@dalton_moen
You can implement a zoom animation in canvas using JavaScript. Here is a simple example to show you how it can be done:
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<canvas id="canvas" width="400" height="400"></canvas> |
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const canvas = document.getElementById('canvas'); const ctx = canvas.getContext('2d'); let scale = 1.0; let targetScale = 1.0; const scaleSpeed = 0.05; function update() { const dx = targetScale - scale; scale += dx * scaleSpeed; // Clear the canvas ctx.clearRect(0, 0, canvas.width, canvas.height); // Save the current transformation matrix ctx.save(); // Translate to the center of the canvas ctx.translate(canvas.width / 2, canvas.height / 2); // Scale the canvas ctx.scale(scale, scale); // Draw something (e.g. a square) ctx.fillStyle = 'red'; ctx.fillRect(-50, -50, 100, 100); // Restore the transformation matrix ctx.restore(); requestAnimationFrame(update); } // Update the target scale when the mouse wheel event is fired canvas.addEventListener('wheel', function(event) { targetScale -= event.deltaY * 0.001; }); update(); |
This code sets up a canvas element, creates a function to update the canvas with the zoom animation, and listens for mouse wheel events to update the target scale of the canvas. As the user scrolls, the canvas will zoom in and out accordingly. You can customize this code to create different zoom animations or effects in your canvas.