Reputation: 324
I want to create a background for my script on a canvas that makes images fall and rotate down the screen. So would someone be able to explain to me how I would rotate an image and then draw it to the screen using the <canvas>
element. I have the following code:
Equations.prototype.Draw = function() {
//increases the rotational value every loop
this.rotate = (this.rotate + 1) % 360;
//rotates the canvas
ctx.rotate(this.rotate*Math.PI/180);
//draw the image using current canvas rotation
ctx.drawImage(this.img,this.x,this.y);
//restore canvas to its previous state
ctx.rotate(-this.rotate*Math.PI/180);
};
I try this and find that the image rotates but also moves around the screen as well in a circular shape around point (0,0) i want it to stay in the same place rotating on the spot. How would i fix this thanks!
Upvotes: 3
Views: 2895
Reputation: 206111
Save the context
, transform it, rotate it, paint, restore it.
const rand = (m, M) => Math.random() * (M - m) + m,
PI = Math.PI,
TAU = PI * 2,
width = window.innerWidth,
height = window.innerHeight,
ctx = document.getElementById('cvs').getContext('2d'),
items = [],
Item = function() {
this.h = 32;
this.w = 32;
this.IMG = new Image();
this.IMG.src = 'http://stackoverflow.com/favicon.ico';
this.start();
return this;
};
Item.prototype.start = function() {
this.x = rand(0, width - this.w / 2);
this.y = rand(0, height);
this.angle = rand(0, TAU);
this.speed = rand(0.1, 0.5);
}
Item.prototype.move = function() {
// Manipulate properties
if (this.y > height + this.h) { // if is below bottom
this.start();
this.y = -this.h; // restart from top
}
this.y += this.speed / 0.1;
this.angle += this.speed;
this.angle %= TAU;
// Manipulate context
ctx.save(); // save context
ctx.translate(this.x, this.y); // move to point
ctx.rotate(this.angle); // rotate around that point
ctx.drawImage(this.IMG, -this.w/2, -this.h/2);
ctx.restore(); // restore to initial coordinates
};
// Setup canvas
ctx.canvas.width = width;
ctx.canvas.height = height;
// Create falling Icons
for (var i = 0; i < 100; i++) items.push(new Item());
// Animation loop
(function loop() {
ctx.clearRect(0, 0, width, height);
items.forEach(Item => Item.move());
requestAnimationFrame(loop);
}());
body {margin: 0;}
canvas {display: block;}
<canvas id="cvs"></canvas>
Upvotes: 5