Since we're using JavaScript to control <canvas>
elements, it's also very easy to make (interactive) animations. In this chapter we will take a look at how to do some basic animations.
Probably the biggest limitation is, that once a shape gets drawn, it stays that way. If we need to move it we have to redraw it and everything that was drawn before it. It takes a lot of time to redraw complex frames and the performance depends highly on the speed of the computer it's running on.
These are the steps you need to take to draw a frame:
clearRect()
method.Shapes are drawn to the canvas by using the canvas methods directly or by calling custom functions. In normal circumstances, we only see these results appear on the canvas when the script finishes executing. For instance, it isn't possible to do an animation from within a for
loop.
That means we need a way to execute our drawing functions over a period of time. There are two ways to control an animation like this.
First there's the window.setInterval()
, window.setTimeout()
, and window.requestAnimationFrame()
functions, which can be used to call a specific function over a set period of time.
setInterval(function, delay)
function
every delay
milliseconds.setTimeout(function, delay)
function
in delay
milliseconds.requestAnimationFrame(callback)
If you don't want any user interaction you can use the setInterval()
function which repeatedly executes the supplied code. If we wanted to make a game, we could use keyboard or mouse events to control the animation and use setTimeout()
. By setting EventListener
s, we catch any user interaction and execute our animation functions.
In the examples below, we'll use the window.requestAnimationFrame()
method to control the animation. The requestAnimationFrame
method provides a smoother and more efficient way for animating by calling the animation frame when the system is ready to paint the frame. The number of callbacks is usually 60 times per second and may be reduced to a lower rate when running in background tabs. For more information about the animation loop, especially for games, see the article Anatomy of a video game in our Game development zone.
This example animates a small model of our solar system.
var sun = new Image(); var moon = new Image(); var earth = new Image(); function init() { sun.src = 'https://mdn.mozillademos.org/files/1456/Canvas_sun.png'; moon.src = 'https://mdn.mozillademos.org/files/1443/Canvas_moon.png'; earth.src = 'https://mdn.mozillademos.org/files/1429/Canvas_earth.png'; window.requestAnimationFrame(draw); } function draw() { var ctx = document.getElementById('canvas').getContext('2d'); ctx.globalCompositeOperation = 'destination-over'; ctx.clearRect(0, 0, 300, 300); // clear canvas ctx.fillStyle = 'rgba(0, 0, 0, 0.4)'; ctx.strokeStyle = 'rgba(0, 153, 255, 0.4)'; ctx.save(); ctx.translate(150, 150); // Earth var time = new Date(); ctx.rotate(((2 * Math.PI) / 60) * time.getSeconds() + ((2 * Math.PI) / 60000) * time.getMilliseconds()); ctx.translate(105, 0); ctx.fillRect(0, -12, 50, 24); // Shadow ctx.drawImage(earth, -12, -12); // Moon ctx.save(); ctx.rotate(((2 * Math.PI) / 6) * time.getSeconds() + ((2 * Math.PI) / 6000) * time.getMilliseconds()); ctx.translate(0, 28.5); ctx.drawImage(moon, -3.5, -3.5); ctx.restore(); ctx.restore(); ctx.beginPath(); ctx.arc(150, 150, 105, 0, Math.PI * 2, false); // Earth orbit ctx.stroke(); ctx.drawImage(sun, 0, 0, 300, 300); window.requestAnimationFrame(draw); } init();
Screenshot | Live sample |
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This example draws an animated clock, showing your current time.
function clock() { var now = new Date(); var ctx = document.getElementById('canvas').getContext('2d'); ctx.save(); ctx.clearRect(0, 0, 150, 150); ctx.translate(75, 75); ctx.scale(0.4, 0.4); ctx.rotate(-Math.PI / 2); ctx.strokeStyle = 'black'; ctx.fillStyle = 'white'; ctx.lineWidth = 8; ctx.lineCap = 'round'; // Hour marks ctx.save(); for (var i = 0; i < 12; i++) { ctx.beginPath(); ctx.rotate(Math.PI / 6); ctx.moveTo(100, 0); ctx.lineTo(120, 0); ctx.stroke(); } ctx.restore(); // Minute marks ctx.save(); ctx.lineWidth = 5; for (i = 0; i < 60; i++) { if (i % 5!= 0) { ctx.beginPath(); ctx.moveTo(117, 0); ctx.lineTo(120, 0); ctx.stroke(); } ctx.rotate(Math.PI / 30); } ctx.restore(); var sec = now.getSeconds(); var min = now.getMinutes(); var hr = now.getHours(); hr = hr >= 12 ? hr - 12 : hr; ctx.fillStyle = 'black'; // write Hours ctx.save(); ctx.rotate(hr * (Math.PI / 6) + (Math.PI / 360) * min + (Math.PI / 21600) *sec); ctx.lineWidth = 14; ctx.beginPath(); ctx.moveTo(-20, 0); ctx.lineTo(80, 0); ctx.stroke(); ctx.restore(); // write Minutes ctx.save(); ctx.rotate((Math.PI / 30) * min + (Math.PI / 1800) * sec); ctx.lineWidth = 10; ctx.beginPath(); ctx.moveTo(-28, 0); ctx.lineTo(112, 0); ctx.stroke(); ctx.restore(); // Write seconds ctx.save(); ctx.rotate(sec * Math.PI / 30); ctx.strokeStyle = '#D40000'; ctx.fillStyle = '#D40000'; ctx.lineWidth = 6; ctx.beginPath(); ctx.moveTo(-30, 0); ctx.lineTo(83, 0); ctx.stroke(); ctx.beginPath(); ctx.arc(0, 0, 10, 0, Math.PI * 2, true); ctx.fill(); ctx.beginPath(); ctx.arc(95, 0, 10, 0, Math.PI * 2, true); ctx.stroke(); ctx.fillStyle = 'rgba(0, 0, 0, 0)'; ctx.arc(0, 0, 3, 0, Math.PI * 2, true); ctx.fill(); ctx.restore(); ctx.beginPath(); ctx.lineWidth = 14; ctx.strokeStyle = '#325FA2'; ctx.arc(0, 0, 142, 0, Math.PI * 2, true); ctx.stroke(); ctx.restore(); window.requestAnimationFrame(clock); } window.requestAnimationFrame(clock);
Screenshot | Live sample |
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In this example, a panorama is scrolled left-to-right. We're using an image of Yosemite National Park we took from Wikipedia, but you could use any image that's larger than the canvas.
var img = new Image(); // User Variables - customize these to change the image being scrolled, its // direction, and the speed. img.src = 'https://mdn.mozillademos.org/files/4553/Capitan_Meadows,_Yosemite_National_Park.jpg'; var CanvasXSize = 800; var CanvasYSize = 200; var speed = 30; // lower is faster var scale = 1.05; var y = -4.5; // vertical offset // Main program var dx = 0.75; var imgW; var imgH; var x = 0; var clearX; var clearY; var ctx; img.onload = function() { imgW = img.width * scale; imgH = img.height * scale; if (imgW > CanvasXSize) { // image larger than canvas x = CanvasXSize - imgW; } if (imgW > CanvasXSize) { // image width larger than canvas clearX = imgW; } else { clearX = CanvasXSize; } if (imgH > CanvasYSize) { // image height larger than canvas clearY = imgH; } else { clearY = CanvasYSize; } // get canvas context ctx = document.getElementById('canvas').getContext('2d'); // set refresh rate return setInterval(draw, speed); } function draw() { ctx.clearRect(0, 0, clearX, clearY); // clear the canvas // if image is <= Canvas Size if (imgW <= CanvasXSize) { // reset, start from beginning if (x > CanvasXSize) { x = -imgW + x; } // draw additional image1 if (x > 0) { ctx.drawImage(img, -imgW + x, y, imgW, imgH); } // draw additional image2 if (x - imgW > 0) { ctx.drawImage(img, -imgW * 2 + x, y, imgW, imgH); } } // image is > Canvas Size else { // reset, start from beginning if (x > (CanvasXSize)) { x = CanvasXSize - imgW; } // draw aditional image if (x > (CanvasXSize-imgW)) { ctx.drawImage(img, x - imgW + 1, y, imgW, imgH); } } // draw image ctx.drawImage(img, x, y,imgW, imgH); // amount to move x += dx; }
Below is the <canvas>
in which the image is scrolled. Note that the width and height specified here must match the values of the CanvasXZSize
and CanvasYSize
variables in the JavaScript code.
<canvas id="canvas" width="800" height="200"></canvas>
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Licensed under the Creative Commons Attribution-ShareAlike License v2.5 or later.
https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial/Basic_animations