DIR : /home/kozerus/public_html/ani.htm
/home/kozerus/public_html
<html>
<head>
<title> -= htmout_ani =- heart_0_600_800 -= 20192015_0200 =-</title>
<script type = "text/javascript">
var pattern = new Image();
function animate() {
pattern.src = "./heart/heart_0.png";
setInterval(drawShape, 100);
}
function drawShape() { // get the canvas element using the DOM var canvas = document.getElementById("canvas_heart_0");
// Make sure we dont execute when canvas isnt supported if (canvas.getContext) { // use getContext to use the canvas for drawing var ctx = canvas.getContext("2d");
ctx.fillStyle = "rgba(0,0,0,0.4)";
ctx.strokeStyle = "rgba(0,153,255,0.4)";
ctx.save();
ctx.translate(150,150);
var time = new Date();
ctx.rotate( ((2*Math.PI)/6)*time.getSeconds() + ( (2*Math.PI)/6000)*time.getMilliseconds() );
ctx.translate(0,28.5);
ctx.drawImage(pattern,-3.5,-3.5);
ctx.restore();
}
else {
alert("You need Safari or Firefox 1.5+ to see this demo.");
}
}
</script>
</head>
<body onload = "animate(); ">
<a href="/?q=./heart/heart_0.png" target=_blank class="thumbnail" id="drag">
<img src="imgs/gifs/rings.gif" border=0 alt="heart_0" class="drg" >
<span> <img src="imgs/gifs/knot.gif" border=0 alt="heart_0" class="drg" > </span>
</a>
<h1> canvas_heart_0 width=600 height=800> </h1>
<canvas id = "canvas_heart_0" width = "600" height = "800"> </canvas>
</body>
</html>
//
koh5_pano
Drag mouse to navigate.
Navigation
- Left/Right Mouse drag: Changes camera heading.
- Up/Sown Mouse drag: Changes camera pitch.
- Scroll wheel: Changes camera field of view.
- I-Key: Displays Info panel with canvas size, image size and FPS.
17.Aug.2010, Martin Wengenmayer