I am using HTML canvas to draw multiple squares. I have 2 functions: 1) draw a square and 2) draw multiple squares inside a loop.
Now I want to animate these squares us
You can do something like
var numRects = 10;
var size = 5;
var i = 1; // which rectangle we're drawing
var delay = 1000/60; // num miliseconds between frames
var before = new Date().getTime(), // last draw time in ms
now; // current time in ms
function animateRect() {
// get the current time to find if we should draw
now = new Date().getTime();
// if sufficient time passed since last draw, draw a rect
if ( now - before > delay && i <= numRects) {
rect(i * size, i * size, (i * size) * 2, (i * size) * 2);
i++;
before = now;
}
requestAnimFrame(animateRect);
}
Edit:
As Blindman67 pointed out below, requestAnimFrame
passes the current timestamp since the beginning of the animation to the callback. Here's how to take advantage of it:
var numRects = 10;
var size = 5;
var i = 1; // which rectangle we're drawing
var delay = 1000/60; // num miliseconds between frames
var before; // last draw time in ms
function animateRect(now) {
if ( !before ) before = now;
// if sufficient time passed since last draw, draw a rect
if ( now - before > delay && i <= numRects) {
rect(i * size, i * size, (i * size) * 2, (i * size) * 2);
i++;
before = now;
}
requestAnimFrame(animateRect);
}
However, this would necessitate modifying the shim the OP is using, in order to pass the current timestamp to the callback in setTimeout
:
window.requestAnimFrame = (function() {
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function( /* function */ callback, /* DOMElement */ element) {
window.setTimeout(callback, 1000 / 60, new Date.now());
};
})();
I provided a frame limiter and tween to show you different ways of animating. The frame limiter has the steps in your example and the tween has as many steps as it takes to complete in a given amount of time.
var canvas = document.getElementById('canvas'),
ctx = canvas.getContext('2d');
//requestAnim shim layer by Paul Irish
//http://www.paulirish.com/2011/requestanimationframe-for-smart-animating/
window.requestAnimFrame = (function() {
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function( /* function */ callback, /* DOMElement */ element) {
window.setTimeout(callback, 1000 / 60);
};
})();
function rect(x, y, w, h, color) {
ctx.beginPath();
ctx.strokeStyle = color;
ctx.rect(x, y, w, h);
ctx.stroke();
}
function drawRect(i, size, color) {
//for (var i = 0; i <= number; i++) {
rect(i * size, i * size, (i * size) * 2, (i * size) * 2, color);
//}
}
var i = 0;
var incr = 1;
var i_max = 10;
var size = 5;
var fps = 10;
var delay = 1000 / fps;
var lastFrame = 0;
var animationTime = 5000
var tweenStep = i_max / ((animationTime/1000) * 60);
var j = 0;
function animateRect() {
// draw at 60fps
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
drawRect(i, size, "#0000FF");
// This is a frame limiter.
var currentFrame = Date.now();
if ((currentFrame - lastFrame) >= delay) {
i += incr;
if (i >= i_max) i = i_max - 2, incr = -1;
if (i < 0) i = 1, incr = 1;
lastFrame = currentFrame;
}
// this is a tween. The step is calculated for the desired time.
drawRect(j, size, "#FF0000");
j += tweenStep;
if (j >= i_max) tweenStep *= -1,j=i_max-1;
if (j < 0) tweenStep *= -1, j=0;
requestAnimFrame(animateRect);
//draw rectangle one by one here...
}
animateRect();
//drawRect(10, 5);
<canvas id="canvas" width="600" height="600"></canvas>