I have created some lines connecting with each other on canvas. Now I want to animate these lines while drawing on canvas.
Can anyone please help?
here is my code and fiddle URL:
var c=document.getElementById("myCanvas");
var ctx=c.getContext("2d");
ctx.moveTo(0,0,0,0);
ctx.lineTo(300,100);
ctx.stroke();
ctx.moveTo(0,0,0,0);
ctx.lineTo(10,100);
ctx.stroke();
ctx.moveTo(10,100,0,0);
ctx.lineTo(80,200);
ctx.stroke();
ctx.moveTo(80,200,0,0);
ctx.lineTo(300,100);
ctx.stroke();
http://jsfiddle.net/s4gWK/1/
I understand that your want the lines to extend incrementally along the points in your path using animation.
A Demo: http://jsfiddle.net/m1erickson/7faRQ/
You can use this function to calculate waypoints along the path:
// define the path to plot
var vertices=[];
vertices.push({x:0,y:0});
vertices.push({x:300,y:100});
vertices.push({x:80,y:200});
vertices.push({x:10,y:100});
vertices.push({x:0,y:0});
// calc waypoints traveling along vertices
function calcWaypoints(vertices){
var waypoints=[];
for(var i=1;i<vertices.length;i++){
var pt0=vertices[i-1];
var pt1=vertices[i];
var dx=pt1.x-pt0.x;
var dy=pt1.y-pt0.y;
for(var j=0;j<100;j++){
var x=pt0.x+dx*j/100;
var y=pt0.y+dy*j/100;
waypoints.push({x:x,y:y});
}
}
return(waypoints);
}
Then you can use requestAnimationFrame to animate each incremental line segment:
// calculate incremental points along the path
var points=calcWaypoints(vertices);
// variable to hold how many frames have elapsed in the animation
// t represents each waypoint along the path and is incremented in the animation loop
var t=1;
// start the animation
animate();
// incrementally draw additional line segments along the path
function animate(){
if(t<points.length-1){ requestAnimationFrame(animate); }
// draw a line segment from the last waypoint
// to the current waypoint
ctx.beginPath();
ctx.moveTo(points[t-1].x,points[t-1].y);
ctx.lineTo(points[t].x,points[t].y);
ctx.stroke();
// increment "t" to get the next waypoint
t++;
}
EDIT: I misunderstood your original post. For your situation you do not need to clear the previous animation, only when the animation is complete to start it all over.
jsfiddle : http://jsfiddle.net/Grimbode/TCmrg/
Here are two websites that helped me understand how animations work.
http://www.williammalone.com/articles/create-html5-canvas-javascript-sprite-animation/
In this article William speaks sprite animations, which of course isn't what you are interested in. What is interesting is that he uses a recursive loop function created by Paul Irish.
http://www.paulirish.com/2011/requestanimationframe-for-smart-animating/
This function will attempt to spin 60 times per second (so essentially at 60 fps).
(function() {
var lastTime = 0;
var vendors = ['webkit', 'moz'];
for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) {
window.requestAnimationFrame = window[vendors[x]+'RequestAnimationFrame'];
window.cancelAnimationFrame =
window[vendors[x]+'CancelAnimationFrame'] || window[vendors[x]+'CancelRequestAnimationFrame'];
}
if (!window.requestAnimationFrame)
window.requestAnimationFrame = function(callback, element) {
var currTime = new Date().getTime();
var timeToCall = Math.max(0, 16 - (currTime - lastTime));
var id = window.setTimeout(function() { callback(currTime + timeToCall); },
timeToCall);
lastTime = currTime + timeToCall;
return id;
};
if (!window.cancelAnimationFrame)
window.cancelAnimationFrame = function(id) {
clearTimeout(id);
};
}());
So the big question is, how does this work? You pretty much just need to do this:
function gameLoop () {
window.requestAnimationFrame(gameLoop);
renderLine();
}
var counter = 0;
var old_position = {x: 0, y: 0};
var new_position = {x: 0, y: 0};
var width = 10;
var height = 10;
function renderLine(){
/* Here you clear the old line before you draw the new one */
context.clearRect(old_position.x, old_position.y, width, height)
/* you update your new position */
new_position = {x: 100, y: 200};
/* Here you call your normal moveTo and lineTo and stroke functions */
/* update old position with the nwe position */
old_position = new_position;
}
After this step, your question will probably like. "Ok, I have some kind of animation going on, but I don't want my line animation to spin at 60 fps". If you read williams post he uses "ticks".
The websites I linked do a much better job at explaining than I could. I suggest you read up on them. [= I had fun reading them.
AND: Here is your jfiddle :)
http://jsfiddle.net/Grimbode/TCmrg/
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