HTML canvas move circle from a to b with animation

旧时模样 提交于 2020-01-20 08:42:07

问题


I was wondering what would be the best way to move a circle from point A to point B using smooth animation.

I get new coordinates with websocket every second and would like to animate the circle move from last point to the new point during that second.

I have visualized in this fiddle how the setup would look. I replaced the ws side with manual button input for this test purpose but its missing the function to move the circle.

jQuery is welcome too.

var x = 100;
var y = 50;
var r = 10;

var WIDTH = 600;
var HEIGHT = 400;

var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");

function circle(x, y, r) {
  ctx.beginPath();
  ctx.arc(x, y, r, 0, Math.PI * 2, true);
  ctx.fill();
}

function clear() {
  ctx.clearRect(0, 0, WIDTH, HEIGHT);
}

function draw() {
  clear(WIDTH, HEIGHT);
  ctx.fillStyle = "purple";
  circle(x, y, r);
}

draw();

https://jsfiddle.net/1g18rsqy/

Thanks :)


回答1:


You can calculate the delta time between the current time of your animation, and its starting time. Then, you just have to move your circle by the difference between its original position and its next position, multiplied by this delta time :

var deltaTime = (currentTime - startTime) / duration;
var currentX = prevX + ((nextX - prevX) * deltaTime);

You can get this time directly from the argument passed in requestAnimationFrame callback.

var x = 100;
var y = 50;
var r = 10;
var duration = 1000; // in ms
var nextX, nextY;
var startTime;

function anim(time) {
  if (!startTime) // it's the first frame
    startTime = time || performance.now();

  // deltaTime should be in the range [0 ~ 1]
  var deltaTime = (time - startTime) / duration;
  // currentPos = previous position + (difference * deltaTime)
  var currentX = x + ((nextX - x) * deltaTime);
  var currentY = y + ((nextY - y) * deltaTime);

  if (deltaTime >= 1) { // this means we ended our animation
    x = nextX; // reset x variable
    y = nextY; // reset y variable
    startTime = null; // reset startTime
    draw(x, y); // draw the last frame, at required position
  } else {
    draw(currentX, currentY);
    requestAnimationFrame(anim); // do it again
  }
}

move.onclick = e => {
  nextX = +x_in.value || 0;
  nextY = +y_in.value || 0;
  anim();
}

// OP's code

var WIDTH = 600;
var HEIGHT = 400;

var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");

function circle(x, y, r) {
  ctx.beginPath();
  ctx.arc(x, y, r, 0, Math.PI * 2, true);
  ctx.fill();
}

function clear() {
  ctx.clearRect(0, 0, WIDTH, HEIGHT);
}

function draw(x, y) {
  clear(WIDTH, HEIGHT);
  ctx.fillStyle = "purple";
  circle(x, y, r);
}

draw(x, y);
#canvas {
  border: 1px solid black;
}
<label>X: </label><input type="number" id="x_in">
<label>Y: </label><input type="number" id="y_in">
<input type="button" id="move" value="MOVE">
<canvas id="canvas" width=600 height=400></canvas>


来源:https://stackoverflow.com/questions/43626268/html-canvas-move-circle-from-a-to-b-with-animation

易学教程内所有资源均来自网络或用户发布的内容,如有违反法律规定的内容欢迎反馈
该文章没有解决你所遇到的问题?点击提问,说说你的问题,让更多的人一起探讨吧!