This JavaScript program demonstrates how to draw a flashing ring on a canvas element.
<!DOCTYPE html>
<html>
<head>
<title>XoaX.net's Javascript</title>
<script type="text/javascript" src="FlashingRing.js"></script>
</head>
<body onload="Initialize()">
<canvas id="idCanvas" width="640" height ="480" style="background-color: #F0F0F0;"></canvas>
</body>
</html>var gbOn = true;
var qContext2D = null;
function AnimationLoop() {
if (gbOn) {
Draw("gray");
} else {
Draw("white");
}
gbOn = !gbOn;
setTimeout(AnimationLoop, 500);
}
function Initialize() {
var qCanvas = document.getElementById("idCanvas");
qContext2D = qCanvas.getContext("2d");
AnimationLoop();
}
function Draw(sColor) {
qContext2D.lineWidth = 10;
qContext2D.clearRect(0, 0, 640, 480);
var dCx = 320.0;
var dCy = 240.0;
var dRadius = 100.0;
var dArcStart = 0.0;
var dArcEnd = 2.0*Math.PI;
var bCounterClockwise = true;
qContext2D.strokeStyle = sColor;
qContext2D.beginPath();
qContext2D.arc(dCx, dCy, dRadius, dArcStart, dArcEnd, bCounterClockwise);
qContext2D.stroke();
}
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