HTML Canvas Animation Space Ship alpha fade in
<!doctype html> <html lang="en"> <head> <meta charset="UTF-8"> </head>/* ww w .j a v a2 s .c om*/ <body> <canvas id="canvas" width="200" height="200"> Your browser does not support the HTML 5 Canvas. </canvas> <script type="text/javascript"> let theCanvas = document.getElementById('canvas'); let context = theCanvas.getContext('2d'); //canvasApp level variables let x=50; let y=50; let width=20; let height=20; let alpha=0; context.globalAlpha = 1; function drawScreen() { context.globalAlpha = 1; context.fillStyle = '#000000'; context.fillRect(0, 0, 200, 200); context.fillStyle = '#ffffff'; context.font = '20px sans-serif'; context.textBaseline = 'top'; context.fillText ("Player Ship - alpha", 0, 180); context.globalAlpha = alpha; context.save(); //save current state in stack context.setTransform(1,0,0,1,0,0); // reset to identity //translate the canvas origin to the center of the player context.translate(x+.5*width,y+.5*height); //drawShip context.strokeStyle = '#ffffff'; context.beginPath(); //hard coding in locations context.moveTo(5,-5); context.lineTo(14,14); context.lineTo(5,4); context.moveTo(4,4); context.lineTo(-5,14); context.lineTo(4,-5); context.stroke(); context.closePath(); //restore context context.restore(); //pop old state on to screen //add to rotation alpha+=.01; if (alpha > 1) { alpha=0; } } const FRAME_RATE=40; let intervalTime=1000/FRAME_RATE; gameLoop(); function gameLoop() { drawScreen(); window.setTimeout(gameLoop, intervalTime); } </script> </body> </html>