Examples of canvas sine wave motion in HTML5

Source: Internet
Author: User
Tags constructor sin

I. Requirements:

Requirements: Let the ball move along the sine wave.

The constructor of the ball is as follows:

The constructor of a sphere
function Ball (radius, color) {
if (radius = = = undefined) {radius = 40;}
if (color = = undefined) {color = ' #ff0000 ';}
this.x = 0;
This.y = 0;
This.radius = radius;
this.rotation = 0;
This.scalex = 1;
This.scaley = 1;
This.color = color;
This.linewidth = 1;
}
Ball.prototype.draw = function (context) {
Context.save ();
Context.translate (this.x, THIS.Y);
Context.rotate (this.rotation);
Context.scale (This.scalex, This.scaley);
Context.linewidth = This.linewidth;
Context.fillstyle = This.color;
Context.beginpath ();
Context.arc (0, 0, This.radius, 0, Math.PI * 2, true);
Context.closepath ();
Context.fill ();
if (This.linewidth > 0) {
Context.stroke ();
}
Context.restore ();
}

Two. Analysis of ideas:

Sine wave function Math.sin (angle) can be used to draw. In which, the angle value as a variable and increment, you can make the object according to the sine wave motion, so as to achieve sine waves animation.

The process is as follows:

(function Drawframe () {
Window.requestanimationframe (Drawframe, canvas);
BALL.Y = Math.sin (angle) * range;
Angle + = speed;
Ball.draw (context);
})();

The following code can be printed in the console to understand the numerical distribution of the lower sine wave:

var Fullradians = Math.PI * 2;
for (var angle = 0; angle < Fullradians; angle + + 0.01) {
Console.log (Math.sin (angle));
}

Three. Examples:

Code:

<canvas id= "Canvas" width= "height=" style= "background": #ccc; ></canvas>

Window.onload = function () {
var canvas = document.getElementById ("Canvas"),
Context = Canvas.getcontext ("2d"),
Ball = new ball (2),
Angle = 0,
Range = 50,
Speed = 0.1,
Isfoward = true;

ball.x = 0;
Ball.y = CANVAS.HEIGHT/2;
ball.linewidth = 0;

    (function Drawframe () {
        Window.requestanimationframe (Drawframe, canvas);
       //context.clearrect (0, 0, canvas.width, canvas.height);
        ball.y = canvas.height/2 + math.sin (angle) * 100;
        if (isfoward) {
             ball.x + = speed * 20;
       } else {
             ball.x-= speed * 20;
       }

if (ball.x > Canvas.width) {
Isfoward = false;
Context.clearrect (0, 0, canvas.width, canvas.height);
else if (ball.x < 0) {
Isfoward = true;
Context.clearrect (0, 0, canvas.width, canvas.height);
}
Angle + = speed;
Ball.draw (context);
})();
};

Four. Summary:

The way to create a sine wave is to use the sine function math.sin (angle) to evaluate, and let the radian value angle according to the movement time increment.

The formula for creating a sine wave is as follows:

/**
* Range: The peak value of the selection
* Intersection point of center:y axis
* Speed: The speed of the sine wave movement
* Angle: Radian value, incremented variable
*/
(function Drawframe () {
Window.requestanimationframe (Drawframe, canvas);

Valeue = center + math.sin (angle) * range;
Angle + = speed;
})();

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