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Simple Canvas Animation


HTML:

<canvas id="maincanvas"></canvas>


Javascript:

// init Canvas & Context var mainCanvas=document.getElementById("maincanvas"); var ctx=mainCanvas.getContext("2d"); mainCanvas.width = 320; mainCanvas.height = 256; var ballpos ={ x: 0, y: 0, speed_x: 3, speed_y: 2 }; var rowsBlasterBall = new Image(); rowsBlasterBall.src="https://xtrgames.com/rowsblaster/gfx/boule4.png"; function loop() { // Clear Screen //ctx.clearRect(0, 0, mainCanvas.width, 100); ctx.beginPath(); ctx.rect(0, 0, mainCanvas.width, mainCanvas.height); ctx.fillStyle="#000000"; ctx.fill(); ballpos.x+= ballpos.speed_x; if (ballpos.x >= (mainCanvas.width - rowsBlasterBall.width) || ballpos.x <= 0) { ballpos.speed_x = -ballpos.speed_x; } ballpos.y+= ballpos.speed_y; if (ballpos.y >= (mainCanvas.height - rowsBlasterBall.height) || ballpos.y <= 0) { ballpos.speed_y = -ballpos.speed_y; } ctx.drawImage(rowsBlasterBall,ballpos.x, ballpos.y); requestAnimationFrame(loop); } loop();

Show this example on CodePen: 
🔗 Simple Canvas Animation

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