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<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>Easing Off</title>
<link rel="stylesheet" href="../include/style.css">
</head>
<body>
<header>
Example from <a href="http://amzn.com/1430236655?tag=html5anim-20"><em>Foundation HTML5 Animation with JavaScript</em></a>
</header>
<canvas id="canvas" width="400" height="400"></canvas>
<textarea id="log"></textarea>
<script src="../include/utils.js"></script>
<script src="./classes/ball.js"></script>
<script>
window.onload = function () {
var canvas = document.getElementById('canvas'),
context = canvas.getContext('2d'),
log = document.getElementById('log'),
ball = new Ball(),
easing = 0.05,
targetX = canvas.width / 2,
animRequest;
ball.y = canvas.height / 2;
(function drawFrame () {
animRequest = window.requestAnimationFrame(drawFrame, canvas);
context.clearRect(0, 0, canvas.width, canvas.height);
var dx = targetX - ball.x;
if (Math.abs(dx) < 1) {
ball.x = targetX;
/* ERRATA: 'cancelRequestAnimationFrame' renamed to 'cancelAnimationFrame' to reflect an update to the W3C Animation-Timing Spec.
* See utils.js for the update to check for cross-browser compatibility.
*/
window.cancelAnimationFrame(animRequest);
log.value = "Animation done!";
} else {
var vx = dx * easing;
ball.x += vx;
}
ball.draw(context);
}());
};
</script>
</body>
</html>