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@cmoody
Created February 5, 2013 03:31
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Basic boilerplate for canvas animation.
// Animation variables
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var canvasWidth = canvas.width;
var canvasHeight = canvas.height;
//var base = new Image();
// Paul Irish RequestAnimationFrame Gist https://gist.github.com/1579671
(function() {
var lastTime = 0;
var vendors = ['ms', 'moz', 'webkit', 'o'];
for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) {
window.requestAnimationFrame = window[vendors[x]+'RequestAnimationFrame'];
window.cancelAnimationFrame = window[vendors[x]+'CancelAnimationFrame']
|| window[vendors[x]+'CancelRequestAnimationFrame'];
}
if (!window.requestAnimationFrame)
window.requestAnimationFrame = function(callback, element) {
var currTime = new Date().getTime();
var timeToCall = Math.max(0, 16 - (currTime - lastTime));
var id = window.setTimeout(function() { callback(currTime + timeToCall); },
timeToCall);
lastTime = currTime + timeToCall;
return id;
};
if (!window.cancelAnimationFrame)
window.cancelAnimationFrame = function(id) {
clearTimeout(id);
};
}());
function init() {
//base.src = '';
draw();
}
function clear() {
ctx.clearRect(0, 0, canvasWidth, canvasHeight);
}
function draw() {
requestAnimationFrame(draw);
}
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