HTML5 Canvas Twirl Sphere
In the end, you should get something like this:

Here are our demo and downloadable package:
download in package
Ok, please download our source files and let’s start coding !
Step 1. HTML
This is the markup of our page:
index.html<div class="container">
<canvas id="slideshow" width="1024" height="630"></canvas>
<canvas id="obj" width="256" height="256"></canvas>
</div>I prepared two canvas objects: the first for the resource image, and the second – for our Twirl sphere.
Step 2. CSS
css/main.css.container {
height: 630px;
margin: 50px auto;
position: relative;
width: 1024px;
z-index: 1;
}
#obj {
position: absolute;
z-index: 2;
}
We should keep our Sphere object above our main canvas.
Step 3. JS
And now, our main js script file:
js/script.jsvar canvas, ctx;
var canvasObj, ctxObj;
var iDstW = 256;
var iDstH = 256;
var iXSpeed = 4;
var iYSpeed = 3;
var iLastX = iDstW / 2;
var iLastY = iDstH / 2;
var oImage;
var aMap = [];
var aMapT = [];
var aBitmap;
var mathTwirl = function(px,py) {
var x = px - iDstW / 2;
var y = py - iDstH / 2;
var r = Math.sqrt(x * x + y * y);
var maxR = iDstW / 2;
if (r > maxR) return {'x':px, 'y':py, 't': 1};
var a = Math.atan2(y, x);
a -= 1 - r / maxR;
var dx = Math.cos(a) * r;
var dy = Math.sin(a) * r;
return {'x': dx+iDstW/2, 'y': dy+iDstH/2, 't': 1.5}
}
window.onload = function(){
// load background
oImage = new Image();
oImage.src="images/bg.jpg";
oImage.onload = function () {
// creating canvas and context objects
canvas = document.getElementById('slideshow');
ctx = canvas.getContext('2d');
canvasObj = document.getElementById('obj');
ctxObj = canvasObj.getContext('2d');
// clear context
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
// and draw source image
ctx.drawImage(oImage, 0, 0);
aBitmap = ctx.getImageData(0, 0, iDstW, iDstH);
for (var y = 0; y < iDstH; y++) {
for (var x = 0; x < iDstW; x++) {
var t = mathTwirl(x, y);
aMap[(x + y * iDstH) * 2 + 0] = Math.max(Math.min(t.x, iDstW - 1), 0);
aMap[(x + y * iDstH) * 2 + 1] = Math.max(Math.min(t.y, iDstH - 1), 0);
aMapT[(x + y * iDstH)] = t.t;
}
}
// begin updating scene
updateScene();
};
function updateScene() {
// update last coordinates
iLastX = iLastX + iXSpeed;
iLastY = iLastY + iYSpeed;
// reverse speed
if (iLastX + 1 > ctx.canvas.width - iDstW/2) {
iXSpeed = -4;
}
if (iLastX - 1 < iDstW/2) {
iXSpeed = 4;
}
if (iLastY + 1 > ctx.canvas.height - iDstH/2) {
iYSpeed = -3;
}
if (iLastY - 1 < iDstH/2) {
iYSpeed = 3;
}
// shifting of the second object
canvasObj.style.left = iLastX - Math.floor(iDstW / 2) + 'px';
canvasObj.style.top = iLastY - (Math.floor(iDstH / 2)) + 'px';
// draw result Twirl sphere
var aData = ctx.getImageData(iLastX - Math.ceil(iDstW / 2), iLastY - Math.ceil(iDstH / 2), iDstW, iDstH + 1);
for (var j = 0; j < iDstH; j++) {
for (var i = 0; i < iDstW; i++) {
var u = aMap[(i + j * iDstH) * 2];
var v = aMap[(i + j * iDstH) * 2 + 1];
var t = aMapT[(i + j * iDstH)];
var x = Math.floor(u);
var y = Math.floor(v);
var kx = u - x;
var ky = v - y;
for (var c = 0; c < 3; c++) {
aBitmap.data[(i + j * iDstH) * 4 + c] =
(aData.data[(x + y * iDstH) * 4 + c] * (1 - kx) + aData.data[((x + 1) + y * iDstH) * 4 + c] * kx) * (1-ky) * t +
(aData.data[(x + (y + 1) * iDstH) * 4 + c] * (1 - kx) + aData.data[((x + 1) + (y + 1) * iDstH) * 4 + c] * kx) * (ky) * t;
}
}
}
ctxObj.putImageData(aBitmap,0,0);
// update timer
setTimeout(updateScene, 16);
}
};During initialization, the script prepares two canvas objects and two contexts. After initialization, it loads the background image, and drasw it at our first context. Then it prepares a hash table for sphere transformations: aMap (using the new mathTwirl function). And, finally – it starts the timer that updates the main scene. This function (updateScene) updates the coordinates of our Sphere object, and draws the updated sphere at our second context.
Live Demodownload in package
Conclusion
I hope that today’s Twirl HTML5 Sphere lesson has been interesting for you. We have finished another nice html5 example. I will be glad to see your thanks and comments. Good luck!
(Note: Opinions expressed in this article and its replies are the opinions of their respective authors and not those of DZone, Inc.)





