svg document on every draw. So please just remove() the old one

    – Fuzzyma
    Mar 9 at 8:00













0












0








0








I am a beginner full-stack web developer.



I helped build a game-cast app for ping-pong using the MEAN stack, SVG.js, and sockets. GitHub link: https://github.com/ChristopherRoySchneider/pingpong



In the app, a "game-caster" is in charge of emitting "game events" via sockets that other users of the site can see live. These game events can consist of, among other bits of data, an SVG circle element drawn on an SVG rectangle element (representing the ping-pong table) that shows where the ping-pong ball last landed on a score.



The user watching a match can choose which game of that particular match he or she would like to view via a drop-down menu. The app then draws all the previous balls on the table for the game chosen.



I am having trouble figuring out how to delete previously drawn ping-pong balls from the table when a user changes the game viewed. Currently, all previously drawn balls remain on the table.



I have tried to use the SVG.js clear() method to clear the table when the user chooses a different game. This works, but then redraws the table underneath where the old table used to be.



Here's the branch in which I'm attempting to squash this bug:
https://github.com/ChristopherRoySchneider/pingpong/tree/table-redraw



In ngOnChanges, I have the following code:



ngOnChanges() 
this.draw.clear();
this.makeTable();
this.game = this.match.games[this.gameIndex];
this.drawPreviousBalls(this.game);



Here is the makeTable function:



 makeTable() 
this.draw = SVG('drawing').size(640, 356);
this.table = this.draw.rect(640, 356).attr(
'fill': '#022b6d',
'stroke': '#fff',
'stroke-width': 10
);
this.centerLine = this.draw.line([[0, 178], [640, 178]]).stroke(
'color': '#fff',
'width': 5
)
this.net = this.draw.line([[320, 0], [320, 356]]).stroke(
'color': '#fff',
'width': 5
)



And my drawPreviousBalls function, which calls a drawBall function:



 drawPreviousBalls(game: Game) 
for (let gameEvent of game.game_events)
if (gameEvent.x)
this.drawBall(gameEvent.x, gameEvent.y);




drawBall(x: number, y: number)
this.x = x;
this.y = y;

if(this.draw)
this.ball = this.draw.circle(10).attr(
cx: this.x,
cy: this.y,
fill: '#fff'
);




Any help would be greatly appreciated!










share|improve this question














I am a beginner full-stack web developer.



I helped build a game-cast app for ping-pong using the MEAN stack, SVG.js, and sockets. GitHub link: https://github.com/ChristopherRoySchneider/pingpong



In the app, a "game-caster" is in charge of emitting "game events" via sockets that other users of the site can see live. These game events can consist of, among other bits of data, an SVG circle element drawn on an SVG rectangle element (representing the ping-pong table) that shows where the ping-pong ball last landed on a score.



The user watching a match can choose which game of that particular match he or she would like to view via a drop-down menu. The app then draws all the previous balls on the table for the game chosen.



I am having trouble figuring out how to delete previously drawn ping-pong balls from the table when a user changes the game viewed. Currently, all previously drawn balls remain on the table.



I have tried to use the SVG.js clear() method to clear the table when the user chooses a different game. This works, but then redraws the table underneath where the old table used to be.



Here's the branch in which I'm attempting to squash this bug:
https://github.com/ChristopherRoySchneider/pingpong/tree/table-redraw



In ngOnChanges, I have the following code:



ngOnChanges() 
this.draw.clear();
this.makeTable();
this.game = this.match.games[this.gameIndex];
this.drawPreviousBalls(this.game);



Here is the makeTable function:



 makeTable() 
this.draw = SVG('drawing').size(640, 356);
this.table = this.draw.rect(640, 356).attr(
'fill': '#022b6d',
'stroke': '#fff',
'stroke-width': 10
);
this.centerLine = this.draw.line([[0, 178], [640, 178]]).stroke(
'color': '#fff',
'width': 5
)
this.net = this.draw.line([[320, 0], [320, 356]]).stroke(
'color': '#fff',
'width': 5
)



And my drawPreviousBalls function, which calls a drawBall function:



 drawPreviousBalls(game: Game) 
for (let gameEvent of game.game_events)
if (gameEvent.x)
this.drawBall(gameEvent.x, gameEvent.y);




drawBall(x: number, y: number)
this.x = x;
this.y = y;

if(this.draw)
this.ball = this.draw.circle(10).attr(
cx: this.x,
cy: this.y,
fill: '#fff'
);




Any help would be greatly appreciated!







javascript angular svg mean-stack svg.js






share|improve this question













share|improve this question











share|improve this question




share|improve this question










asked Mar 8 at 20:19









seesoseeso

12




12












  • You create a new svg document on every draw. So please just remove() the old one

    – Fuzzyma
    Mar 9 at 8:00

















  • You create a new svg document on every draw. So please just remove() the old one

    – Fuzzyma
    Mar 9 at 8:00
















You create a new svg document on every draw. So please just remove() the old one

– Fuzzyma
Mar 9 at 8:00





You create a new svg document on every draw. So please just remove() the old one

– Fuzzyma
Mar 9 at 8:00












1 Answer
1






active

oldest

votes


















0














You don't need to keep redrawing the table. It's a static size, so just draw it once and leave it.



What I would do is make an SVG group element (<g>) that you keep all your ball elements in.



this.balls = this.draw.group();


Then before you redraw all your balls in their new positions, just do



this.balls.clear();


Ie.



drawPreviousBalls(game: Game) 
this.balls.clear();
for (let gameEvent of game.game_events)
if (gameEvent.x)
this.drawBall(gameEvent.x, gameEvent.y);





drawBall(x: number, y: number)
this.x = x;
this.y = y;

if (this.draw)
this.ball = this.balls.circle(10).attr(
cx: this.x,
cy: this.y,
fill: '#fff'
);







share|improve this answer























  • Paul, thanks so much! Gonna try this out.

    – seeso
    Mar 11 at 18:01











  • I ran with your suggestions and got it working! Thanks again, Paul. I upvoted your answer, but I'm too new for it to show up.

    – seeso
    Mar 11 at 21:21











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active

oldest

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active

oldest

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0














You don't need to keep redrawing the table. It's a static size, so just draw it once and leave it.



What I would do is make an SVG group element (<g>) that you keep all your ball elements in.



this.balls = this.draw.group();


Then before you redraw all your balls in their new positions, just do



this.balls.clear();


Ie.



drawPreviousBalls(game: Game) 
this.balls.clear();
for (let gameEvent of game.game_events)
if (gameEvent.x)
this.drawBall(gameEvent.x, gameEvent.y);





drawBall(x: number, y: number)
this.x = x;
this.y = y;

if (this.draw)
this.ball = this.balls.circle(10).attr(
cx: this.x,
cy: this.y,
fill: '#fff'
);







share|improve this answer























  • Paul, thanks so much! Gonna try this out.

    – seeso
    Mar 11 at 18:01











  • I ran with your suggestions and got it working! Thanks again, Paul. I upvoted your answer, but I'm too new for it to show up.

    – seeso
    Mar 11 at 21:21















0














You don't need to keep redrawing the table. It's a static size, so just draw it once and leave it.



What I would do is make an SVG group element (<g>) that you keep all your ball elements in.



this.balls = this.draw.group();


Then before you redraw all your balls in their new positions, just do



this.balls.clear();


Ie.



drawPreviousBalls(game: Game) 
this.balls.clear();
for (let gameEvent of game.game_events)
if (gameEvent.x)
this.drawBall(gameEvent.x, gameEvent.y);





drawBall(x: number, y: number)
this.x = x;
this.y = y;

if (this.draw)
this.ball = this.balls.circle(10).attr(
cx: this.x,
cy: this.y,
fill: '#fff'
);







share|improve this answer























  • Paul, thanks so much! Gonna try this out.

    – seeso
    Mar 11 at 18:01











  • I ran with your suggestions and got it working! Thanks again, Paul. I upvoted your answer, but I'm too new for it to show up.

    – seeso
    Mar 11 at 21:21













0












0








0







You don't need to keep redrawing the table. It's a static size, so just draw it once and leave it.



What I would do is make an SVG group element (<g>) that you keep all your ball elements in.



this.balls = this.draw.group();


Then before you redraw all your balls in their new positions, just do



this.balls.clear();


Ie.



drawPreviousBalls(game: Game) 
this.balls.clear();
for (let gameEvent of game.game_events)
if (gameEvent.x)
this.drawBall(gameEvent.x, gameEvent.y);





drawBall(x: number, y: number)
this.x = x;
this.y = y;

if (this.draw)
this.ball = this.balls.circle(10).attr(
cx: this.x,
cy: this.y,
fill: '#fff'
);







share|improve this answer













You don't need to keep redrawing the table. It's a static size, so just draw it once and leave it.



What I would do is make an SVG group element (<g>) that you keep all your ball elements in.



this.balls = this.draw.group();


Then before you redraw all your balls in their new positions, just do



this.balls.clear();


Ie.



drawPreviousBalls(game: Game) 
this.balls.clear();
for (let gameEvent of game.game_events)
if (gameEvent.x)
this.drawBall(gameEvent.x, gameEvent.y);





drawBall(x: number, y: number)
this.x = x;
this.y = y;

if (this.draw)
this.ball = this.balls.circle(10).attr(
cx: this.x,
cy: this.y,
fill: '#fff'
);








share|improve this answer












share|improve this answer



share|improve this answer










answered Mar 9 at 21:27









Paul LeBeauPaul LeBeau

58.1k56996




58.1k56996












  • Paul, thanks so much! Gonna try this out.

    – seeso
    Mar 11 at 18:01











  • I ran with your suggestions and got it working! Thanks again, Paul. I upvoted your answer, but I'm too new for it to show up.

    – seeso
    Mar 11 at 21:21

















  • Paul, thanks so much! Gonna try this out.

    – seeso
    Mar 11 at 18:01











  • I ran with your suggestions and got it working! Thanks again, Paul. I upvoted your answer, but I'm too new for it to show up.

    – seeso
    Mar 11 at 21:21
















Paul, thanks so much! Gonna try this out.

– seeso
Mar 11 at 18:01





Paul, thanks so much! Gonna try this out.

– seeso
Mar 11 at 18:01













I ran with your suggestions and got it working! Thanks again, Paul. I upvoted your answer, but I'm too new for it to show up.

– seeso
Mar 11 at 21:21





I ran with your suggestions and got it working! Thanks again, Paul. I upvoted your answer, but I'm too new for it to show up.

– seeso
Mar 11 at 21:21



















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