Animating drawing arcTo lines on canvas - html

I am trying to implement an animation of drawing an arcTo line on Canvas. For a straight line for example, the animation would be as follows
c = canvas.getContext("2d");
width = window.innerWidth;
height = window.innerHeight;
complete = false
var percent = 1
function drawEdge(x1, y1, x2, y2, color){
c.beginPath();
c.lineWidth = 10;
c.strokeStyle = color;
c.moveTo(x1, y1);
c.lineTo(x2, y2);
c.stroke();
c.closePath();
}
function getPosition(x1, y1, x2, y2, percentageBetweenPoints){
let xPosition = x1 + (x2 - x1) * (percentageBetweenPoints / 100);
let yPosition = y1 + (y2 - y1) * (percentageBetweenPoints / 100);
const position = {
x: xPosition,
y: yPosition,
}
return position
}
function drawLine(){
if (!complete){
requestAnimationFrame(drawLine);
}
if (percent >= 100){
complete = true;
percent = 100;
} else{
percent = percent + 1;
}
position = getPosition(300,300,1000,300,percent);
c.clearRect(0, 0 , width, height);
drawEdge(300,300,position.x,position.y, "black");
}
drawLine()
This creates an animation of a line being drawn across the screen. However, I am having trouble doing the same thing for arcTo lines. Is there any way to implement this?

You are looking for something like this?
let ctx = canvas.getContext('2d');
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.font = 'bold 18px Arial';
requestAnimationFrame(draw);
function draw(t) {
t = t % 5e3 / 5e3;
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.beginPath();
ctx.arc(canvas.width/2, canvas.height/2, 50, 0, t * 2 * Math.PI);
ctx.stroke();
ctx.fillText((t*100).toFixed(0), canvas.width/2, canvas.height/2);
requestAnimationFrame(draw);
}
<canvas id=canvas></canvas>

To Hack or not to Hack?
There are two ways to do this
Calculate the start, end, and length of each line segment, the start, end angle, direction (CW or CCW), and center of each arc segment. Basically repeating all the maths and logic (around 50 lines of code) that makes arcTo such a useful render function.
You can get details on how to approach the full solution from html5 canvas triangle with rounded corners
Use ctx.lineDash with a long dash and a long space. Move the dash over time with ctx.lineDashOffset giving the appearance of a line growing in length (see demo). The dash offset value is reversed, starting at max length and ending when zero.
NOTE there is one problem with this method. You don't know the length of the line, and thus you don`t know how long it will take for the line to be completed. You can make an estimation. To know the length of the line you must do all the calculations (well there abouts)
The Hack
As the second method is the easiest to implement and covers most needs I will demo that method.
Not much to say about it, it animates a path created by ctx.arcTo
Side benefit is it will animated any path rendered using ctx.stroke
requestAnimationFrame(mainLoop);
// Line is defined in unit space.
// Origin is at center of canvas, -1,-1 top left, 1, 1 bottom right
// Unit box is square and will be scaled to fit the canvas size.
// Note I did not use ctx.setTransform to better highlight what is scaled and what is not.
const ctx = canvas.getContext("2d");
var w, h, w2, h2; // canvas size and half size
var linePos; // current dash offset
var scale; // canvas scale
const LINE_WIDTH = 0.05; // in units
const LINE_STYLE = "#000"; // black
const LINE_SPEED = 1; // in units per second
const MAX_LINE_LENGTH = 9; // in units approx
const RADIUS = 0.08; //Arc radius in units
const SHAPE = [[0.4, 0.2], [0.8, 0.2], [0.5, 0.5], [0.95, 0.95], [0.0, 0.5], [-0.95, 0.95], [-0.5, 0.5], [-0.8, 0.2], [-0.2, 0.2], [-0.2, -0.2], [-0.8, -0.2], [-0.5, -0.5], [-0.95, -0.95], [0.0, -0.5], [0.95,-0.95], [0.5, -0.5], [0.8, -0.2], [0.2, -0.2], [0.2, 0.2], [0.6, 0.2], [0.8, 0.2]];
function sizeCanvas() {
w2 = (w = canvas.width = innerWidth) / 2;
h2 = (h = canvas.height = innerHeight) / 2;
scale = Math.min(w2, h2);
resetLine();
}
function addToPath(shape) {
var p1, p2;
for (p2 of shape) {
!p2.length ?
ctx.closePath() :
(p1 ? ctx.arcTo(p1[0] * scale + w2, p1[1] * scale + h2, p2[0] * scale + w2, p2[1] * scale + h2, RADIUS * scale) :
ctx.lineTo(p2[0] * scale + w2, p2[1] * scale + h2)
);
p1 = p2;
}
}
function resetLine() {
ctx.setLineDash([MAX_LINE_LENGTH * scale, MAX_LINE_LENGTH * scale]);
linePos = MAX_LINE_LENGTH * scale;
ctx.lineWidth = LINE_WIDTH * scale;
ctx.lineJoin = ctx.lineCap = "round";
}
function mainLoop() {
if (w !== innerWidth || h !== innerHeight) { sizeCanvas() }
else { ctx.clearRect(0, 0, w, h) }
ctx.beginPath();
addToPath(SHAPE);
ctx.lineDashOffset = (linePos -= LINE_SPEED * scale * (1 / 60));
ctx.stroke();
if (linePos <= 0) { resetLine() }
requestAnimationFrame(mainLoop);
}
body {
padding: 0px,
margin: 0px;
}
canvas {
position: absolute;
top: 0px;
left: 0px;
}
<canvas id="canvas"></canvas>

Related

How to make HTML canvas' lines smoother for drawing equations

Trying to make a graphing utility. I am trying to make the lines smoother. I don't think the problem is with how I draw the lines on the canvas, but rather with how I calculate the x and y coordinates.
HTML
<canvas></canvas>
JS
const canvas = document.querySelector('canvas');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
let c = canvas.getContext('2d');
// set the graph origin to middle of the canvas
const originX = window.innerWidth / 2;
const originY = window.innerHeight / 2;
c.strokeStyle = `rgba(240, 40, 40, 0.9)`;
c.beginPath();
c.moveTo(originX, originY);
// calculate x and y values for the equation "x^3"
for (let x = -60; x < 60; x = x + 0.1) {
let y = x**3;
draw(x, y);
}
function draw(x, y) {
// Calculated the canvas specific coordinates
let calculatedX = originX + x * 30;
let calculatedY = originY + -y * 30;
c.lineCap = "round";
c.lineWidth = 1;
// draw the line
c.lineTo(calculatedX, calculatedY);
c.stroke();
}
I tried the solutions from responds to other line-smoothing question, but they didn't work. So I think the problem is with the the for loop or the draw function.
live site: https://etasbasi.github.io/simple-grapher/dist/

Drawing in canvas with react doing weird things when rotating

I'm trying to draw in a canvas in a react component. The component draws a line and a number of squares depending on the length of an array passed to it as props inclining rotating all of them depending on another prop.
I have a loop that draws it perfectly until it reaches the 5th iteration, then something happens and it start to mess with the context restoration after the rotation. There is only one change of value in that loop ( initialX) Debugging the loop in the browser the rotate method is called the same times as the restore. I'm really confused by this behaviour, it is a very simple draw and I can't see where is my mistake.
This is what I'm getting
This is the same sketch without applying rotation
class Sketch extends Component {
constructor(props) {
super(props);
}
componentDidMount() {
let canvas = document.getElementById("plano");
let detector = this.props.detector
let X, Y;
if (canvas && canvas.getContext && detector) {
inicializarCanvas(detector);
function inicializarCanvas(detector) {
let ctx = canvas.getContext("2d");
let s = getComputedStyle(canvas);
let w = s.width;
let h = s.height;
canvas.width = w.split("px")[0];
canvas.height = h.split("px")[0];
X = canvas.width / 2;
Y = canvas.height / 2;
//draw beam
ctx.moveTo( canvas.width / 3, canvas.height / 2);
ctx.lineTo(0, canvas.height / 2);
ctx.strokeStyle = "#f00";
ctx.stroke();
ctx.restore();
ctx.restore();
ctx.save();
drawBlades(ctx, canvas.width, canvas.height, detector)
}
function drawBlades(ctx, x, y, detector) {
let initialX = x / 3
let initialY = y / 4
let thick = 20
let margin = 5
let rotation = (90 - detector.angle) * Math.PI / 180
let i = 0
ctx.save();
let canvas = document.getElementById("plano");
let ctx2 = canvas.getContext("2d");
ctx2.save();
console.log("blade draw")
//This loop is messing up at the 5th iteration
for (; i < detector.blades.length; i++) {
ctx2.strokeStyle = "#000000";
ctx2.translate(initialX, initialY);
ctx2.rotate(rotation);
ctx2.strokeRect(0, 0, thick, y / 2);
ctx2.restore()
// this is the only variable in that changes of
// value in the loop
initialX = margin + thick + initialX
}
ctx2.save()
}
}
}
render() {
return (
<div className='sketch'>
<canvas width="400" height="150" id="plano">
Canvas not compatible with your browser
</canvas>
</div>
)
}
};
You're restoring your context in each iteration but you don't save it.
Try to add a ctx2.save() and it will work.
for (; i < detector.blades.length; i++) {
ctx2.save(); // save the context
ctx2.strokeStyle = "#000000";
ctx2.translate(initialX, initialY);
ctx2.rotate(rotation);
ctx2.strokeRect(0, 0, thick, y / 2);
ctx2.restore()
// this is the only variable in that changes of
// value in the loop
initialX = margin + thick + initialX
}

CreateJS Radial gradient with matrix

I'm converting a Flash application to HTML5 Canvas. Most of the development is finished but for handling the colors there is a code like this in the flash application:
matrix = new Matrix ();
matrix.createGradientBox (600, ColorHeight * 1200, 0, 80, ColorHeight * -600);
Animation_gradient_mc.clear ();
Animation_gradient_mc.beginGradientFill (fillType, colors, alphas, ratios, matrix, spreadMethod, interpolationMethod, focalPointRatio);
The declaration for a radial gradient in CreateJS is the following:
beginRadialGradientFill(colors, ratios, x0, y0, r0, x1, y1, r1 )
Does anyone know a method to apply a Matrix to a gradient fill?
Any help would be appreciated.
Thanks in advance
Edit
Here are some examples of the gradient I'm trying to reproduce:
As you can see it starts off as a standard radial gradient.
However, it can also appear stretched, I think this is where the matrix helps.
I've attempted to create the same effect by creating a createjs.Graphics.Fill with a matrix but it doesn't seem to be doing anything:
var matrix = new VacpMatrix();
matrix.createGradientBox(
600,
discharge_gradient.color_height * 1200,
0,
80,
discharge_gradient.color_height * -600
);
// test_graphics.append(new createjs.Graphics.Fill('#0000ff', matrix));
console.log('matrix', matrix);
test_graphics.append(new createjs.Graphics.Fill('#ff0000', matrix).radialGradient(
discharge_gradient.colors,
discharge_gradient.ratios,
discharge_gradient.x0,
discharge_gradient.y0,
discharge_gradient.r0,
discharge_gradient.x1,
discharge_gradient.y1,
discharge_gradient.r1
));
var discharge_shape = new createjs.Shape(test_graphics);
I extended the Matrix2d class to add a createGradientBox method using code from the openfl project:
p.createGradientBox = function (width, height, rotation, tx, ty) {
if (_.isUndefined(rotation) || _.isNull(rotation)) {
rotation = 0;
}
if (_.isUndefined(tx) || _.isNull(tx)) {
tx = 0;
}
if (_.isUndefined(ty) || _.isNull(ty)) {
ty = 0;
}
var a = width / 1638.4,
d = height / 1638.4;
// Rotation is clockwise
if (rotation != 0) {
var cos = math.cos(rotation),
sin = math.sin(rotation);
this.b = sin * d;
this.c = -sin * a;
this.a = a * cos;
this.d = d * cos;
} else {
this.b = 0;
this.c = 0;
}
this.tx = tx + width / 2;
this.ty = ty + height / 2;
}
I hope the extra information is useful.
I don't know createJS enough, nor Flash Matrix object, but to make this kind of ovalGradient with the native Canvas2d API, you will need to transform the context's matrix.
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var horizontalScale = .3;
var verticalScale = 1;
var gradient = ctx.createRadialGradient(100/horizontalScale, 100/verticalScale, 100, 100/horizontalScale,100/verticalScale,0);
gradient.addColorStop(0,"green");
gradient.addColorStop(1,"red");
// shrink the context's matrix
ctx.scale(horizontalScale, verticalScale)
// draw your gradient
ctx.fillStyle = gradient;
// stretch the rectangle which contains the gradient accordingly
ctx.fillRect(0,0, 200/horizontalScale, 200/verticalScale);
// reset the context's matrix
ctx.setTransform(1,0,0,1,0,0);
canvas{ background-color: ivory;}
<canvas id="canvas" width="200" height="200"></canvas>
So if you are planning to write some kind of a function to reproduce it, have a look at ctx.scale(), ctx.transform() and ctx.setTransform().
EDIT
As you noticed, this will also shrink your drawn shapes, also, you will have to calculate how much you should "unshrink" those at the drawing, just like I did with the fillRect. (agreed, this one was an easy one)
Here is a function that could help you with more complicated shapes. I didn't really tested it (only with the given example), so it may fail somehow, but it can also give you an idea on how to deal with it :
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
function shrinkedRadial(ctx, shapeArray, xScale, yScale, gradientOpts) {
// scaling by 0 is like not drawing
if (!xScale || !yScale) return;
var gO = gradientOpts;
// apply our scale on the gradient options we passed
var gradient = ctx.createRadialGradient(gO.x0 / xScale, gO.y0 / yScale, gO.r0, gO.x1 / xScale, gO.y1 / yScale, gO.r1);
gradient.addColorStop(gO.c1_pos, gO.c1_fill);
gradient.addColorStop(gO.c2_pos, gO.c2_fill);
// shrink the context's matrix
ctx.scale(xScale, yScale);
ctx.fillStyle = gradient;
// execute the drawing operations' string
shapeArray.forEach(function(str) {
var val = str.split(' ');
var op = shapesRef[val[0]];
if (val[1]) {
var pos = val[1].split(',').map(function(v, i) {
// if even, it should be an y axis, otherwise an x one
return i % 2 ? v / yScale : v / xScale;
});
ctx[op].apply(ctx, pos);
} else {
// no parameters
ctx[op]();
}
});
// apply our gradient
ctx.fill();
// reset the transform matrix
ctx.setTransform(1, 0, 0, 1, 0, 0);
}
// just for shortening our shape drawing operations
// notice how arc operations are omitted, it could be implemented but...
var shapesRef = {
b: 'beginPath',
fR: 'fillRect',
m: 'moveTo',
l: 'lineTo',
bC: 'bezierCurveTo',
qC: 'quadraticCurveTo',
r: 'rect',
c: 'closePath'
};
var gradientOpts = {
x0: 232,
y0: 55,
r0: 70,
x1: 232,
y1: 55,
r1: 0,
c1_fill: 'red',
c1_pos: 0,
c2_fill: 'green',
c2_pos: 1
}
var shapes = ['b', 'm 228,133', 'bC 209,121,154,76,183,43', 'bC 199,28,225,34,233,59', 'bC 239,34,270,29,280,39', 'bC 317,76,248,124,230,133']
// our shape is drawn at 150px from the right so we do move the context accordingly, but you won't have to.
ctx.translate(-150, 0);
shrinkedRadial(ctx, shapes, .3, 1, gradientOpts);
ctx.font = '15px sans-serif';
ctx.fillStyle = 'black';
ctx.fillText('shrinked radialGradient', 3, 20);
// how it looks like without scaling :
ctx.translate(50, 0)
var gO = gradientOpts;
var gradient = ctx.createRadialGradient(gO.x0, gO.y0, gO.r0, gO.x1, gO.y1, gO.r1);
gradient.addColorStop(gO.c1_pos, gO.c1_fill);
gradient.addColorStop(gO.c2_pos, gO.c2_fill);
ctx.fillStyle = gradient;
shapes.forEach(function(str) {
var val = str.split(' ');
var op = shapesRef[val[0]];
if (val[1]) {
var pos = val[1].split(',');
ctx[op].apply(ctx, pos);
} else {
ctx[op]();
}
});
ctx.fill();
ctx.font = '15px sans-serif';
ctx.fillStyle = 'black';
ctx.fillText('normal radialGradient', 160, 20);
<canvas id="canvas" width="400" height="150"></canvas>
A standard matrix would adjust inputs:
Width, angle Horizontal, angle Vertical, Height, pos X, pos Y in that order,
Here you are using gradientBox which is not the usual type of AS3 matrix. Expected input:Width, Height, Rotation, pos X, pos Y
I don't use createJS so I'm gunna guess this (you build on it)...
Your usual beginRadialGradientFill(colors, ratios, x0, y0, r0, x1, y1, r1 )
becomes like below (as though gradientBox matrix is involved):
beginRadialGradientFill(colors, ratios, posX, posY, Rotation, Width, Height, Rotation )

find coordinates to draw square inside circle

How to compute the starting co-ordinates to draw a square inside a cirle?
Function Draws the circular spectrum .
Now help me to find the starting coordinates to draw the rectangle inside the circle
Gradient.prototype.renderSpectrum = function() {
var radius = this.width / 2;
var toRad = (2 * Math.PI) / 360;
var step = 1 / radius;
this.ctx.clearRect(0, 0, this.width, this.height);
for(var i = 0; i < 360; i += step) {
var rad = i * toRad;
this.ctx.strokeStyle = 'hsl(' + i + ', 100%, 50%)';
this.ctx.beginPath();
this.ctx.moveTo(radius, radius);
this.ctx.lineTo(radius + radius * Math.cos(rad), radius + radius * Math.sin(rad));
this.ctx.stroke();
}
this.ctx.fillStyle = 'rgb(255, 255, 255)';
this.ctx.beginPath();
this.ctx.arc(radius, radius, radius * 0.8, 0, Math.PI * 2, true);
this.ctx.closePath();
return this.ctx.fill();
}
Function to draw the square
Gradient.prototype.renderGradient = function() {
var color, colors, gradient, index, xy, _i, _len, _ref, _ref1;
xy = arguments[0], colors = 2 <= arguments.length ? __slice.call(arguments, 1) : [];
gradient = (_ref = this.ctx).createLinearGradient.apply(_ref, [0, 0].concat(__slice.call(xy)));
gradient.addColorStop(0, (_ref1 = colors.shift()) != null ? _ref1.toString() : void 0);
for (index = _i = 0, _len = colors.length; _i < _len; index = ++_i) {
color = colors[index];
gradient.addColorStop(index + 1 / colors.length, color.toString());
}
this.ctx.fillStyle = gradient;
this.renderSpectrum();
return this.ctx.fillRect(?, ?, this.width * 0.8, this.height * 0.8);
};
To fit a square inside a circle you can use something like this (adopt as needed):
Live example
/**
* ctx - context
* cx/cy - center of circle
* radius - radius of circle
*/
function squareInCircle(ctx, cx, cy, radius) {
var side = Math.sqrt(radius * radius * 2), // calc side length of square
half = side * 0.5; // position offset
ctx.strokeRect(cx - half, cy - half, side, side);
}
Just replace strokeRect() with fillRect().
Which will result in this (circle added for reference):
Adopting it for general usage:
function getSquareInCircle(cx, cy, radius) {
var side = Math.sqrt(radius * radius * 2), // calc side length of square
half = side * 0.5; // position offset
return {
x: cx - half,
y: cy - half,
w: side,
h: side
}
}
Then in your method:
Gradient.prototype.renderGradient = function() {
var color, colors, gradient, index, xy, _i, _len, _ref, _ref1;
xy = arguments[0], colors = 2 <= arguments.length ? __slice.call(arguments, 1) : [];
gradient = (_ref = this.ctx).createLinearGradient.apply(_ref, [0, 0].concat(__slice.call(xy)));
gradient.addColorStop(0, (_ref1 = colors.shift()) != null ? _ref1.toString() : void 0);
for (index = _i = 0, _len = colors.length; _i < _len; index = ++_i) {
color = colors[index];
gradient.addColorStop(index + 1 / colors.length, color.toString());
}
this.ctx.fillStyle = gradient;
this.renderSpectrum();
// supply the proper position/radius here:
var square = getSquareInCircle(centerX, centerY, radius);
return this.ctx.fillRect(square.x, square.y, square.w, square.h);
};
Here is how I computed the co ordinates to draw square inside a circle
1)Get the coordinates of a inner circle at 135 degree
using the formula
x = rad + rad * Math.cos(135 * ( 2 Math.PI / 360);
y = rad - rad * Math.sin(135 * ( 2 Math.PI / 360);
2) then pyhthogoram therom to find the width if the square
width = Math.sqrt(rad * rad / 2);

Animate a Fill Circle using Canvas

Basically I want to be able to Fill a Circle using canvas, but it animate to a certain percentage.
I.e only have the circle fill up 80% of the way.
My canvas knowledge isn't amazing, Here is an image i made in photoshop to display what i want.
I want the circle to start empty and then Fill up to say 70% of the circle.
Is this possible with Canvas, if so? can anyone shed some light on how to do it?
Here is a fiddle of what I've managed
http://jsfiddle.net/6Vm67/
var canvas = document.getElementById('Circle');
var context = canvas.getContext('2d');
var centerX = canvas.width / 2;
var centerY = canvas.height / 2;
var radius = 80;
context.beginPath();
context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
context.fillStyle = '#13a8a4';
context.fill();
context.lineWidth = 10;
context.strokeStyle = '#ffffff';
context.stroke();
Any help would be massively appreciated
Clipping regions make this very easy. All you have to do is make a circular clipping region and then fill a rectangle of some size to get a "partial circle" worth of fill. Here's an example:
var canvas = document.getElementById('Circle');
var context = canvas.getContext('2d');
var centerX = canvas.width / 2;
var centerY = canvas.height / 2;
var radius = 80;
var full = radius*2;
var amount = 0;
var amountToIncrease = 10;
function draw() {
context.save();
context.beginPath();
context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
context.clip(); // Make a clipping region out of this path
// instead of filling the arc, we fill a variable-sized rectangle
// that is clipped to the arc
context.fillStyle = '#13a8a4';
// We want the rectangle to get progressively taller starting from the bottom
// There are two ways to do this:
// 1. Change the Y value and height every time
// 2. Using a negative height
// I'm lazy, so we're going with 2
context.fillRect(centerX - radius, centerY + radius, radius * 2, -amount);
context.restore(); // reset clipping region
context.beginPath();
context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
context.lineWidth = 10;
context.strokeStyle = '#000000';
context.stroke();
// Every time, raise amount by some value:
amount += amountToIncrease;
if (amount > full) amount = 0; // restart
}
draw();
// Every second we'll fill more;
setInterval(draw, 1000);
http://jsfiddle.net/simonsarris/pby9r/
This is a little more dynamic, object-oriented version, so you can configure the options as the circle radius, border width, colors, duration and step of animation, you can also animate the circle to a certain percentage. It was quite fun to write this.
<canvas id="Circle" width="300" height="300"></canvas>
<script>
function Animation( opt ) {
var context = opt.canvas.getContext("2d");
var handle = 0;
var current = 0;
var percent = 0;
this.start = function( percentage ) {
percent = percentage;
// start the interval
handle = setInterval( draw, opt.interval );
}
// fill the background color
context.fillStyle = opt.backcolor;
context.fillRect( 0, 0, opt.width, opt.height );
// draw a circle
context.arc( opt.width / 2, opt.height / 2, opt.radius, 0, 2 * Math.PI, false );
context.lineWidth = opt.linewidth;
context.strokeStyle = opt.circlecolor;
context.stroke();
function draw() {
// make a circular clipping region
context.beginPath();
context.arc( opt.width / 2, opt.height / 2, opt.radius-(opt.linewidth/2), 0, 2 * Math.PI, false );
context.clip();
// draw the current rectangle
var height = ((100-current)*opt.radius*2)/100 + (opt.height-(opt.radius*2))/2;
context.fillStyle = opt.fillcolor;
context.fillRect( 0, height, opt.width, opt.radius*2 );
// clear the interval when the animation is over
if ( current < percent ) current+=opt.step;
else clearInterval(handle);
}
}
// create the new object, add options, and start the animation with desired percentage
var canvas = document.getElementById("Circle");
new Animation({
'canvas': canvas,
'width': canvas.width,
'height': canvas.height,
'radius': 100,
'linewidth': 10,
'interval': 20,
'step': 1,
'backcolor': '#666',
'circlecolor': '#fff',
'fillcolor': '#339999'
}).start( 70 );
</script>