I made a countdown with a canvas drawing
working code : http://jsfiddle.net/ajFsx/
window.onload = function() {
canvas = document.getElementById('timer'),
seconds = document.getElementById('counter'),
ctx = canvas.getContext('2d'),
sec = 180,
countdown = sec;
ctx.lineWidth = 8;
ctx.strokeStyle = "#528f20";
var
startAngle = 0,
time = 0,
intv = setInterval(function(){
var endAngle = (Math.PI * time * 2 / sec);
ctx.arc(65, 35, 30, startAngle , endAngle, false);
startAngle = endAngle;
ctx.stroke();
countdown--;
if ( countdown > 60){
seconds.innerHTML = Math.floor(countdown/60);
seconds.innerHTML += ":" + countdown%60;
}
else{
seconds.innerHTML = countdown;
}
if (++time > sec,countdown == 0 ) { clearInterval(intv), $("#timer, #counter").remove(), $("#timers").prepend('<img id="theImg" src="#" />'); }
}, 10);
}
My question is the following how can i get this drawing better looking, so no pixels?
I googled a lot at jquery canvas but i can't seem to find where i'm looking for.
Canvas drawing is anti-aliased by default.
You're always drawing over your previous frames.
jsFiddle (proof).
You can easily fix that by calling...
ctx.clearRect(0, 0, 200, 200);
jsFiddle.
This clears the previous drawn 200px square in the top left corner.
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