DIR : /home/kozerus/public_html/ani.html
/home/kozerus/public_html
<html>
<head>
<title>-= htmout_ani =- {} -= 20192015_0200 =-</title>
<script type = "text/javascript">
var pattern = new Image();
var heart0 = new Image();
var heart1 = new Image();
var heart2 = new Image();
var heart3 = new Image();
var heart4 = new Image();
function animate() {
// pattern.src = "/heart/heart_0.png";
pattern.src = "/imgs/btn/koeye.png";
heart0.src = "/heart/heart_0.png";
heart1.src = "/heart/heart_1.png";
heart2.src = "/heart/heart_2.png";
heart3.src = "/heart/heart_3.png";
heart4.src = "/heart/heart_4.png";
setInterval(drawShape, 100);
}
function drawShape() {
// get the canvas element using the DOM
var canvas = document.getElementById("canvas_ani");
// 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.drawImage(heart0,10,10);
ctx.drawImage(heart1,100,100);
ctx.drawImage(heart2,150,150);
ctx.drawImage(heart3,200,200);
ctx.drawImage(heart4,300,300);
ctx.restore();
} else {
alert("You need Safari or Firefox 1.5+ to see this demo.");
}
}
</script>
<script>
window.onload = function() {
drawEx1();
}
var image1 = null;
function drawEx1() {
image0 = new Image();
image1 = new Image();
image2 = new Image();
heart0 = new Image();
heart1 = new Image();
heart2 = new Image();
heart3 = new Image();
heart4 = new Image();
image0.src = "/imgs/btn/koeye.png";
image0.addEventListener('load', drawImage1);
image1.src = "/imgs/btn/koeyeb.png";
image1.addEventListener('load', drawImage1);
image2.src = "/imgs/btn/koeyew.png";
image2.addEventListener('load', drawImage1);
heart0.src = "/heart/heart_0.png";
heart0.addEventListener('load', drawImage1);
heart1.src = "/heart/heart_1.png";
heart1.addEventListener('load', drawImage1);
heart2.src = "/heart/heart_2.png";
heart2.addEventListener('load', drawImage1);
heart3.src = "/heart/heart_3.png";
heart3.addEventListener('load', drawImage1);
heart4.src = "/heart/heart_4.png";
heart4.addEventListener('load', drawImage1);
}
function drawImage1() {
// var canvas = document.getElementById("canvas_ani");
// var canvas_ex1 = document.getElementById("canvas_ex1");
// var context = canvas_ex1.getContext("2d");
ctx1.drawImage(image0, 10, 100);
ctx1.drawImage(image1, 20, 200);
ctx1.drawImage(image2, 30, 300);
ctx1.drawImage(heart0, 100, 200);
ctx1.drawImage(heart1, 100, 400);
ctx1.drawImage(heart2, 100, 400);
ctx1.drawImage(heart3, 100, 400);
ctx1.drawImage(heart4, 100, 400);
}
</script>
</head>
<body onload = "animate(); drawEx1();">
<h1>canvas_ani</h1>
<canvas id = "canvas_ani" width = "800" height = "800"></canvas>
<h1>canvas_ex1</h1>
<canvas id = "canvas_ex1" width = "400" height = "400"></canvas>
</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