Reputation: 107
I'm trying to get an image to oscillate. But i'm having some issues. I'm using this tutorial http://www.html5canvastutorials.com/advanced/html5-canvas-oscillation-animation/
and I tried changing line 55-61 of the tutorial to load the image src. But it's not displaying anything.
Any advice?
<canvas id="myCanvas" width="578" height="200"></canvas>
<script>
window.requestAnimFrame = (function(callback) {
return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame ||
function(callback) {
window.setTimeout(callback, 1000 / 60);
};
})();
function drawRectangle(myRectangle, context) {
context.beginPath();
context.rect(myRectangle.x, myRectangle.y, myRectangle.width, myRectangle.height);
context.fillStyle = '#8ED6FF';
context.fill();
context.lineWidth = myRectangle.borderWidth;
context.strokeStyle = 'black';
context.stroke();
}
function animate(myRectangle, canvas, context, startTime) {
// update
var time = (new Date()).getTime() - startTime;
var amplitude = 150;
// in ms
var period = 2000;
var centerX = canvas.width / 2 - myRectangle.width / 2;
var nextX = amplitude * Math.sin(time * 2 * Math.PI / period) + centerX;
myRectangle.x = nextX;
// clear
context.clearRect(0, 0, canvas.width, canvas.height);
// draw
drawRectangle(myRectangle, context);
// request new frame
requestAnimFrame(function() {
animate(myRectangle, canvas, context, startTime);
});
}
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
var myRectangle = new Image();
myRectangle.src = "http://www.skilledsoldiers.com/e107_plugins/aacgc_gamelist/icons/dota2_icon.png";
myRectangle.onload = function()
};
drawRectangle(myRectangle, context);
// wait one second before starting animation
setTimeout(function() {
var startTime = (new Date()).getTime();
animate(myRectangle, canvas, context, startTime);
}, 1000);
</script>
Upvotes: 1
Views: 514
Reputation: 3130
You need to use context.drawImage
instead of trying to draw a rectangle with an image.
function drawImage(myRectangle, context) {
context.drawImage(myRectangle.img, myRectangle.x, myRectangle.y, myRectangle.width, myRectangle.height);
}
See this fiddle: http://jsfiddle.net/fb4vS/
Upvotes: 1