Canvas – no more Flash

We all know Flash and Java. If you write webpage with it and if your users install it, then they can watch animation elements on your web page. But today I was playing with something new called "Canvas". It's included in HTML5, so you don't need to install anything except web borwser to make it work. It have graphic card support, so it work fast. Here is my example that I wrote:
Your web browser don't supprot HTML5 Canvas
And here is code for that example (wibout blog code):
  1. <!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
  2. <script type="application/javascript">
  4. var atime= 0;
  5. var canvas;
  6. var ctx;
  7. var screen_width= 512;
  8. var screen_height= 384;
  9. var background;
  11. var ballsList_num= 3;
  12. var ballsList= [];
  14. var flys_num= 100;
  15. var flys= [];
  17. /// function runed after page is loaded
  18. /// load data
  19. function init(){
  20. canvas= document.getElementById("canvas");
  21. canvas.width= screen_width;
  22. canvas.height= screen_height;
  23. ctx= canvas.getContext("2d");
  24. for(var a=0;a<ballsList_num;a++)
  25. ballsList[a]= new Ball(a);
  27. for(var a=0;a<flys_num;a++)
  28. flys[a]= new Fly(a);
  30. //background= document.images[0];
  31. background= document.getElementById('background');
  33. setInterval( draw, 10);
  34. }
  36. function drawClock( ){
  37. var cr= 50
  38. ctx.save();
  39. ctx.translate(screen_width-75,75);
  40. var now= new Date();
  41. var sec = now.getSeconds() + (now.getMilliseconds()/1000);
  42. var min = now.getMinutes();
  43. var hr = now.getHours();
  44. hr = hr>=12 ? hr-12 : hr;
  45. //ctx.fillRect(cx-cr,cy-cr,cx+cr,cy+cr);
  46. ctx.lineCap= "round";
  48. /// draw background
  49. ctx.save();
  50. ctx.beginPath();
  51. ctx.arc(0,0,cr,0,Math.PI*2,true);
  52. ctx.closePath();
  53. ctx.fillStyle = "rgba(255, 255, 255, 0.5)";
  54. ctx.fill();
  55. ctx.lineWidth= 10;
  56. ctx.strokeStyle = "#FFFF00";
  57. ctx.stroke();
  58. ctx.restore();
  60. /// draw hours background
  61. for( var h=0; h<12; h++){
  62. ctx.save();
  63. ctx.beginPath();
  64. ctx.rotate( h*Math.PI/6 );
  65. ctx.moveTo(0,-cr*0.7);
  66. ctx.lineTo(0,-cr*0.85);
  67. ctx.lineWidth= 5;
  68. ctx.strokeStyle = "#404040";
  69. ctx.stroke();
  70. ctx.restore();
  71. }
  73. /// triangle with moving one vertex
  74. ctx.fillStyle = "rgba(0, 100, 0, 1.0)";
  75. ctx.fillStyle = "#FFFFFF";
  76. ctx.beginPath();
  77. ctx.moveTo(-cr, 1.15*cr);
  78. ctx.lineTo(cr, 1.15*cr);
  79. ctx.lineTo(-cr+cr*(1+Math.sin(atime/50)), 3*cr);
  80. ctx.closePath();
  81. ctx.fill();
  82. ctx.stroke();
  84. /// draw hours
  85. ctx.save();
  86. ctx.rotate( hr*(Math.PI/6) + min*(Math.PI/(2*12*60)) + sec*(Math.PI/21600) );
  87. ctx.beginPath();
  88. ctx.moveTo(0,0);
  89. ctx.lineTo(0,-cr*2/4);
  90. ctx.lineWidth= 4;
  91. ctx.stroke();
  92. ctx.restore();
  94. /// draw minutes
  95. ctx.save();
  96. ctx.rotate( min*(Math.PI/30) + sec*(Math.PI/(2*12*60)) );
  97. ctx.beginPath();
  98. ctx.moveTo(0,0);
  99. ctx.lineTo(0,-cr*4/6);
  100. ctx.lineWidth= 3;
  101. ctx.stroke();
  102. ctx.restore();
  104. /// draw seconds
  105. ctx.save();
  106. ctx.rotate( sec*(Math.PI/30) );
  107. ctx.beginPath();
  108. ctx.moveTo(0,10);
  109. ctx.lineTo(0,-cr*5/6);
  110. ctx.lineWidth= 1;
  111. ctx.stroke();
  112. ctx.restore();
  114. ctx.restore();
  115. }
  117. /// constructor of Ball class
  118. function Ball(_id){
  119. this.id= _id;
  120. this.r= 10*(2+this.id);
  121. this.x= Math.random()*screen_width;
  122. this.y= Math.random()*screen_height;
  123. this.xmin= this.r/2;
  124. this.xmax= screen_width-this.r/2;
  125. this.ymin= this.r/2;
  126. this.ymax= screen_height-this.r/2;
  127. this.speed= 1/20;
  128. this.xu= this.speed;
  129. this.yu= this.speed;
  130. switch(this.id){
  131. case 0:{
  132. this.fillStyle="rgba( 0, 255, 255, 1.0)";
  133. }break;
  134. case 1:{
  135. this.fillStyle="rgba(255, 0, 255, 1.0)";
  136. }break;
  137. default:{
  138. this.fillStyle="rgba(255, 255, 0, 1.0)";
  139. }break;
  140. }
  141. this.update= function(utime){
  142. if( this.x < this.xmin )
  143. this.xu= this.speed;
  144. if( this.xmax < this.x )
  145. this.xu= -this.speed;
  146. if( this.y < this.ymin )
  147. this.yu= this.speed;
  148. if( this.ymax < this.y )
  149. this.yu= -this.speed;
  150. this.x+= this.xu * utime;
  151. this.y+= this.yu * utime;
  152. return;
  153. }
  154. this.draw= function(){
  155. ctx.save();
  156. ctx.beginPath();
  157. ctx.arc(this.x,this.y,this.r/2,0,Math.PI*2,true);
  158. ctx.closePath();
  159. ctx.lineWidth= 1;
  160. ctx.fillStyle = this.fillStyle;
  161. ctx.fill();
  162. ctx.restore();
  163. return;
  164. }
  165. }
  168. /// constructor of Fly class
  169. function Fly(id){
  170. this.id= id;
  171. this.x= screen_width/2;
  172. this.y= screen_height/2;
  173. this.update= function(utime){
  174. var step= 0.5;
  175. switch( Math.floor ( Math.random ( ) * 4 ) ){
  176. case 0:{
  177. this.x+=step;
  178. }break;
  179. case 1:{
  180. this.x-=step;
  181. }break;
  182. case 2:{
  183. this.y+=step;
  184. }break;
  185. case 3:{
  186. this.y-=step;
  187. }break;
  188. }
  189. return;
  190. }
  191. this.draw= function(){
  192. ctx.save();
  193. ctx.beginPath();
  194. ctx.arc(this.x,this.y,1.5,0,Math.PI*2,true);
  195. ctx.closePath();
  196. ctx.lineWidth= 1;
  197. ctx.fillStyle = "rgba(255, 255, 255, 1.0)";
  198. ctx.fill();
  199. ctx.restore();
  200. return;
  201. }
  203. }
  205. /// main function of all application
  206. function draw(){
  207. var utime= 30;
  208. if (canvas.getContext) {
  209. //glPush
  210. ctx.save();
  211. //glClear
  212. ctx.clearRect(0,0,screen_width,screen_height);
  213. //ctx.fillRect(0,0,screen_width,screen_height);
  215. ///background
  216. //ctx.drawImage(background,0,0);
  217. ctx.drawImage(background,0,0,screen_width, screen_height);
  219. /// two rectangles
  220. ctx.fillStyle = "rgb(200,0,0)";
  221. ctx.fillRect (10, 10, 55, 50);
  222. ctx.fillStyle = "rgba(0, 200, 0, 0.5)";
  223. ctx.fillRect (30, 30, 55, 50);
  225. /// draw flys
  226. for( var a=0; a<flys_num; a++){
  227. flys[a].update(utime);
  228. flys[a].draw();
  229. }
  231. /// draw balls
  232. for( var a=0; a<ballsList_num; a++){
  233. ballsList[a].update(utime);
  234. ballsList[a].draw();
  235. }
  237. /// draw clock
  238. drawClock();
  240. atime++;
  241. //glPop
  242. ctx.restore();
  243. }
  244. }
  245. </script>
  246. </head>
  247. <body onload="init();" style="color:#FFF; background-color:#000;">
  248. <!-- canvas screen -->
  249. <canvas id="canvas">Your web browser don't supprot HTML5 Canvas</canvas>
  250. <!-- images that we will use in our canvas application -->
  251. <img src="background.png" id="background" style="display:none;" />
  252. </body>
  253. </html>
I wonder why Canvas isn't so popular as Flash and Java. Probably because WebGL. WebGL is new version of Canvas with 3D support, but it not published jet. But most people involved in that type of graphic prefare to work with testing WebGL rather than Canvas. It's just my hypothesis.

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