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Created November 11, 2009 18:57
<html>
<head>
<title>Timmcd's Canvas Tests</title>
<script type="text/javascript" src="games/jquery-1.3.2.js"></script>
<script type="text/javascript" src="games/test.js">
</script>
<style type="text/css">
canvas { border: 1px solid black; }
</style>
</head>
<body onload="init();">
<canvas id="canvas" width="300" height="300"></canvas>
</body>
</html>
var WIDTH;
var HEIGHT;
var ctx;
var guy;
var angle;
var canvasMinX;
var canvasMaxX;
var canvasMinY;
var canvasMaxY;
function init() {
ctx = $('#canvas')[0].getContext("2d");
WIDTH = $("#canvas").width();
HEIGHT = $("#canvas").height();
guy = new Image();
guy.src = 'images/tdsguy.png';
angle = 1;
$('#canvas')[0].onmousemove = function(evt){
x = evt.pageX
y = evt.pageY
}
return setInterval(draw, 10);
}
function circle(x,y,r) {
ctx.beginPath();
ctx.arc(x, y, r, 0, Math.PI*2, true);
ctx.closePath();
ctx.fill();
}
function rect(x,y,w,h) {
ctx.beginPath();
ctx.rect(x,y,w,h);
ctx.closePath();
ctx.fill();
}
function clear() {
ctx.clearRect(0, 0, WIDTH, HEIGHT);
}
function drawGuy() {
ctx.translate(x,y);
ctx.rotate(angle * Math.PI / 180);
ctx.translate(-x,-y);
ctx.drawImage(guy, x, y);
}
//END LIBRARY CODE
function draw() {
clear();
drawGuy();
// if ((angle + 1) = 181) {
// angle = 0
// } else {
// angle = angle + 1;
// }
}
init();
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