Moving an Image along Bezier curve
<!doctype html> <html lang="en"> <head> <script type="text/javascript"> window.addEventListener('load', eventWindowLoaded, false); let bullseye;//from www . ja va 2 s .c o m function eventWindowLoaded() { bullseye = new Image(); bullseye.src = "http://java2s.com/style/demo/jet.png" bullseye.onload = eventAssetsLoaded; } function eventAssetsLoaded() { canvasApp(); } function canvasApp() { function drawScreen () { context.fillStyle = '#EEEEEE'; context.fillRect(0, 0, theCanvas.width, theCanvas.height); //Box context.strokeStyle = '#000000'; context.strokeRect(1, 1, theCanvas.width-2, theCanvas.height-2); let t = player.t; let cx = 3 * (p1.x - p0.x) let bx = 3 * (p2.x - p1.x) - cx; let ax = p3.x - p0.x - cx - bx; let cy = 3 * (p1.y - p0.y); let by = 3 * (p2.y - p1.y) - cy; let ay = p3.y - p0.y - cy - by; let xt = ax*(t*t*t) + bx*(t*t) + cx*t + p0.x; let yt = ay*(t*t*t) + by*(t*t) + cy*t + p0.y; player.t += player.speed; if (player.t > 1) { player.t = 1; } //draw the points context.font ="10px sans"; context.fillStyle = "#FF0000"; context.beginPath(); context.arc(p0.x,p0.y,8,0,Math.PI*2,true); context.closePath(); context.fill(); context.fillStyle = "#FFFFFF"; context.fillText("0",p0.x-2,p0.y+2); context.fillStyle = "#FF0000"; context.beginPath(); context.arc(p1.x,p1.y,8,0,Math.PI*2,true); context.closePath(); context.fill(); context.fillStyle = "#FFFFFF"; context.fillText("1",p1.x-2,p1.y+2); context.fillStyle = "#FF0000"; context.beginPath(); context.arc(p2.x,p2.y,8,0,Math.PI*2,true); context.closePath(); context.fill(); context.fillStyle = "#FFFFFF"; context.fillText("2",p2.x-2, p2.y+2); context.fillStyle = "#FF0000"; context.beginPath(); context.arc(p3.x,p3.y,8,0,Math.PI*2,true); context.closePath(); context.fill(); context.fillStyle = "#FFFFFF"; context.fillText("3",p3.x-2, p3.y+2); context.closePath(); player.x = xt-bullseye.width/2; player.y = yt-bullseye.height/2; context.drawImage(bullseye,player.x,player.y); } let p0 = {x:60, y:10}; let p1 = {x:150, y:350}; let p2 = {x:300, y:375}; let p3 = {x:400, y:20}; let player = {x:0, y:0, speed:.01, t:0}; let points = new Array(); theCanvas = document.getElementById('canvasOne'); context = theCanvas.getContext('2d'); function gameLoop() { window.setTimeout(gameLoop, 20); drawScreen() } gameLoop(); } </script> </head> <body> <div style="position: absolute; top: 50px; left: 50px;"> <canvas id="canvasOne" width="500" height="500"> Your browser does not support the HTML 5 Canvas. </canvas> </div> </body> </html>