HTML Canvas Animation Oscillation to create bubble

Description

HTML Canvas Animation Oscillation to create bubble

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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;/*  w  w  w  . jav a 2 s.com*/
    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(){
                // instantiate new animation object
                var anim = new Animation("myCanvas");
                var context = anim.getContext();
                var canvas = anim.getCanvas();
                
                anim.setDrawStage(function(){
                    // update
                    var widthScale = Math.sin(this.getTime() / 200) * 0.1 + 0.9;
                    var heightScale = -1 * Math.sin(this.getTime() / 200) * 0.1 + 0.9;

                    // clear
                    this.clear();
                    
                    //draw
                    context.beginPath();
                    context.save();
                    context.translate(canvas.width / 2, canvas.height / 2);
                    context.scale(widthScale, heightScale);
                    context.arc(0, 0, 65, 0, 2 * Math.PI, false);
                    context.restore();
                    context.fillStyle = "red";
                    context.fill();
                    context.lineWidth = 2;
                    context.strokeStyle = "#555";
                    context.stroke();
                    
                    context.beginPath();
                    context.save();
                    context.translate(canvas.width / 2, canvas.height / 2);
                    context.scale(widthScale, heightScale);
                    context.arc(-30, -30, 15, 0, 2 * Math.PI, false);
                    context.restore();
                    context.fillStyle = "white";
                    context.fill();
                });
                
                anim.start();
            };
</script>
</head>
<body>
  <canvas id="myCanvas" width="600" height="250"
    style="border: 1px solid black;">
        </canvas>
</body>
</html>



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