DIR : /home/kozerus/public_html/htmout_ani2.html
/home/kozerus/public_html
<html> <!-- 1 -->
<head> <!-- 2 -->
<title>-= htmout_ani =- {} -= 20192015_0200 =-</title> <!-- 3 -->
<!-- 4 -->
<script type = "text/javascript"> <!-- 5 -->
var pattern = new Image(); <!-- 6 -->
<!-- 7 -->
function animate() { <!-- 8 -->
pattern.src = "/html5/images/pattern.jpg"; <!-- 9 -->
setInterval(drawShape, 100); <!-- 10 -->
} <!-- 11 -->
<!-- 12 -->
function drawShape() { <!-- 13 -->
<!-- 14 -->
// get the canvas element using the DOM <!-- 15 -->
var canvas = document.getElementById("mycanvas"); <!-- 16 -->
<!-- 17 -->
// Make sure we dont execute when canvas isnt supported <!-- 18 -->
if (canvas.getContext) { <!-- 19 -->
<!-- 20 -->
// use getContext to use the canvas for drawing <!-- 21 -->
var ctx = canvas.getContext("2d"); <!-- 22 -->
<!-- 23 -->
ctx.fillStyle = "rgba(0,0,0,0.4)"; <!-- 24 -->
ctx.strokeStyle = "rgba(0,153,255,0.4)"; <!-- 25 -->
ctx.save(); <!-- 26 -->
ctx.translate(150,150); <!-- 27 -->
<!-- 28 -->
var time = new Date(); <!-- 29 -->
ctx.rotate( ((2*Math.PI)/6)*time.getSeconds() + ( (2*Math.PI)/6000)*time.getMilliseconds() ); <!-- 30 -->
ctx.translate(0,28.5); <!-- 31 -->
ctx.drawImage(pattern,-3.5,-3.5); <!-- 32 -->
ctx.restore(); <!-- 33 -->
} else { <!-- 34 -->
alert("You need Safari or Firefox 1.5+ to see this demo."); <!-- 35 -->
} <!-- 36 -->
} <!-- 37 -->
</script> <!-- 38 -->
</html>> <!-- 39 -->
//
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