Simple HTML5 Canvas Animation
Hi friends,
I thought of sharing a simple canvas animation to make a ball bounce within a square. We are going to use MooTools library in this. Okay, we have three parts:
1. HTML
2. CSS
3. JavaScript
Lets start with the HTML (just the <body> content):
Now comes the JavaScript part (Just the onLoad JS):
Now the complete code with linking the MooTools library... 😀
I thought of sharing a simple canvas animation to make a ball bounce within a square. We are going to use MooTools library in this. Okay, we have three parts:
1. HTML
2. CSS
3. JavaScript
Lets start with the HTML (just the <body> content):
<body> <div id="container"> <h2>Simple HTML5 Canvas Animation</h2> <canvas id="myCanvas" width="300" height="300"></canvas> </div> </body>Lets do some styling using CSS:
body {font: 11pt/14pt Segoe UI, Myriad Pro, Calibri, Tahoma;} #container {text-align: center;} #myCanvas {background: #fff; border: 1px solid #cbcbcb; text-align: center;}
Now comes the JavaScript part (Just the onLoad JS):
var context; var dx = 4; var dy = 4; var y = 150; var x = 10; function draw(){ context = myCanvas.getContext('2d'); context.clearRect(0, 0, 300, 300); context.beginPath(); context.arc(x, y, 20, 0, Math.PI*2, true); context.closePath(); context.fill(); if (x < 0 || x > 300) dx=-dx; if (y < 0 || y > 300) dy = -dy; x += dx; y += dy; } setInterval(draw,10);
Now the complete code with linking the MooTools library... 😀
<!DOCTYPE html> <html> <head> <meta http-equiv="content-type" content="text/html; charset=UTF-8"> <title>Simple HTML5 Canvas Animation</title> <script type='text/javascript' src='https://ajax.googleapis.com/ajax/libs/mootools/1.4.1/mootools-yui-compressed.js/js/lib/mootools-core-1.4.2-full-nocompat.js'></script> <style type='text/css'> body {font: 11pt/14pt Segoe UI, Myriad Pro, Calibri, Tahoma;} #container {text-align: center;} #myCanvas {background: #fff; border: 1px solid #cbcbcb; text-align: center;} </style> <script type='text/javascript'> window.addEvent('load', function() { var context; var dx = 4; var dy = 4; var y = 150; var x = 10; function draw(){ context = myCanvas.getContext('2d'); context.clearRect(0, 0, 300, 300); context.beginPath(); context.arc(x, y, 20, 0, Math.PI*2, true); context.closePath(); context.fill(); if (x < 0 || x > 300) dx=-dx; if (y < 0 || y > 300) dy = -dy; x += dx; y += dy; } setInterval(draw,10); }); //]]> </script> </head> <body> <div id="container"> <h2>Basic Canvas Example</h2> <canvas id="myCanvas" width="300" height="300"></canvas> </div> </body> </html>
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