HTML5 > Canvas Animation

Bouncing Ball in Canvas in HTML5

How to create bouncing ball animation in HTML5 canvas?


Bouncing ball

We can bounce the ball using canvas HTML5 

 
  <h2 style="color:red;"><b><i>Bouncing ball animation in canvas</i></b></h2>
    <canvas id="mycanvas" width="400" height="300" style="border:5px solid blue;"></canvas>
    <script>
        var canvas = document.getElementById('mycanvas');
        var ctx = canvas.getContext('2d');

        var p = { x: 25, y: 25 };
        var velo = 3,
            corner = 50,
            rad = 20;
        var ball = { x: p.x, y: p.y };
        var moveX = Math.cos(Math.PI / 180 * corner) * velo;
        var moveY = Math.sin(Math.PI / 180 * corner) * velo;

        function DrawMe() {
            ctx.clearRect(0, 0, 400, 300);

            if (ball.x > canvas.width - rad || ball.x < rad) moveX = -moveX;
            if (ball.y > canvas.height - rad || ball.y < rad) moveY = -moveY;

            ball.x += moveX;
            ball.y += moveY;

            ctx.beginPath();
            ctx.fillStyle = 'red';
            ctx.arc(ball.x, ball.y, rad, 0, Math.PI * 2, false);
            ctx.fill();
            ctx.closePath();
        }
        setInterval(DrawMe, 10);

    </script>

  • In the above code snippet we have defined the animation of the ball bouncing in the canvas element
  • We are having the canvas element as with the id as "mycanvas" , width as 400 and height as 300 and we are having the style as border as 5 px solid blue color
  • var canvas = document.getElementById('mycanvas'); - It defines the id as "mycanvas"
  • var ctx = canvas.getContext('2d'); - It defines the context to the canvas element
  • var p = { x: 25, y: 25 }; - It defines we are declaring var as p to x as 25 and y as 25 which defines the xpositions and y positions
  • var velo = 3, corner = 50, rad = 20; - It defines the velo as 3 corner, 50 and rad as 20
  • velo - It defines the different shapes in the canvas
  • corner- It defines the rotation of the ball animation
  • rad- It defines the size of the ball
  • var ball x=p.x
  • var ball y= p.y
  • var moveX = Math.cos(Math.PI / 180 * corner) * velo; - It defines the moveX with the given values
  • var moveY = Math.sin(Math.PI / 180 * corner) * velo; - It defines the moveY with the given values
  • In the nextline we are having function Drawme(), in the function drawme we are defining the values as 
  • ctx.clearRect(0, 0, 400, 300); - It defines the clear rect as (x, y, width, height) which sets the position n to the center
  • In the nextline we are checking with if condition as 
  • if (ball.x > canvas.width - rad || ball.x < rad) moveX = -moveX; - it defines as if the ball.X greater than canvas width(400)-rad(20)||ball.xlessthan rad(20) is equal to -movX
  • if (ball.y > canvas.height - rad || ball.y < rad) moveY = -moveY; - it defines as if the ball.Y greater than canvas height(400)-rad(20)||ball.Ylessthan rad(20) is equal to -movY
  • ball.x += moveX; - I defines the ball.X to the moveX
  • ball.y += moveY; - It defines the ball.Y to the moveY
  • In the nextline we are defining the ball with color, shape,size with the given values 
  • setinterval (drawme, 10) is a function which calls the function (Drawme) with the speed as 10

output

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