Also see my notes on Javascript.
The canvas element introduced in the (proposed) HTML 5 standard makes Javascript and HTML a viable alternative to browser plug-in platforms like Flash.
Some of the following examples assume the presence of jquery.
<!DOCTYPE html>
<html>
<head>
<script>
function init() {
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
context.beginPath();
context.arc(75, 75, 10, 0, Math.PI*2, true);
context.closePath();
context.fill();
}
</script>
</head>
<body onload="init()">
<h1>Canvas test 01</h1>
<canvas id="canvas" width="600" height="400">
<p>Your browser doesn't support the canvas tag. Please use Firefox, Chrome, Opera, or Safari!</p>
</canvas>
</body>
</html>
<!DOCTYPE html>
<html>
<head>
<script>
var canvas;
var context;
var diameter = 10;
var growing = true;
function init() {
canvas = document.getElementById('canvas');
context = canvas.getContext('2d');
return setInterval(draw, 50);
}
function draw() {
context.clearRect(0, 0, canvas.width, canvas.height);
context.fillStyle = "#3366FF";
context.beginPath();
context.arc(300, 200, diameter, 0, Math.PI*2, true);
context.closePath();
context.fill();
if (growing) {
diameter += 1;
} else {
diameter -= 1;
}
if (diameter >= 200) {
growing = false;
}
if (diameter <= 10) {
growing = true;
}
}
</script>
</head>
<body onload="init()">
<h1>Canvas test 02</h1>
<canvas id="canvas" width="600" height="400" style="border:1px #000 dotted;">
<p>Your browser doesn't support the canvas tag. Please use Firefox, Chrome, Opera, or Safari!</p>
</canvas>
</body>
</html>
© Paul Gorman