I'm a bit new to canvas and such so forgive if it's a trivial question.
I'd like to be able to animate an object following a path (defined as bezier path) but I'm not sure how to do it.
I've looked at Raphael but I can't work out how to follow the path over time.
Cake JS looked promising in the demo, but I'm really struggling the documentation, or lack thereof in this case.
Has anyone got some working example of this?
Use the code on my website from this related question, but instead of changing the .style.left
and such in the callback, erase and re-draw your canvas with the item at the new location (and optionally rotation).
Note that this uses SVG internally to easily interpolate points along a bézier curve, but you can use the points it gives you for whatever you want (including drawing on a Canvas).
In case my site is down, here's a current snapshot of the library:
function CurveAnimator(from,to,c1,c2){
this.path = document.createElementNS('http://www.w3.org/2000/svg','path');
if (!c1) c1 = from;
if (!c2) c2 = to;
this.path.setAttribute('d','M'+from.join(',')+'C'+c1.join(',')+' '+c2.join(',')+' '+to.join(','));
this.updatePath();
CurveAnimator.lastCreated = this;
}
CurveAnimator.prototype.animate = function(duration,callback,delay){
var curveAnim = this;
// TODO: Use requestAnimationFrame if a delay isn't passed
if (!delay) delay = 1/40;
clearInterval(curveAnim.animTimer);
var startTime = new Date;
curveAnim.animTimer = setInterval(function(){
var now = new Date;
var elapsed = (now-startTime)/1000;
var percent = elapsed/duration;
if (percent>=1){
percent = 1;
clearInterval(curveAnim.animTimer);
}
var p1 = curveAnim.pointAt(percent-0.01),
p2 = curveAnim.pointAt(percent+0.01);
callback(curveAnim.pointAt(percent),Math.atan2(p2.y-p1.y,p2.x-p1.x)*180/Math.PI);
},delay*1000);
};
CurveAnimator.prototype.stop = function(){
clearInterval(this.animTimer);
};
CurveAnimator.prototype.pointAt = function(percent){
return this.path.getPointAtLength(this.len*percent);
};
CurveAnimator.prototype.updatePath = function(){
this.len = this.path.getTotalLength();
};
CurveAnimator.prototype.setStart = function(x,y){
var M = this.path.pathSegList.getItem(0);
M.x = x; M.y = y;
this.updatePath();
return this;
};
CurveAnimator.prototype.setEnd = function(x,y){
var C = this.path.pathSegList.getItem(1);
C.x = x; C.y = y;
this.updatePath();
return this;
};
CurveAnimator.prototype.setStartDirection = function(x,y){
var C = this.path.pathSegList.getItem(1);
C.x1 = x; C.y1 = y;
this.updatePath();
return this;
};
CurveAnimator.prototype.setEndDirection = function(x,y){
var C = this.path.pathSegList.getItem(1);
C.x2 = x; C.y2 = y;
this.updatePath();
return this;
};
…and here's how you might use it:
var ctx = document.querySelector('canvas').getContext('2d');
ctx.fillStyle = 'red';
var curve = new CurveAnimator([50, 300], [350, 300], [445, 39], [1, 106]);
curve.animate(5, function(point, angle) {
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
ctx.fillRect(point.x-10, point.y-10, 20, 20);
});
In action: http://jsfiddle.net/Z2YSt/