HTML5 / js - how to animate straight line between two coordinates?

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你的背包
你的背包 2021-02-07 23:37

Simple enough question (could be wrong)

im looking to animate between two points in a straight line, using HTML5 and/or Jquery.

ctx.beginPath();
ctx.mov         


        
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  • 2021-02-07 23:43

    You could use a linear interpolation or lerp. Something like this. Here is an example on jsfiddle: http://jsfiddle.net/UtmTh/ and here is the main code:

    var canvas = $("#paper")[0];
    var c = canvas.getContext("2d");
    
    var startX = 50;
    var startY = 50;
    var endX = 100;
    var endY = 100;
    var amount = 0;
    setInterval(function() {
        amount += 0.05; // change to alter duration
        if (amount > 1) amount = 1;
        c.clearRect(0, 0, canvas.width, canvas.height);
        c.strokeStyle = "black";
        c.moveTo(startX, startY);
        // lerp : a  + (b - a) * f
        c.lineTo(startX + (endX - startX) * amount, 
                 startY + (endY - startY) * amount);
        c.stroke();
    }, 30);​
    
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  • 2021-02-07 23:43

    This works for me :

    HTML :

    <html>
    <head>
    </head>
    <body>
        <canvas id="canvas">
        </canvas>
    </body>
    </html>
    

    JS :

    var c = document.getElementById('canvas');
    var ctx = c.getContext('2d');
    
    ctx.beginPath();
    ctx.moveTo(0, 0); // a
    ctx.lineTo(100, 100); // b
    ctx.stroke();
    
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  • 2021-02-07 23:48

    Give this a try, not sure if it is what you are after, can explain anything you are not sure of:

    var frame = function () { // http://paulirish.com/2011/requestanimationframe-for-smart-animating/
            return window.requestAnimationFrame  ||
              window.webkitRequestAnimationFrame ||
              window.mozRequestAnimationFrame    ||
              window.oRequestAnimationFrame      ||
              window.msRequestAnimationFrame     ||
              function (callback) {
                window.setTimeout(function () {
                  callback(+new Date())
                }, 10)
              }
          }()
    
    var canvas = $("#canvas")[0];
    var ctx = canvas.getContext("2d");
    
    var easeing = {bouncePast: function (pos) {  //just a sample to show easing
                    if (pos < (1 / 2.75)) {
                      return (7.5625 * pos * pos);
                    } else if (pos < (2 / 2.75)) {
                      return 2 - (7.5625 * (pos -= (1.5 / 2.75)) * pos + .75);
                    } else if (pos < (2.5 / 2.75)) {
                      return 2 - (7.5625 * (pos -= (2.25 / 2.75)) * pos + .9375);
                    } else {
                      return 2 - (7.5625 * (pos -= (2.625 / 2.75)) * pos + .984375);
                    }
                  } }
    
    function animate(x1,y1,x2,y2, duration, ease) {  //your main animation loop
        var start = +new Date();
        frame(run);
        function run(t) {
            var delta =t - start;
            var pos = delta/duration;
            if (delta <= duration) {
                 draw(x1,y1,x2,y2, ease, pos)
                 frame(run)
            }
        }   
    }
    
    function draw(x1,y1,x2,y2,ease, pos) {  //does the drawing
        var easepos= ease(pos)
        canvas.width = canvas.width;
        ctx.strokeStyle = "black";
        ctx.moveTo(x1, y1);
        ctx.lineTo(x1 + (x2 - x1) * easepos, y1+ (y2- y1) * easepos);
        ctx.stroke();            
    }
    
    animate(10,10,150,100, 2000, easeing.bouncePast)
    

    http://jsfiddle.net/fqtGb/2/ -> demo

    -- Andy

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  • 2021-02-07 23:55

    You should check this out : http://paulirish.com/2011/requestanimationframe-for-smart-animating/ it is fairly easy to do, after reading it you should be able to do it! There is also an example.

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  • 2021-02-08 00:02

    Thanks valli-R and Zevan,

    I've coded an amalgam of your two answers which uses lerp with requestAnimFrame

    http://jsbin.com/enobes/6

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