User:Joak/canvas1: Difference between revisions
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<canvas id="c1" showsrc> | <canvas id="c1" showsrc> | ||
something | |||
function | function draw() { | ||
c = document.getElementById("c1"); | |||
p = c.getContext('2d'); | |||
drawer(); | |||
} | } | ||
function | function drawer() { | ||
r = 0; | |||
r = 3; | |||
x = 250; | |||
y = 250; | |||
var positionx = x / 2; | |||
var positiony= y / 2; | |||
if( r < 3){ | |||
if(r == 3){ | |||
upordown = -0.02; | |||
} | |||
if(r == 0){ | |||
upordown = +0.02; | |||
} | |||
r=r+upordown; | |||
} | |||
r = Math.max(r, 0); | |||
r = Math.min(r, 3); | |||
r2 = map_range(r,0,3,3,0); | |||
movement = 400*Math.sin(r); | |||
movement2 =400*Math.sin(r2); | |||
var number1 = p.createRadialGradient(positionx,positiony,movement2,positionx,positiony,movement); | |||
number1.addColorStop(0, '#000000'); | |||
number1.addColorStop(1, '#FFFFFF'); | |||
p.fillStyle = number1; | |||
p.clearRect(0,0,c.width,c.height); | |||
p.fillRect(0,0,x,y); | |||
setTimeout(drawer,10) | |||
} | } | ||
function | function map_range(value, low1, high1, low2, high2) { | ||
return low2 + (high2 - low2) * (value - low1) / (high1 - low1); | |||
} | } | ||
</canvas> | </canvas> |
Latest revision as of 12:22, 1 October 2012
<canvas id="c1" showsrc> something
function draw() {
c = document.getElementById("c1"); p = c.getContext('2d'); drawer();
}
function drawer() {
r = 0; r = 3; x = 250; y = 250; var positionx = x / 2; var positiony= y / 2;
if( r < 3){
if(r == 3){ upordown = -0.02; } if(r == 0){ upordown = +0.02; } r=r+upordown; } r = Math.max(r, 0); r = Math.min(r, 3); r2 = map_range(r,0,3,3,0); movement = 400*Math.sin(r); movement2 =400*Math.sin(r2);
var number1 = p.createRadialGradient(positionx,positiony,movement2,positionx,positiony,movement); number1.addColorStop(0, '#000000'); number1.addColorStop(1, '#FFFFFF'); p.fillStyle = number1; p.clearRect(0,0,c.width,c.height); p.fillRect(0,0,x,y); setTimeout(drawer,10)
}
function map_range(value, low1, high1, low2, high2) {
return low2 + (high2 - low2) * (value - low1) / (high1 - low1);
}
</canvas>