@brandy
You can create a loop with a timer in canvas in JavaScript by using the setInterval function. Here's an example:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 |
// 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.