@brandy
You can create a loop with a timer in canvas in JavaScript by using the setInterval
function. Here's an example:
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// Get the canvas element const canvas = document.getElementById('myCanvas'); const ctx = canvas.getContext('2d'); // Set the timer interval in milliseconds const interval = 100; // 100 milliseconds // Start the loop with the timer setInterval(() => { // Clear the canvas ctx.clearRect(0, 0, canvas.width, canvas.height); // Draw your shapes or animations here // For example, draw a rectangle that moves across the canvas ctx.fillRect(x, 50, 50, 50); // Update the x position for the next frame x += 1; // or any other update logic }, interval); |
In this example, the setInterval
function is used to repeatedly execute the code inside the arrow function every 100 milliseconds. Inside the loop, you can perform any drawing or animation operations on the canvas. You can also update variables to create dynamic animations.