The following code creates a system of interconnected rotating gears.
<!DOCTYPE HTML> <html> <head> <script> /*ww w .ja v a 2s. co m*/ class MyObject{ draw(animationController){ let canvas = animationController.getCanvas(); let context = animationController.getContext(); context.save(); context.translate(this.x, this.y); context.rotate(this.theta); // draw gear teeth context.beginPath(); context.lineJoin = "bevel"; let numPoints = this.numTeeth * 2; for (let n = 0; n < numPoints; n++) { let radius = null; // draw tip of teeth on even iterations if (n % 3 == 0) { radius = this.outerRadius; } else { radius = this.innerRadius; } let theta = ((Math.PI * 2) / numPoints) * (n + 1); let x = (radius * Math.sin(theta)); let y = (radius * Math.cos(theta)); if (n == 0) { context.moveTo(x, y); }else { context.lineTo(x, y); } } context.closePath(); // define the line width and stroke color context.lineWidth = 5; context.strokeStyle = this.darkColor; context.stroke(); context.stroke(); context.restore(); } constructor(config){ this.x = config.x; this.y = config.y; this.outerRadius = config.outerRadius; this.innerRadius = config.innerRadius; this.holeRadius = config.holeRadius; this.numTeeth = config.numTeeth; this.theta = config.theta; this.thetaSpeed = config.thetaSpeed; this.clockwise = config.clockwise; this.midRadius = config.outerRadius - 10; } } class MyAnimation { constructor(canvasId){ this.canvas = document.getElementById(canvasId); this.context = this.canvas.getContext("2d"); this.t = 0; this.timeInterval = 0; this.startTime = 0; this.lastTime = 0; this.frame = 0; this.animating = false; window.requestAnimFrame = (function(callback){ return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function(callback){ window.setTimeout(callback, 1000 / 60); }; })(); } getContext(){ return this.context; }; getCanvas(){ return this.canvas; }; clear(){ this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); }; setDrawStage(func){ this.drawStage = func; }; isAnimating = function(){ return this.animating; }; getFrame(){ return this.frame; }; start(){ this.animating = true; let date = new Date(); this.startTime = date.getTime(); this.lastTime = this.startTime; if (this.drawStage !== undefined) { this.drawStage(); } this.animationLoop(); }; stop(){ this.animating = false; }; getTimeInterval(){ return this.timeInterval; }; getTime(){ return this.t; }; getFps(){ return this.timeInterval > 0 ? 1000 / this.timeInterval : 0; }; animationLoop(){ let that = this; this.frame++; let date = new Date(); let thisTime = date.getTime(); this.timeInterval = thisTime - this.lastTime; this.t += this.timeInterval; this.lastTime = thisTime; if (this.drawStage !== undefined) { this.drawStage(); } if (this.animating) { requestAnimFrame(function(){ that.animationLoop(); }); } } } window.onload = function(){ let myAnimation = new MyAnimation("myCanvas"); let canvas = myAnimation.getCanvas(); let context = myAnimation.getContext(); let gears = []; // add blue gear gears.push(new MyObject({ x: 270, y: 105, outerRadius: 90, innerRadius: 50, holeRadius: 10, numTeeth: 24, theta: 0, thetaSpeed: 1 / 1000, clockwise: false })); // add red gear gears.push(new MyObject({ x: 372, y: 190, outerRadius: 50, innerRadius: 15, holeRadius: 10, numTeeth: 12, theta: 0.14, thetaSpeed: 2 / 1000, clockwise: true })); myAnimation.setDrawStage(function(){ // update for (let i = 0; i < gears.length; i++) { let gear = gears[i]; let thetaIncrement = gear.thetaSpeed * this.getTimeInterval(); gear.theta += gear.clockwise ? thetaIncrement : -1 * thetaIncrement; } // clear this.clear(); // draw for (let i = 0; i < gears.length; i++) { gears[i].draw(myAnimation); } }); myAnimation.start(); }; </script> </head> <body> <canvas id="myCanvas" width="600" height="250" style="border:1px solid black;"> </canvas> </body> </html>