How do I use an HTML canvas element to animate a ball moving from one corner to another?
system
main ek kone se duusare kone main jane vaali gend ko chetan karne ke liye ek HTML canvas tatv kaa upyog kaise karun?
user
sabase pehle, aapako apane HTML prishth par ek canvas tatv banane kii aavashyaktaa he or isaki chaudaai, oonchai or idi nirdisht karen:

<! Doctype html>
<html lang = "en">
<head>
  <meta charset = "UTF-8">
  <tital> bounsing ball anemeshan </sheershak>
</head>
<sharir>
  <canvas idi = "anemeshan_canvas" chaudaai = "400" oonchai = "400"> </canvas>
  <script>
      // anemeshan code yahaan jayega
  </script>
</sharir>
</html>

aglaa, hamen anemeshan script likhane kii aavashyaktaa he.script ke teen bhaag hai:

1. sthiraank jo gend ke aakaar or gati or canvas ke aakaar ko paribhaashit karte hai.
2. dra () fnction.har baar jab anemeshan kaa aglaa frem pradaan kiya jaataa he, to is fnction ko apni nai sthiti main gend ko khinchne ke liye kaha jaataa he.
3. Window.requestanimationFrame (dra) ke liye kol.code ke nichle bhaag main kol anemeshan ke pehle frem ko prastut karata he.phir, har baar jab drow () fnction khatm ho jaataa he, to yah windo ko kol karata he.

yahan puri script kya dikhti he:

  <script>
    const andolan_rhite = 2;// pixel kii sankhya prati frem le gai
    const ball_radius = 50;
    const canvas_width = canvas_height = 400;

    fnction dra () {
        Canvas = document.getElementByid ("anemeshan_canvas") ko chalo;
        CTX = CANVAS.GetContext ("2D") ko den;
        ctx.fillstyle = "bangnee";

        ctx.clearrect (0 - andolan_rate, 0 - andolan_rate, canvas_vidth + movement_rate, canvas_hit + movement_rate);
        ctx.translate (andolan_rate, andolan_rhite);

        ctx.beginpath ();
        ctx.arc (ball_radius, ball_radius, ball_radius, 0, 2 * math.pi);
        ctx.fill ();

        window.requestanimationframe (dra);
    }

    window.requestanimationframe (dra);
  </script>
assistant
<|system|>
</s>
<|user|>
main ek kone se duusare kone main jane vaali gend ko chetan karne ke liye ek HTML canvas tatv kaa upyog kaise karun?</s>
<|assistant|>
sabase pehle, aapako apane HTML prishth par ek canvas tatv banane kii aavashyaktaa he or isaki chaudaai, oonchai or idi nirdisht karen:

<! Doctype html>
<html lang = "en">
<head>
  <meta charset = "UTF-8">
  <tital> bounsing ball anemeshan </sheershak>
</head>
<sharir>
  <canvas idi = "anemeshan_canvas" chaudaai = "400" oonchai = "400"> </canvas>
  <script>
      // anemeshan code yahaan jayega
  </script>
</sharir>
</html>

aglaa, hamen anemeshan script likhane kii aavashyaktaa he.script ke teen bhaag hai:

1. sthiraank jo gend ke aakaar or gati or canvas ke aakaar ko paribhaashit karte hai.
2. dra () fnction.har baar jab anemeshan kaa aglaa frem pradaan kiya jaataa he, to is fnction ko apni nai sthiti main gend ko khinchne ke liye kaha jaataa he.
3. Window.requestanimationFrame (dra) ke liye kol.code ke nichle bhaag main kol anemeshan ke pehle frem ko prastut karata he.phir, har baar jab drow () fnction khatm ho jaataa he, to yah windo ko kol karata he.

yahan puri script kya dikhti he:

  <script>
    const andolan_rhite = 2;// pixel kii sankhya prati frem le gai
    const ball_radius = 50;
    const canvas_width = canvas_height = 400;

    fnction dra () {
        Canvas = document.getElementByid ("anemeshan_canvas") ko chalo;
        CTX = CANVAS.GetContext ("2D") ko den;
        ctx.fillstyle = "bangnee";

        ctx.clearrect (0 - andolan_rate, 0 - andolan_rate, canvas_vidth + movement_rate, canvas_hit + movement_rate);
        ctx.translate (andolan_rate, andolan_rhite);

        ctx.beginpath ();
        ctx.arc (ball_radius, ball_radius, ball_radius, 0, 2 * math.pi);
        ctx.fill ();

        window.requestanimationframe (dra);
    }

    window.requestanimationframe (dra);
  </script></s>
