Canvas Sine Wave
by shravanimmy
HTML
<canvas id="canvas" style="width: 600px; height: 600px;" width="600" height="600"></canvas>
JavaScript
(function () {
if (typeof(Humble) == 'undefined') window.Humble = {};
Humble.Trig = {};
Humble.Trig.init = init;
var unit = 100,
canvas, context, canvas2, context2,
height, width, xAxis, yAxis,
draw;
/**
* Init function.
*
* Initialize variables and begin the animation.
*/
function init() {
canvas = document.getElementById("canvas");
canvas.width = 600;
canvas.height = 600;
context = canvas.getContext("2d");
context.font = '18px sans-serif';
context.strokeStyle = '#000';
context.lineJoin = 'round';
height = canvas.height;
width = canvas.width;
xAxis = Math.floor(height/2);
yAxis = Math.floor(width/4);
context.save();
draw();
}
/**
* Draw animation function.
*
* This function draws one frame of the animation, waits 20ms, and then calls
* itself again.
*/
draw = function () {
// Clear the canvas
context.clearRect(0, 0, width, height);
// Draw the axes in their own path
context.beginPath();
drawAxes();
context.stroke();
// Set styles for animated graphics
context.save();
context.strokeStyle = '#00f';
context.fillStyle = '#fff';
context.lineWidth = 2;
// Draw the sine curve at time draw.t, as well as the circle.
context.beginPath();
drawSine(draw.t);
drawCircle();
context.stroke();
// Draw the arrow at time t in its own path.
drawArrow(draw.t);
// Restore original styles
context.restore();
// Update the time and draw again
draw.seconds = draw.seconds - .007;
draw.t = draw.seconds*Math.PI;
setTimeout(draw, 35);
};
draw.seconds = 0;
/**
* Function to draw axes
*/
function drawAxes() {
// Draw X and Y axes
context.moveTo(0, xAxis);
context.lineTo(width, xAxis);
context.moveTo(yAxis, 0);
context.lineTo(yAxis, height)
}
/**
* Function to draw sine
*
* The sine curve is drawn in 10px segments starting at...