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目錄
Set Up the Canvas Element
Use requestAnimationFrame for Smooth Animation
Animate Objects by Updating Properties
Add Interactivity and Complex Effects
首頁 web前端 H5教程 如何使用 html5 canvas 創(chuàng)建動(dòng)畫

如何使用 html5 canvas 創(chuàng)建動(dòng)畫

Oct 16, 2025 pm 02:14 PM

動(dòng)畫通過反復(fù)清空、更新和重繪Canvas實(shí)現(xiàn),使用requestAnimationFrame保持流暢;設(shè)置canvas元素并獲取2D上下文,定義對(duì)象位置與速度,在每一幀中修改其屬性并檢測(cè)邊界碰撞,從而實(shí)現(xiàn)如小球彈跳等動(dòng)態(tài)效果。

How to create animations with html5 canvas

Creating animations with HTML5 Canvas involves drawing and updating visuals repeatedly on a canvas element using JavaScript. The key is to redraw the frame at regular intervals, making small changes each time to produce motion. Here's how you can do it effectively.

Set Up the Canvas Element

To start, add a element in your HTML file. Give it an ID so you can reference it in JavaScript, and define its width and height.

Then, get the canvas context in JavaScript. The 2D rendering context lets you draw shapes, text, and images.

const canvas = document.getElementById('myCanvas');
const ctx = canvas.getContext('2d');

Use requestAnimationFrame for Smooth Animation

Instead of using setInterval or setTimeout, use requestAnimationFrame(). It syncs with the browser’s refresh rate (usually 60fps), resulting in smoother and more efficient animations.

Create a function that draws your frame and calls itself recursively:

function animate() {
??// Clear canvas
??ctx.clearRect(0, 0, canvas.width, canvas.height);

??// Draw your shapes or update positions here
??// Example: move a circle across the screen

??ctx.beginPath();
??ctx.arc(x, y, radius, 0, Math.PI * 2);
??ctx.fill();

??x = 5; // Update position

??requestAnimationFrame(animate);
}

animate();

Animate Objects by Updating Properties

To create movement, store object properties like x, y, velocity, or angle in variables. Change them slightly in each frame.

For example, to make a bouncing ball:

  • Define position and speed variables
  • In each animation frame, update the position by adding speed
  • Reverse speed when hitting canvas edges
let x = 50;
let y = 50;
let dx = 3;
let dy = 2;
let radius = 15;

function animate() {
??ctx.clearRect(0, 0, canvas.width, canvas.height);

??ctx.beginPath();
??ctx.arc(x, y, radius, 0, 2 * Math.PI);
??ctx.fillStyle = 'blue';
??ctx.fill();

??x = dx;
??y = dy;

??if (x radius > canvas.width || x - radius ??if (y radius > canvas.height || y - radius
??requestAnimationFrame(animate);
}
animate();

Add Interactivity and Complex Effects

You can make animations respond to user input like mouse movement or key presses.

For example, change direction on click:

canvas.addEventListener('click', () => {
??dx *= -1;
??dy *= -1;
});

Or simulate gravity and bounce by increasing downward velocity until hitting the bottom edge.

You can also animate multiple objects by storing them in an array and looping through them in the draw function.

Basically, HTML5 Canvas animation is about clearing, updating, and redrawing in a loop. With practice, you can create games, data visualizations, or artistic effects. Keep the logic clean and avoid redrawing static content unnecessarily.

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