HTML Canvas Animation linear motion
<!DOCTYPE HTML> <html> <head> <script> var Animation = function(canvasId) { this.canvas = document.getElementById(canvasId); this.context = this.canvas.getContext("2d"); this.t = 0;/*from w w w . j av a2s . c o m*/ this.timeInterval = 0; this.startTime = 0; this.lastTime = 0; this.frame = 0; this.animating = false; // provided by Paul Irish window.requestAnimFrame = (function(callback) { return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function(callback) { window.setTimeout(callback, 1000 / 60); }; })(); }; Animation.prototype.getContext = function() { return this.context; }; Animation.prototype.getCanvas = function() { return this.canvas; }; Animation.prototype.clear = function() { this.context.clearRect(0, 0, this.canvas.width, this.canvas.height); }; Animation.prototype.setDrawStage = function(func) { this.drawStage = func; }; Animation.prototype.getFrame = function() { return this.frame; }; Animation.prototype.start = function() { this.animating = true; var date = new Date(); this.startTime = date.getTime(); this.lastTime = this.startTime; if (this.drawStage !== undefined) { this.drawStage(); } this.animationLoop(); }; Animation.prototype.stop = function() { this.animating = false; }; Animation.prototype.getTimeInterval = function() { return this.timeInterval; }; Animation.prototype.getTime = function() { return this.t; }; Animation.prototype.animationLoop = function() { var that = this; this.frame++; var date = new Date(); var 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() { var myAnimation = new Animation("myCanvas"); var canvas = myAnimation.getCanvas(); var context = myAnimation.getContext(); var linearSpeed = 100; // pixels / second var box = { x : 0, y : canvas.height / 2 - 25, width : 100, height : 50 }; myAnimation.setDrawStage(function() { // update var linearDistEachFrame = linearSpeed * this.getTimeInterval() / 1000; if (box.x < canvas.width - box.width) { box.x += linearDistEachFrame; } else { myAnimation.stop(); } // clear this.clear(); // draw context.beginPath(); context.fillStyle = "blue"; context.fillRect(box.x, box.y, box.width, box.height); }); myAnimation.start(); }; </script> </head> <body> <canvas id="myCanvas" width="600" height="250" style="border: 1px solid black;"> </canvas> </body> </html>