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HTML5 Canvas - Animations

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HTML5 canvas provides necessary methods to draw an image and erase it completely. We can take Javascript help to simulate good animation over a HTML5 canvas.

Following are the two important Javascript methods which would be used to animate an image on a canvas:

SNMethod and Description
1setInterval(callback, time);
This method repeatedly executes the supplied code after a given time milliseconds.
2setTimeout(callback, time);
This method executes the supplied code only once after a given time milliseconds.

Example:

Following is a simple example which would rotate a small image repeatedly:

<!DOCTYPE HTML>
<html>
<head>
<script type="text/javascript">

var pattern= new Image();  

function animate(){   
   pattern.src = '/images/pattern.jpg'; 
   setInterval(drawShape, 100);
} 

function drawShape(){
  // get the canvas element using the DOM
  var canvas = document.getElementById('mycanvas');
 
  // Make sure we don't execute when canvas isn't supported
  if (canvas.getContext){
 
    // use getContext to use the canvas for drawing
    var ctx = canvas.getContext('2d');

    ctx.fillStyle = 'rgba(0,0,0,0.4)';   
    ctx.strokeStyle = 'rgba(0,153,255,0.4)';   
    ctx.save();   
    ctx.translate(150,150); 

    var time = new Date(); 
    ctx.rotate( ((2*Math.PI)/6)*time.getSeconds() + 
              ( (2*Math.PI)/6000)*time.getMilliseconds() );   
    ctx.translate(0,28.5);   
    ctx.drawImage(pattern,-3.5,-3.5);   
    ctx.restore(); 
  
  } else {
    alert('You need Safari or Firefox 1.5+ to see this demo.');
  }
}
</script>
</head>
<body onload="animate();">
   <canvas id="mycanvas" width="400" height="400"></canvas>
</body>
</html>

Assuming we have following pattern images/pattern.jpg.

Pattern

The above example would produce following result:

Canvas Animation

To learn above concept - Do Online Practice using latest version of either Safari or Opera.


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