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<!DOCTYPE HTML> <html> <!-- Mirrored from www.tutorialspoint.com/cgi-bin/practice.cgi?file=html5-48.htm by HTTrack Website Copier/3.x [XR&CO'2010], Thu, 01 Sep 2011 14:43:10 GMT --> <!-- Added by HTTrack --><meta http-equiv="content-type" content="text/html;charset=UTF-8"><!-- /Added by HTTrack --> <head> <script type="text/javascript"> var pattern= new Image(); function animate(){ pattern.src = '../images/pattern.jpg'; setInterval(drawShape, 100); } function drawShape(){ // get the canvas element using the DOM var canvas = document.getElementById('mycanvas'); // Make sure we don't execute when canvas isn't supported if (canvas.getContext){ // use getContext to use the canvas for drawing var ctx = canvas.getContext('2d'); ctx.fillStyle = 'rgba(0,0,0,0.4)'; ctx.strokeStyle = 'rgba(0,153,255,0.4)'; ctx.save(); ctx.translate(150,150); var time = new Date(); ctx.rotate( ((2*Math.PI)/6)*time.getSeconds() + ( (2*Math.PI)/6000)*time.getMilliseconds() ); ctx.translate(0,28.5); ctx.drawImage(pattern,-3.5,-3.5); ctx.restore(); } else { alert('You need Safari or Firefox 1.5+ to see this demo.'); } } </script> </head> <body onload="animate();"> <canvas id="mycanvas" width="400" height="400"></canvas> </body> <!-- Mirrored from www.tutorialspoint.com/cgi-bin/practice.cgi?file=html5-48.htm by HTTrack Website Copier/3.x [XR&CO'2010], Thu, 01 Sep 2011 14:43:10 GMT --> <!-- Added by HTTrack --><meta http-equiv="content-type" content="text/html;charset=UTF-8"><!-- /Added by HTTrack --> </html> |