Created
October 15, 2011 22:03
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My very first animation with canvas
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var ctx; | |
var canvasObj; | |
var fps = 30; | |
var stars = []; | |
var starCount = 30; | |
var Animation = { | |
init : function(id) { | |
canvasObj = document.getElementById(id); | |
if (canvasObj.getContext) { | |
ctx = canvasObj.getContext("2d"); | |
} | |
if (ctx) { | |
for (var i = 0; i < starCount; i++) { | |
var x = 0 + Math.random() * canvasObj.width; | |
var y = 0 + Math.random() * canvasObj.height; | |
var r = 0 + Math.random() * Math.PI * 2; | |
var outR = 6 + Math.random() * 14; | |
var inR = outR / 3.12; | |
var vx = Math.random() * 50; | |
if (Math.random() < 0.5) vx = -vx; | |
var vy = Math.random() * 50; | |
if (Math.random() < 0.5) vy = -vy; | |
var vr = Math.random() * Math.PI * 2; | |
if (Math.random() < 0.5) vr = -vr; | |
var star = new Star(x, y, r, outR, inR, vx, vy, vr); | |
stars.push(star); | |
} | |
Animation.draw(); | |
setInterval(Animation.draw, 1000/fps); | |
} | |
}, | |
draw: function() { | |
ctx.fillStyle = "#ffffff"; | |
ctx.fillRect(0, 0, canvasObj.width, canvasObj.height); | |
ctx.strokeStyle = "#b0b0ff"; | |
ctx.lineWidth = 1; | |
ctx.fillStyle = "#ccccff"; | |
for (i in stars) { | |
stars[i].draw(ctx); | |
} | |
}, | |
drawStar : function(ctx, x, y, outR, inR, rotation) { | |
ctx.beginPath(); | |
for (var i = 0; i < 10; i++) { | |
var radians = rotation + i * 2*Math.PI/10; | |
var radius = i % 2 == 0 ? outR : inR; | |
var _x = x + Math.cos(radians) * radius; | |
var _y = y + Math.sin(radians) * radius; | |
if (i == 0) { | |
ctx.moveTo(_x, _y); | |
} else { | |
ctx.lineTo(_x, _y); | |
} | |
} | |
ctx.closePath(); | |
ctx.fill(); | |
ctx.stroke(); | |
} | |
}; | |
function Star(x,y,rotation,outR,inR,vx,vy,vr) { | |
this.x = x; | |
this.y = y; | |
this.outR = outR; | |
this.inR = inR; | |
this.rotation = rotation; | |
this.vx = vx; | |
this.vy = vy; | |
this.vr = vr; | |
this.draw = function(ctx) { | |
this.x += this.vx / fps; | |
this.y += this.vy / fps; | |
this.rotation += this.vr / fps; | |
if (this.x - this.outR > canvasObj.width) this.x = 0 - this.outR; | |
if (this.x + this.outR < 0) this.x = canvasObj.width + this.outR; | |
if (this.y - this.outR > canvasObj.height) this.y = 0 - this.outR; | |
if (this.y + this.outR < 0) this.y = canvasObj.height + this.outR; | |
Animation.drawStar(ctx, this.x, this.y, this.outR, this.inR, this.rotation); | |
}; | |
} |
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