JSFiddle - React, Tailwind, and code Playground
HTML
<canvas id="canvas" width="400" height="400"></canvas>
CSS
canvas { border:1px solid; }
JavaScript
var context=document.getElementById('canvas').getContext('2d');
var canvasData=context.getImageData(0, 0, 400, 400);
context.font="12px Arial";
var az=0, point=[];
var oldDate=Date.now();
var fps=0, vframes=0;
for (var i=0; i<100500; i++) {
point[i]={};
point[i].x=400*Math.random()-200;
point[i].y=400*Math.random()-200;
}
window.requestAnimationFrame(draw);
function draw() {
az+=0.001;
var cos = Math.cos(az);
var sin = Math.sin(az);
clearCanvas();
for (var i=0; i<point.length; i++) {
var x=cos*point[i].x-sin*point[i].y+200;
if (x<0) x+=400;
else if (x>400) x-=400;
var y=sin*point[i].x+cos*point[i].y+200;
if (y<0) y+=400;
else if (y>400) y-=400;
drawPixel(Math.floor(x), Math.floor(y), 0, 0, 0, 255);
}
updateCanvas();
vframes++;
var date=Date.now();
var dt=date-oldDate;
if (dt>1000) {
fps=Math.round(vframes*1000/dt);
oldDate=date;
vframes=0;
}
context.clearRect(3, 2, 36, 14);
context.fillText(fps + " fps", 4, 13);
window.requestAnimationFrame(draw);
}
function drawPixel (x, y, r, g, b, a) {
var index=(x+y*400)*4;
canvasData.data[index+0]=r;
canvasData.data[index+1]=g;
canvasData.data[index+2]=b;
canvasData.data[index+3]=a;
}
function updateCanvas() {
context.putImageData(canvasData, 0, 0);
}
function clearCanvas(){
for (var i=3; i<canvasData.data.length; i+=4){
canvasData.data[i]=0;
}
context.putImageData(canvasData, 400, 400);
}