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template.html
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<!DOCTYPE html>
<html>
<title>Creative Coding Yea!</title>
<head>
<meta charset="utf-8">
<!-- <script src='http://connect.soundcloud.com/sdk.js'></script> -->
<script language="javascript" src="js/creative_coding.js"></script>
<script language="javascript" src="js/canvas.js"></script>
<link rel="stylesheet" href="css/reset.css" type="text/css" media="screen" />
<link rel="stylesheet" href="css/style.css" type="text/css" media="screen" />
<!-- <link rel="stylesheet" href="css/audio.css" type="text/css" media="screen" /> -->
</head>
<body>
<script>
// this is a function (from canvas.js) that sets you the canvas
// so you don't need to do any of the heavy lifting and can
// start playing straight away
// the function also lets you access the screen width as "width" or "w"
// and the screen height as "height" or "h"
var ctx = createCanvas("canvas1");
var block_size = 20;
var x = width/2;
var y = height/2;
var speed_x = random(-5, 5);
var speed_y = random(-5, 5);
// much like processing this is the drawing loop that plays repeatedly
// the actual syntax is a shortcut for requestAnimationFrame
function draw(){
// shortcut for clearing the screen, takes a rgb value 255,255,255 or a grey value of 0-255
ctx.background(250);
x = x + speed_x;
y = y + speed_y;
if (x > width || x < 0 ) {
speed_x = speed_x *-1;
}
if (y > height || y < 0 ) {
speed_y = speed_y *-1;
}
ctx.fillStyle = "#00aeef";
ctx.fillRect(x, y, block_size, block_size);
} // end draw
</script>
<!-- <script language="javascript" src="js/soundcloud.js"></script> -->
</body>
</html>