Implementation Time

In the previous section, you learned at a high-level what goes into drawing and animating something on your canvas. You basically have two main steps:

  1. Draw
  2. Clear

In this section, we’ll create a simple circle slide animation and see how these draw and clear steps map to lines of sweet JavaScript code.

Adding Your Canvas

The first thing we are going to do is add the canvas element that will house our beautiful animation. You’ve seen this a bunch of times already, and you probably already have a page setup. If you don’t have a page already setup, create a blank HTML page and add the following HTML and CSS into it:

<!DOCTYPE html>
<html>
<head>
<title>Simple Canvas Example</title>
<style>
canvas {
border: 10px #333 solid;
}
</style>
</head>
<body>
<div id="container">
<canvas id="myCanvas" height="450" width="450"></canvas>
</div>
<script>
</script>
</body>
</html>

If you preview this in your browser, you will see an empty square outlined in a dark gray color.

Drawing Our Circle

The next step is to draw the circle we would like to animate. Inside your script tag, add the following lines:

var mainCanvas = document.querySelector("#myCanvas");
var mainContext = mainCanvas.getContext("2d");
var canvasWidth = mainCanvas.width;
var canvasHeight = mainCanvas.height;
function drawCircle() {
}
drawCircle();

There is nothing exciting going on here. We are just writing some boilerplate code to more easily access the canvas element and its drawing context. While this is pretty boring, the exciting stuff is about to happen…

Inside this drawCircle function, add the following code that will actually draw our circle:

  • HTML
  • JavaScript

So far, almost everything we’ve done has been a review of all the canvas-related things we’ve been learning together. I mention almost because there is something new that I want to call out. That is the clearRect method:

mainContext.clearRect(0, 0, canvasWidth, canvasHeight);

The clearRect methods is responsible for the clear part of the two animation steps we need to implement.

This method takes the coordinates for the rectangular area you want to clear. Since we want to clear the entire area of our canvas, we define a rectangular area that starts at the top-left corner (0, 0) and has a size defined by the total width and height as specified by the canvasWidth and canvasHeight variables:

widget

When that code runs, all of the pixels within that rectangular area are cleared out. After that line, all of the remaining code is just about getting our circle to appear. We’ve covered all of that code extensively in the Drawing Circles on a Canvas tutorial, so let’s skip over all of that and focus on something totally new in the next section.

Animating Your Circle

It’s all well and awesome that you have a yellow circle that shows up, but what we really want to do is animate this circle by having it slide from left to right. More specifically, we want to animate our circle’s x position value that controls where the circle is located horizontally. Doing this will require us to modify the x position value slightly every few milliseconds to create our animation’s intermediate states.

The way we accomplish this is by using what is commonly known as an animation loop. An animation loop is a function that gets called very rapidly, and it is inside this function where you make the subtle changes on each function call that you’d like to see visualized. To help create these animation loops, you have a specialized function called requestAnimationFrame that takes care of both calling a function and ensuring you call that function repeatedly.

The way requestAnimationFrame works is pretty cool. It calls your animation loop repeatedly (boring), but it times each call to coincide with when your browser is about to paint the screen (awesomesauce!). This allows you to only execute the code inside your animation loop when it actually leads to a screen update, and that level of optimization puts more traditional timer-based loops like setTimeOut and setInterval out in the dust.

Anyway, let’s actually see the requestAnimationFrame in action! Go ahead and add the following highlighted line towards the bottom of your drawCircle function:

function drawCircle() {
mainContext.clearRect(0, 0, canvasWidth, canvasHeight);
// color in the background
mainContext.fillStyle = "#F8F8F8";
mainContext.fillRect(0, 0, canvasWidth, canvasHeight);
// draw the circle
mainContext.beginPath();
mainContext.arc(225, 225, 175, 0, Math.PI * 2, false);
mainContext.closePath();
mainContext.fillStyle = "#FFCC00";
mainContext.fill();
mainContext.lineWidth = 10;
mainContext.strokeStyle = "#DCB001";
mainContext.stroke();
requestAnimationFrame(drawCircle);
}

To reiterate what we talked about earlier, what we’ve just done is told our requestAnimationFrame function to call the drawCircle function every time your browser decides to redraw. The number of times your browser will decide to redraw will vary based on whatever else is going on in your page, but typically you redraw at around 60 times a second (or once every 16.67 milliseconds). Putting it all together, our drawCircle function is going to get called around 60 times a second as well.

Extra Credit

If you want to learn more about requestAnimationFrame and all the awesome things it does, check out my Animating with requestAnimationFrame tutorial for the nitty gritty stuff.

Now, simply calling the requestAnimationFrame function isn’t enough. We need to make some changes to how we draw our circle to ensure the horizontal position is changed slightly with each drawCircle call. That isn’t too complicated, so to do this, make the changes on following line: 1, 12, 22-29.

var xPos = -500;
function drawCircle() {
mainContext.clearRect(0, 0, canvasWidth, canvasHeight);
// color in the background
mainContext.fillStyle = "#F8F8F8";
mainContext.fillRect(0, 0, canvasWidth, canvasHeight);
// draw the circle
mainContext.beginPath();
mainContext.arc(xPos, 225, 175, 0, Math.PI * 2, false);
mainContext.closePath();
mainContext.fillStyle = "#FFCC00";
mainContext.fill();
mainContext.lineWidth = 10;
mainContext.strokeStyle = "#DCB001";
mainContext.stroke();
xPos += 5;
if (xPos > 1000) {
xPos = -500;
}
requestAnimationFrame(drawCircle);
}

If you preview your page right now, you should see a circle that happily slides from one side of the canvas to another. What you’ve just done is successfully created a simple animation! Now, before we wrap things up for the night (or daytime…if you are an early morning reader), let’s look at how the lines of code we added leads to our circle getting all animated.

How the Animation Works

To help you better understand what is going on, let’s walk through the code together to ensure everything makes sense. Starting at the top, the first thing we did is declare and initialize a global variable called xPos:

var xPos = -500;

This variable will store our circle’s horizontal position, and we’ve given it an initial value of -500. This declaration by itself doesn’t affect our circle’s position, for that is actually set by calling the arc method:

mainContext.arc(xPos, 225, 175, 0, Math.PI * 2, false);

The arc method’s first argument determines the horizontal position we draw our circle. That’s why instead of providing a hard coded value, we pass in our xPos variable instead. If we stopped right here, all we would have accomplished is drawing our circle at a horizontal position of -500.

The key to this animation is not leaving xPos alone. We change the value of xPos each time drawCircle is called by incrementing it slightly. We do that with the following line:

xPos += 5;

Each time drawCircle is called, the value of xPos is increased by 5. This change combined with the arc method call from earlier draws our circle five pixels to the right each time. Eventually, the value of xPos gets large enough where you can actually see the circle when it gets drawn:

widget

The value of xPos will keep growing unless we stop it. Otherwise, our circle will slide past just once and never return to its starting position. To ensure our circle doesn’t disappear forever once it slides past, we reset the xPos variable once it hits a value of 1000. That is handled by the following code:

if (xPos > 1000) {
xPos = -500;
}

When our xPos value gets reset to -500, it’s almost as if the animation restarts. Our xPos value slowly increments by 5 with each drawCircle call, hits a value of 1000, and then starts all over again with a value of -500. Somewhere along the way, its value ensures the circle is visible when the arc method is called. Phew!