Javascript examples for Canvas:Animation
Image moving animation
<html> <head> <meta name="viewport" content="width=device-width, initial-scale=1"> <script type="text/javascript" src="http://code.createjs.com/createjs-2013.09.25.combined.js"></script> <script type="text/javascript"> window.onload=function(){/*from w w w . ja v a 2 s. c om*/ var canvas; var stage; var score; var bitmap; var bmpList; var txt; var play; function init() { canvas = document.getElementById("canvas"); stage = new createjs.Stage(canvas); score = 0; var image = new Image(); image.src = "http://i.imgur.com/NSL60.jpg"; image.onload = maakTegenstander; } init(); function maakTegenstander(event){ console.log("asdas"); var image = event.target; var container = new createjs.Container(); stage.addChild(container); var l = 5; bmpList=[]; // dit is een array for(var i=0; i<l; i++){ bitmap = new createjs.Bitmap(image); container.addChild(bitmap); bitmap.name="stone"+i; verwijderTegenstander(bitmap); bitmap.regX = bitmap.image.width/2|0; bitmap.regY = bitmap.image.height/2|0; bitmap.mouseEnabled = true; bmpList.push(bitmap); } txt = new createjs.Text ("Score: 0", "24px Arial", "#333"); txt.textBaseline="top"; txt.x = 400; txt.y = 20; stage.addChild(txt); play=true; createjs.Ticker.addEventListener("tick", tick); } function verwijderTegenstander(stone){ stone.y = canvas.height - 700; stone.x = canvas.width* Math.random() + 30; stone.speed = (Math.random()*5)+2; } function tick(){ if(play == true){ var l=bmpList.length; } if (play == true){ var l = bmpList.length; for(var i=0; i<l; i++){ var bmp = bmpList[i]; if (bmp.y < 650){ bmp.y += bmp.speed; } } } txt.text = "Punten: "+score; stage.update(); } } </script> </head> <body> <canvas id="canvas" width="960" height="580"></canvas> </body> </html>