if it hasn't we keep calling the function until that duration has passed. The timestamp is used to determine if 900 milliseconds have passed since the last drawing was made whenever draw is called. Since all that is happening is that the draw function is consistently called, in order to only change the drawing periodically we set a variable (in this case called wave) that determines how the arm is drawn. setTimeout and setInterval used to be utilized for this, but don't use them anymore. This prevents the window from using up all your memory and will pause the animation if you flip tabs while the animation is running. There is a method on the Window object called requestAnimationFrame that will consistently call this draw function whenever it is available to. Var canvas = document.getElementById("canvas") Ĭontext = canvas.getContext("2d") // get Canvas Context objectĬontext.arc(200.width, 50, 30, 0, Math.PI * 2, true) įirst off, since we're going to be drawing a frame over and over we need to put the drawing code into a draw function. Your browser does not support HTML5 Canvas element ![]() Is there any way this figure can do a waving animation on Canvas? I'm assuming that setTimeout will be needed? I use css animation, but wanted to try the javascript canvas. ![]() I have seen where you can move blocks to one area and back, a circle up and down, but nothing as to a figure moving his body. I have been looking everywhere for a place to show how to do animation.
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