diff --git a/guide/english/canvas/animation-in-canvas/index.md b/guide/english/canvas/animation-in-canvas/index.md index bad7b7fb56..bf4d42b071 100644 --- a/guide/english/canvas/animation-in-canvas/index.md +++ b/guide/english/canvas/animation-in-canvas/index.md @@ -6,28 +6,27 @@ title: Animation To animate things in `canvas`, use `window.requestAnimationFrame` to set up a draw loop. ```js -function draw() { +const draw = () => { /* code goes here */ window.requestAnimationFrame(draw); -} +}; window.requestAnimationFrame(draw); ``` -The below code will cause the `draw` function to be run every frame. - `canvas` has no special functions that allow for animating. You just have to be used to writing in animation loops. The usual design paradigm for animation loops is to update the state, then draw the state. For instance, to draw a square moving across the screen: ```js -canvas = document.getElementById("canvas"); -ctx = canvas.getContext('2d'); +const canvas = document.getElementById('canvas'); +const ctx = canvas.getContext('2d'); -var x=0; -var y=50; -function draw() { +const y = 50; +let x = 0; +const draw = () => { // reset canvas ctx.clearRect(0, 0, canvas.width, canvas.height); - //update state - x+=1; + + // update state + x += 1; // render state ctx.beginPath(); @@ -35,11 +34,11 @@ function draw() { ctx.fill(); window.requestAnimationFrame(draw); -} +}; window.requestAnimationFrame(draw); ``` -To see this concept in action, see the '[Particle Sim](/articles/canvas/particle-sim)' page. +To see this concept in action, see the [Particle Sim](/articles/canvas/particle-sim) page. #### More Information: