HTML Canvas Animation Move An Image
<!doctype html> <html lang="en"> <head> </head>//from ww w . j a v a2 s . co m <body> <canvas id="canvasOne" width="500" height="500"> Your browser does not support the HTML 5 Canvas. </canvas> <script type="text/javascript"> let bullseye; bullseye = new Image(); bullseye.src = "image1.png" 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 p[oints 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> </body> </html>