HTML and CSS Reference
In-Depth Information
context . drawImage ( shipImage , ship . x , ship . y );
}
var
var easeValue = . 05 ;
var
var p1 = { x : 240 , y :- 20 };
var
var p2 = { x : 240 , y : 470 };
var
var ship = { x : p1 . x , y : p1 . y , endx : p2 . x , endy : p2 . y , velocityx : 0 , velocityy : 0 };
var
var points = new
new Array ();
theCanvas = document . getElementById ( "canvasOne" );
context = theCanvas . getContext ( "2d" );
function
function gameLoop () {
window . setTimeout ( gameLoop , 20 );
drawScreen ()
}
gameLoop ();
}
< /script>
</head>
</head>
<body>
<body>
<div
<div style= "position: absolute; top: 50px; left: 50px;" >
<canvas
<canvas id= "canvasOne" width= "500" height= "500" >
Your browser does not support HTML5 Canvas.
</canvas>
</canvas>
</div>
</div>
</body>
</body>
</html>
</html>
NOTE
We are showing the points in this example, but because the background is black, we load in a white
bitmap point image named pointwhite.png instead of the all-black image, point.png .
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