I want to (I have accomplished 1-3):
I have accomplished the first 3, but cannot figure out how to move the mask.. Please help!
// get the canvas
var canvas = document.getElementById('c');
var context = canvas.getContext('2d');
// get a div from the page
var stuff = document.getElementsByName('testElem')[0];
// add a class to the div
stuff.setAttribute('class', 'pleaseWork');
var newImage = new Image();
// get the background image of the div
var bgClass = document.getElementsByClassName('pleaseWork')[0].style.backgroundImage;
var x = canvas.width / 2;
var y = canvas.height / 2;
var radius = 75;
var offset = 50;
// clip the context to create a circular clipping mask
context.save();
context.beginPath();
context.arc(x, y, radius, 0, 2 * Math.PI, false);
context.clip();
// on load put the image into the clipping mask
newImage.onload = function () {
context.drawImage(newImage,0,0);
}
// put the background image from the div into the canvas (without the url())
newImage.src = bgClass.replace(/^url|[\(\)]/g, '');
How can I move (animate) the clipping mask from the canvas to show different parts of the clipped image?
Thanks for any ideas!
You can put your clip+drawing code in a function and call that function inside an animation loop:
Example code and a Demo: http://jsfiddle.net/m1erickson/07mzbat9/
Drawing Function:
function draw(){
// clear the canvas
ctx.clearRect(0,0,cw,ch);
// save the unclipped context
ctx.save();
// draw a circular path
ctx.beginPath();
ctx.arc(cx,cy,radius,0,PI2);
ctx.closePath();
ctx.stroke();
// create a clipping path from the circular path
// use the clipping path to restrict drawing
ctx.clip();
ctx.drawImage(img,0,0);
// restore the unclipped context (to remove clip)
ctx.restore();
}
Animation loop:
var cw=canvas.width;
var ch=canvas.height;
var cx=50;
var cy=50;
var radius=35;
var PI2=Math.PI*2;
// animate the mask across the canvas
function animate(time){
if(cx-radius>cw || cy-radius>ch){return;}
requestAnimationFrame(animate);
cx+=0.2;
cy+=0.2;
draw();
}