Working with canvas
by Marcus Baptiste
HTML
<canvas id='canvas' width='400' height='300'>
<h2>Booo - your browser doesn't support canvas</h2>
</canvas>
<button id='btn-basic'>Basic Drawing</button>
<button id='btn-path2d'>Path2D/Advanced Drawing</button>
<button id='btn-images'>Images</button>
<button id='btn-trans'>Transformations</button>
<button id='btn-comp'>Compositing</button>
<button id='btn-basic-anim'>Basic Animations</button>
<button id='btn-adv-anim'>Animation with Physics</button>
CSS
body {
position: relative;
}
canvas {
position: relative;
width: 400px; height: 300px;
border: 2px solid black;
display: block;
margin: 10px auto;
}
JavaScript
var canvas = document.getElementById('canvas');
var btnBasic = document.getElementById('btn-basic');
var btnPath2D = document.getElementById('btn-path2d');
var btnImages = document.getElementById('btn-images');
var btnTrans = document.getElementById('btn-trans');
var btnComp = document.getElementById('btn-comp');
var btnBasicAnim = document.getElementById('btn-basic-anim');
var btnAdvAnim = document.getElementById('btn-adv-anim');
var animating = 0;
var ctx = canvas.getContext('2d');
function drawControlPoint(posX, posY, context) {
context.moveTo(posX, posY);
context.beginPath();
context.fillStyle = '#f00';
context.fillRect(posX -2, posY - 2, 4, 4);
}
function drawAdvAnim() {
//second animation example with interaction and physics
animating = 2;
ctx.save();
function getMousePos(event) {
var rect = canvas.getBoundingClientRect();
return {
x: event.clientX - rect.left,
y: event.clientY - rect.top
}
}
var mousePos = { x: 0, y: 0 };
var ball = {
x: 50,
y: 50,
vx: 5,
vy: 2,
radius: 20,
color: 'blue',
draw: function() {
ctx.fillStyle = this.color;
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, Math.PI *2, true);
ctx.closePath();
ctx.fill();
}
}
function draw() {
ctx.fillStyle = 'rgba(255,255,255,0.3)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
ball.draw();
ball.x += ball.vx;
ball.y += ball.vy;
ball.vy *= .99;
ball.vy += .25;
if (ball.x + ball.vx >= canvas.width - 15
|| ball.x + ball.vx <= 15) {
ball.vx = -ball.vx;
}
if (ball.y + ball.vy >= canvas.height - 15
|| ball.y + ball.vy <= 15) {
ball.vy = -ball.vy;
}
//display mouse coordinates
...