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();
}
};