Anime.js adding consequential animations using canvas









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I'm trying to make a simple interaction using canvas and Anime.js, using a modified version of one of Julian's examples. The idea is that a circle would enlarge on screen, then the user clicks anywhere on the screen and the circle would contract. I can't get the second animation to play, not sure if this is because my target is not valid or something to do with the timeline? Here is the example.



//Canvas set up

var canvas = document.querySelector('.gameCanvas');
var ctx = canvas.getContext('2d');
var pointerX = 0;
var pointerY = 0;
var circle;
let basicTimeline = anime.timeline();


function setCanvasSize()
canvas.width = window.innerWidth * 2;
canvas.height = window.innerHeight * 2;
canvas.style.width = window.innerWidth + 'px';
canvas.style.height = window.innerHeight + 'px';
canvas.getContext('2d').scale(2, 2);


//Objects and animation

function createCircle(x,y)
var p = ;
p.x = x;
p.y = y;
p.color = "#fff";
p.radius = anime.random(16, 32);
p.alpha = .5;
p.draw = function()
ctx.globalAlpha = p.alpha;
ctx.beginPath();
ctx.arc(p.x, p.y, p.radius, 0, 2 * Math.PI, true);
ctx.fillStyle = p.color;
ctx.fill();

return p;


function renderParticle(anim)
for (var i = 0; i < anim.animatables.length; i++)
anim.animatables[i].target.draw();



function createExpandCircle(x, y)
circle = createCircle(x, y);
basicTimeline.add(
targets: circle,
radius: anime.random(80, 160),
alpha:
value: 1,
easing: 'linear',
duration: anime.random(600, 800),
,
duration: anime.random(1200, 1800),
easing: 'linear',
update: renderParticle,
offset: 0
);



function contractCircle()
basicTimeline.add(
targets: circle,
radius: 20,
easing: 'easeOutExpo'
update: renderParticle
);



//Mouse Events

var tap = ('ontouchstart' in window || navigator.msMaxTouchPoints) ? 'touchstart' : 'mousedown';

function updateCoords(e) e.touches[0].clientX;
pointerY = e.clientY

document.addEventListener(tap, function(e)
updateCoords(e);
contractCircle();
, false);

var centerX = window.innerWidth / 2;
var centerY = window.innerHeight / 2;

createExpandCircle(centerX, centerY);
setCanvasSize();
window.addEventListener('resize', setCanvasSize, false);









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    I'm trying to make a simple interaction using canvas and Anime.js, using a modified version of one of Julian's examples. The idea is that a circle would enlarge on screen, then the user clicks anywhere on the screen and the circle would contract. I can't get the second animation to play, not sure if this is because my target is not valid or something to do with the timeline? Here is the example.



    //Canvas set up

    var canvas = document.querySelector('.gameCanvas');
    var ctx = canvas.getContext('2d');
    var pointerX = 0;
    var pointerY = 0;
    var circle;
    let basicTimeline = anime.timeline();


    function setCanvasSize()
    canvas.width = window.innerWidth * 2;
    canvas.height = window.innerHeight * 2;
    canvas.style.width = window.innerWidth + 'px';
    canvas.style.height = window.innerHeight + 'px';
    canvas.getContext('2d').scale(2, 2);


    //Objects and animation

    function createCircle(x,y)
    var p = ;
    p.x = x;
    p.y = y;
    p.color = "#fff";
    p.radius = anime.random(16, 32);
    p.alpha = .5;
    p.draw = function()
    ctx.globalAlpha = p.alpha;
    ctx.beginPath();
    ctx.arc(p.x, p.y, p.radius, 0, 2 * Math.PI, true);
    ctx.fillStyle = p.color;
    ctx.fill();

    return p;


    function renderParticle(anim)
    for (var i = 0; i < anim.animatables.length; i++)
    anim.animatables[i].target.draw();



    function createExpandCircle(x, y)
    circle = createCircle(x, y);
    basicTimeline.add(
    targets: circle,
    radius: anime.random(80, 160),
    alpha:
    value: 1,
    easing: 'linear',
    duration: anime.random(600, 800),
    ,
    duration: anime.random(1200, 1800),
    easing: 'linear',
    update: renderParticle,
    offset: 0
    );



    function contractCircle()
    basicTimeline.add(
    targets: circle,
    radius: 20,
    easing: 'easeOutExpo'
    update: renderParticle
    );



    //Mouse Events

    var tap = ('ontouchstart' in window || navigator.msMaxTouchPoints) ? 'touchstart' : 'mousedown';

    function updateCoords(e) e.touches[0].clientX;
    pointerY = e.clientY

    document.addEventListener(tap, function(e)
    updateCoords(e);
    contractCircle();
    , false);

    var centerX = window.innerWidth / 2;
    var centerY = window.innerHeight / 2;

    createExpandCircle(centerX, centerY);
    setCanvasSize();
    window.addEventListener('resize', setCanvasSize, false);









    share|improve this question























      up vote
      1
      down vote

      favorite









      up vote
      1
      down vote

      favorite











      I'm trying to make a simple interaction using canvas and Anime.js, using a modified version of one of Julian's examples. The idea is that a circle would enlarge on screen, then the user clicks anywhere on the screen and the circle would contract. I can't get the second animation to play, not sure if this is because my target is not valid or something to do with the timeline? Here is the example.



      //Canvas set up

      var canvas = document.querySelector('.gameCanvas');
      var ctx = canvas.getContext('2d');
      var pointerX = 0;
      var pointerY = 0;
      var circle;
      let basicTimeline = anime.timeline();


      function setCanvasSize()
      canvas.width = window.innerWidth * 2;
      canvas.height = window.innerHeight * 2;
      canvas.style.width = window.innerWidth + 'px';
      canvas.style.height = window.innerHeight + 'px';
      canvas.getContext('2d').scale(2, 2);


      //Objects and animation

      function createCircle(x,y)
      var p = ;
      p.x = x;
      p.y = y;
      p.color = "#fff";
      p.radius = anime.random(16, 32);
      p.alpha = .5;
      p.draw = function()
      ctx.globalAlpha = p.alpha;
      ctx.beginPath();
      ctx.arc(p.x, p.y, p.radius, 0, 2 * Math.PI, true);
      ctx.fillStyle = p.color;
      ctx.fill();

      return p;


      function renderParticle(anim)
      for (var i = 0; i < anim.animatables.length; i++)
      anim.animatables[i].target.draw();



      function createExpandCircle(x, y)
      circle = createCircle(x, y);
      basicTimeline.add(
      targets: circle,
      radius: anime.random(80, 160),
      alpha:
      value: 1,
      easing: 'linear',
      duration: anime.random(600, 800),
      ,
      duration: anime.random(1200, 1800),
      easing: 'linear',
      update: renderParticle,
      offset: 0
      );



      function contractCircle()
      basicTimeline.add(
      targets: circle,
      radius: 20,
      easing: 'easeOutExpo'
      update: renderParticle
      );



      //Mouse Events

      var tap = ('ontouchstart' in window || navigator.msMaxTouchPoints) ? 'touchstart' : 'mousedown';

      function updateCoords(e) e.touches[0].clientX;
      pointerY = e.clientY

      document.addEventListener(tap, function(e)
      updateCoords(e);
      contractCircle();
      , false);

      var centerX = window.innerWidth / 2;
      var centerY = window.innerHeight / 2;

      createExpandCircle(centerX, centerY);
      setCanvasSize();
      window.addEventListener('resize', setCanvasSize, false);









      share|improve this question













      I'm trying to make a simple interaction using canvas and Anime.js, using a modified version of one of Julian's examples. The idea is that a circle would enlarge on screen, then the user clicks anywhere on the screen and the circle would contract. I can't get the second animation to play, not sure if this is because my target is not valid or something to do with the timeline? Here is the example.



      //Canvas set up

      var canvas = document.querySelector('.gameCanvas');
      var ctx = canvas.getContext('2d');
      var pointerX = 0;
      var pointerY = 0;
      var circle;
      let basicTimeline = anime.timeline();


      function setCanvasSize()
      canvas.width = window.innerWidth * 2;
      canvas.height = window.innerHeight * 2;
      canvas.style.width = window.innerWidth + 'px';
      canvas.style.height = window.innerHeight + 'px';
      canvas.getContext('2d').scale(2, 2);


      //Objects and animation

      function createCircle(x,y)
      var p = ;
      p.x = x;
      p.y = y;
      p.color = "#fff";
      p.radius = anime.random(16, 32);
      p.alpha = .5;
      p.draw = function()
      ctx.globalAlpha = p.alpha;
      ctx.beginPath();
      ctx.arc(p.x, p.y, p.radius, 0, 2 * Math.PI, true);
      ctx.fillStyle = p.color;
      ctx.fill();

      return p;


      function renderParticle(anim)
      for (var i = 0; i < anim.animatables.length; i++)
      anim.animatables[i].target.draw();



      function createExpandCircle(x, y)
      circle = createCircle(x, y);
      basicTimeline.add(
      targets: circle,
      radius: anime.random(80, 160),
      alpha:
      value: 1,
      easing: 'linear',
      duration: anime.random(600, 800),
      ,
      duration: anime.random(1200, 1800),
      easing: 'linear',
      update: renderParticle,
      offset: 0
      );



      function contractCircle()
      basicTimeline.add(
      targets: circle,
      radius: 20,
      easing: 'easeOutExpo'
      update: renderParticle
      );



      //Mouse Events

      var tap = ('ontouchstart' in window || navigator.msMaxTouchPoints) ? 'touchstart' : 'mousedown';

      function updateCoords(e) e.touches[0].clientX;
      pointerY = e.clientY

      document.addEventListener(tap, function(e)
      updateCoords(e);
      contractCircle();
      , false);

      var centerX = window.innerWidth / 2;
      var centerY = window.innerHeight / 2;

      createExpandCircle(centerX, centerY);
      setCanvasSize();
      window.addEventListener('resize', setCanvasSize, false);






      javascript canvas anime.js






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      asked Nov 10 at 15:41









      xsk12

      61




      61






















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          So I was able to solve this by adding the following:



          ctx.clearRect(0, 0, canvas.width, canvas.height);


          To p.draw, and



          basicTimeline = anime.timeline();


          To contractCircle.






          share|improve this answer




















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            1 Answer
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            1 Answer
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            active

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            active

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            up vote
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            down vote













            So I was able to solve this by adding the following:



            ctx.clearRect(0, 0, canvas.width, canvas.height);


            To p.draw, and



            basicTimeline = anime.timeline();


            To contractCircle.






            share|improve this answer
























              up vote
              0
              down vote













              So I was able to solve this by adding the following:



              ctx.clearRect(0, 0, canvas.width, canvas.height);


              To p.draw, and



              basicTimeline = anime.timeline();


              To contractCircle.






              share|improve this answer






















                up vote
                0
                down vote










                up vote
                0
                down vote









                So I was able to solve this by adding the following:



                ctx.clearRect(0, 0, canvas.width, canvas.height);


                To p.draw, and



                basicTimeline = anime.timeline();


                To contractCircle.






                share|improve this answer












                So I was able to solve this by adding the following:



                ctx.clearRect(0, 0, canvas.width, canvas.height);


                To p.draw, and



                basicTimeline = anime.timeline();


                To contractCircle.







                share|improve this answer












                share|improve this answer



                share|improve this answer










                answered Nov 10 at 18:35









                xsk12

                61




                61



























                     

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