I\'ve tried googling the answer to this but i\'m just going around in circles.... If I clear the rect (using clearRect) then the image doesn\'t redraw after. However, if I d
Canvas workflow goes like this:
Canvas does not "remember" where it drew your things so you cannot directly order your things to move.
But you can save the definition of your things in javascript object:
var myCircle={
centerX:50,
centerY:50,
radius:25,
fill:'blue'
}
Then you can "move" your things using the javascript objects:
myCircle.centerX += 5;
And then redraw the things at their new positions. Putting the redraw code in a function makes redrawing easier:
function redraw(){
// clear the canvas
ctx.clearRect(0,0,canvas.width,canvas.height);
// redraw one or more things based on their javascript objects
ctx.beginPath();
ctx.arc( myCircle.centerX, myCircle.centerY, myCircle.radius, 0, Math.PI*2 );
ctx.closePath();
ctx.fillStyle=myCircle.fill;
ctx.fill();
}
Putting it all together:
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var myCircle={
centerX:50,
centerY:50,
radius:25,
fill:'blue'
}
redraw();
document.getElementById('move').addEventListener('click',function(){
myCircle.centerX+=5;
redraw();
});
function redraw(){
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.beginPath();
ctx.arc( myCircle.centerX, myCircle.centerY, myCircle.radius, 0, Math.PI*2 );
ctx.closePath();
ctx.fillStyle=myCircle.fill;
ctx.fill();
}
body{ background-color: ivory; }
#canvas{border:1px solid red; margin:0 auto; }