HTML5 canvas provides the necessary methods to draw an image and erase it completely. We can take JavaScript help to simulate good animation over an HTML5 canvas.
Example
You can try to run the following code to perform basic HTML5 Canvas Animation −
<!DOCTYPE HTML> <html> <head> <script> var pattern= new Image(); function animate(){ pattern.src = '/html5/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> </html>