Rotating Circle Animation in HTML5
This article describes 2-D transformations, especially translation and rotation.
Step 1
The first step is to define the parameters of the circle. Keep in mind that the preceding circle is not one single arc drawn as a circle, but 10 sectors drawn around the centre to make a circle. So each sector will subtend an angle of 36 degrees.
var centreX = 100; var centreY = 100;
var radius = 75;
var rotateAngle = 36 * Math.PI / 180;
var startAngle = 0 * Math.PI / 180;
var endAngle = 36 * Math.PI / 180;
Step 2
We create an array of colors to fill each sector of a circle.
var colors = ["teal", "red", "green", "blue", "yellow", "violet", "orange", "grey", "navy blue", "purple"];
Step 3
Since 10 sectors make up the circle, we will draw them using a "for loop". Before drawing each sector, we will:
- Rotate the canvas about the centre of the circle.
- Assign a color for the sector from the array "colors".
function drawWheel() {
var canvas = document.getElementById("canvas");
if (canvas.getContext) {
var ctx = canvas.getContext("2d");
for (i = 0; i < 10; i++) {
ctx.fillStyle = colours[i];
ctx.translate(centreX, centreY);
ctx.rotate(rotateAngle);
ctx.translate(-centreX, -centreY);
ctx.beginPath();
ctx.moveTo(centreX, centreY);
ctx.lineTo(centreX + radius, centreY);
ctx.arc(centreX, centreY, radius, startAngle, endAngle, false);
ctx.closePath();
ctx.fill();
}
}
}
Step 4
To rotate the circle we first define a rotating angle, using the following:
var rotateAngle = 36 * Math.PI / 180;
Step 5
Rotate the canvas about the centre of the circle.
ctx.translate(centreX,centreY);
ctx.rotate(rotateAngle);
ctx.translate(-centreX,-centreY);
Step 6
Draw the circle again, with the rotated canvas.
drawWheel();
Step 7
A counter keeps track of the number of times the canvas is rotated. When the number of rotations desired is done, stop the animation using the clearInterval() method.
counter++;
if (counter > rnd) {
counter = 0;
clearInterval(animFlag);
}
Step 8
Draw the "Rotate" button. Use the addEventListener() method to detect a mouse click. If the mouse is clicked inside the "Rotate" button, then call the rotateWheel() function.
function mouseClick(event) {
var x = event.clientX;
var y = event.clientY;
var rnd = Math.ceil(Math.random() * 100);
if ((x > 200) && (x < 275) && (y > 100) && (y < 120))
animFlag = setInterval(function () { rotateWheel(rnd) }, 25);
}
window.addEventListener("click", mouseClick, false);
Example
<!DOCTYPE html>
<html lang="en" xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta content="text/html; charset=ISO-8859-1"
http-equiv="content-type">
<script type="application/javascript">
var centreX = 100; var centreY = 100;
var radius = 75;
var rotateAngle = 36 * Math.PI / 180;
var startAngle = 0 * Math.PI / 180;
var endAngle = 36 * Math.PI / 180;
var counter = 0;
var animFlag;
var colours = ["teal", "red", "green", "blue", "yellow", "violet", "orange", "grey", "navy blue", "purple"];
function init() {
var canvas = document.getElementById("canvas");
if (canvas.getContext) {
var ctx = canvas.getContext("2d");
ctx.lineWidth = 3.0;
ctx.fillStyle = "orange";
ctx.fillRect(200, 100, 75, 20);
ctx.fillStyle = "black";
ctx.font = "15px verdana";
ctx.fillText("Rotate", 215, 114);
drawWheel();
}
}
function drawWheel() {
var canvas = document.getElementById("canvas");
if (canvas.getContext) {
var ctx = canvas.getContext("2d");
for (i = 0; i < 10; i++) {
ctx.fillStyle = colours[i];
ctx.translate(centreX, centreY);
ctx.rotate(rotateAngle);
ctx.translate(-centreX, -centreY);
ctx.beginPath();
ctx.moveTo(centreX, centreY);
ctx.lineTo(centreX + radius, centreY);
ctx.arc(centreX, centreY, radius, startAngle, endAngle, false);
ctx.closePath();
ctx.fill();
}
}
}
function rotateWheel(rnd) {
var canvas = document.getElementById("canvas");
if (canvas.getContext) {
var ctx = canvas.getContext("2d");
ctx.translate(centreX, centreY);
ctx.rotate(rotateAngle);
ctx.translate(-centreX, -centreY);
drawWheel();
counter++;
if (counter > rnd) {
counter = 0;
clearInterval(animFlag);
}
}
}
function mouseClick(event) {
var x = event.clientX;
var y = event.clientY;
var rnd = Math.ceil(Math.random() * 100);
if ((x > 200) && (x < 275) && (y > 100) && (y < 120))
animFlag = setInterval(function () { rotateWheel(rnd) }, 25);
}
window.addEventListener("click", mouseClick, false);
</script>
<title>Animation - Moving Banner</title>
</head>
<body onload="init();">
<canvas id="canvas" width="600" height="500"></canvas>
<br>
</body>
</html>
Output