HTML Canvas Animation linear motion

Description

HTML Canvas Animation linear motion

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<!DOCTYPE HTML>
<html>
<head>
<script>
  var Animation = function(canvasId) {
    this.canvas = document.getElementById(canvasId);
    this.context = this.canvas.getContext("2d");
    this.t = 0;/*from   w w  w  .  j av a2s .  c  o  m*/
    this.timeInterval = 0;
    this.startTime = 0;
    this.lastTime = 0;
    this.frame = 0;
    this.animating = false;

    // provided by Paul Irish
    window.requestAnimFrame = (function(callback) {
      return window.requestAnimationFrame
          || window.webkitRequestAnimationFrame
          || window.mozRequestAnimationFrame
          || window.oRequestAnimationFrame
          || window.msRequestAnimationFrame || function(callback) {
            window.setTimeout(callback, 1000 / 60);
          };
    })();
  };

  Animation.prototype.getContext = function() {
    return this.context;
  };

  Animation.prototype.getCanvas = function() {
    return this.canvas;
  };

  Animation.prototype.clear = function() {
    this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
  };

  Animation.prototype.setDrawStage = function(func) {
    this.drawStage = func;
  };

  Animation.prototype.getFrame = function() {
    return this.frame;
  };

  Animation.prototype.start = function() {
    this.animating = true;
    var date = new Date();
    this.startTime = date.getTime();
    this.lastTime = this.startTime;

    if (this.drawStage !== undefined) {
      this.drawStage();
    }

    this.animationLoop();
  };

  Animation.prototype.stop = function() {
    this.animating = false;
  };
  Animation.prototype.getTimeInterval = function() {
    return this.timeInterval;
  };

  Animation.prototype.getTime = function() {
    return this.t;
  };

  Animation.prototype.animationLoop = function() {
    var that = this;

    this.frame++;
    var date = new Date();
    var thisTime = date.getTime();
    this.timeInterval = thisTime - this.lastTime;
    this.t += this.timeInterval;
    this.lastTime = thisTime;

    if (this.drawStage !== undefined) {
      this.drawStage();
    }

    if (this.animating) {
      requestAnimFrame(function() {
        that.animationLoop();
      });
    }
  };
  window.onload = function() {
    var myAnimation = new Animation("myCanvas");
    var canvas = myAnimation.getCanvas();
    var context = myAnimation.getContext();

    var linearSpeed = 100; // pixels / second
    var box = {
      x : 0,
      y : canvas.height / 2 - 25,
      width : 100,
      height : 50
    };

    myAnimation.setDrawStage(function() {
      // update
      var linearDistEachFrame = linearSpeed * this.getTimeInterval()
          / 1000;

      if (box.x < canvas.width - box.width) {
        box.x += linearDistEachFrame;
      } else {
        myAnimation.stop();
      }

      // clear
      this.clear();

      // draw
      context.beginPath();
      context.fillStyle = "blue";
      context.fillRect(box.x, box.y, box.width, box.height);
    });

    myAnimation.start();
  };
</script>
</head>
<body>
  <canvas id="myCanvas" width="600" height="250"
    style="border: 1px solid black;">
        </canvas>
</body>
</html>



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