Reputation: 343
I want to animate multiple rectangles moving downwards on an HTML5-canvas. There's a class through which I can easily create any rectangle I want by simply passing arguments to the class. The problem is with classes and the built-in method "requestAnimationFrame", I can only animate a single object: Here's the code:
function resize(canvasElement) {
window.addEventListener("resize", function () {
canvasElement.width = window.innerWidth / 3;
canvasElement.height = window.innerHeight * 0.9975;
})
}
var radius = 5;
class roundRect {
constructor(rectX, rectY, rectHeight, rectWidth, stroke, fill, c) {
c.clearRect(rectX-100, rectY-100, rectX + 100, rectY + 100);
c.beginPath();
c.strokeStyle = stroke;
c.fillStyle = fill;
c.moveTo(rectX + rectWidth/2, rectY);
c.arcTo(rectX + rectWidth, rectY, rectX + rectWidth, rectY + rectHeight, radius);
c.arcTo(rectX + rectWidth, rectY + rectHeight, rectX, rectY + rectHeight, radius);
c.arcTo(rectX, rectY + rectHeight, rectX, rectY, radius);
c.arcTo(rectX, rectY, rectX + rectWidth / 2, rectY, radius);
c.closePath();
c.fill();
c.stroke();
}
}
var rectY = 10;
function animate() {
new roundRect(10, rectY, 50, 7, "red", "red", ctx);
requestAnimationFrame(animate);
rectY++;
}
{
var canvas = document.body.querySelector("#canvasOne");
canvas.width = window.innerWidth / 3;
canvas.height = window.innerHeight * 0.9975;
resize(canvas);
var ctx = canvas.getContext("2d");
animate();
}
canvasOne {
border:1px solid black;
}
<!DOCTYPE html>
<html>
<head>
<link href="homeComing.css" rel="stylesheet" />
<meta charset="utf-8" />
<title></title>
</head>
<body>
<canvas id="canvasOne"></canvas>
<script src="homeComing.js"></script>
</body>
</html>
If someone knows a way to animate multiple objects while writing only a few lines of code, it would be appreciated. Thanks in advance!
Upvotes: 1
Views: 1595
Reputation: 17594
In your class you are using the clearRect in a way that could be deleting other objects.
Just do the clear outside and then you can get multiple rectangles just fine.
Here is a very simple example:
class roundRect {
constructor(rectX, rectY, rectHeight, rectWidth, stroke, fill, c) {
var radius = 5;
c.beginPath();
c.strokeStyle = stroke;
c.fillStyle = fill;
c.moveTo(rectX + rectWidth / 2, rectY);
c.arcTo(rectX + rectWidth, rectY, rectX + rectWidth, rectY + rectHeight, radius);
c.arcTo(rectX + rectWidth, rectY + rectHeight, rectX, rectY + rectHeight, radius);
c.arcTo(rectX, rectY + rectHeight, rectX, rectY, radius);
c.arcTo(rectX, rectY, rectX + rectWidth / 2, rectY, radius);
c.closePath();
c.fill();
c.stroke();
}
}
var objects = [
{x:10, y:10, speed:{x:0, y:1}, w:50, h:7, stroke:"red", fill:"red"},
{x:50, y:10, speed:{x:0.5, y:1}, w:25, h:20, stroke:"black", fill:"blue"},
{x:190, y:10, speed:{x:-0.2, y:1}, w:20, h:18, stroke:"black", fill:"lime"}
]
function animate() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
for (i = 0; i < objects.length; i++) {
var o = objects[i]
new roundRect(o.x, o.y, o.w, o.h, o.stroke, o.fill, ctx);
o.x += o.speed.x
o.y += o.speed.y
}
requestAnimationFrame(animate);
}
var canvas = document.body.querySelector("#canvasOne");
canvas.width = window.innerWidth / 3;
canvas.height = window.innerHeight * 0.9975;
var ctx = canvas.getContext("2d");
animate();
<canvas id="canvasOne"></canvas>
This is example is based on your code, but if you truly want to do all that a more with less lines of code you should be using a game engine.
Upvotes: 1