Simple Drawing on Canvas - With Timer
by Shawn Lackey
HTML
<button onclick="doDrawing();">Start Drawing</button>
<canvas id="myCanvas" width="400" height="400" style="border:1px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.</canvas>
JavaScript
var t = 0;
var c = document.getElementById("myCanvas");
var R = 50;
var ctx = c.getContext("2d");
var r= 45;
var O= 5;
var x = (c.width/2) + (R+r)*Math.cos(t) - (r+O)*Math.cos(((R+r)/r)*t);
var y = (c.width/2) + (R+r)*Math.sin(t) - (r+O)*Math.sin(((R+r)/r)*t);
function doDrawing() {
t = 0;
// Clear the Canvas
ctx.clear();
// Create a random color
var timesRun = 0;
var color = '#'+Math.floor(Math.random()*16777215).toString(16);
// Start the Drawing
ctx.beginPath();
ctx.strokeStyle = color;
ctx.moveTo(x,y);
//Use the timer to create drawing
var interval = setInterval(function(){
timesRun += 1;
if(timesRun === 200){
clearInterval(interval); }
drawCircle();}, 5);
}
function drawCircle()
{
t += 0.8;
x = (c.width/2) + Math.floor((R+r)*Math.cos(t) - (r+O)*Math.cos(((R+r)/r)*t));
y = (c.width/2) + Math.floor((R+R)*Math.sin(t) - (r+O)*Math.sin(((R+r)/r)*t));
ctx.lineTo (x,y)*(c.width/2);
ctx.stroke();
}
CanvasRenderingContext2D.prototype.clear =
CanvasRenderingContext2D.prototype.clear || function (preserveTransform) {
if (preserveTransform) {
this.save();
this.setTransform(1, 0, 0, 1, 0, 0);
}
this.clearRect(0, 0, this.canvas.width, this.canvas.height);
if (preserveTransform) {
this.restore();
}
};