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);
javascript canvas anime.js
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up vote
1
down vote
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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);
javascript canvas anime.js
add a comment |
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);
javascript canvas anime.js
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
javascript canvas anime.js
asked Nov 10 at 15:41
xsk12
61
61
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add a comment |
1 Answer
1
active
oldest
votes
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.
add a comment |
1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
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.
add a comment |
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.
add a comment |
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.
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.
answered Nov 10 at 18:35
xsk12
61
61
add a comment |
add a comment |
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