Here is my question : I have an animation, that builds are circle. See : http://jsfiddle.net/2TUnE/
JavaScript:
var currentEndAngle = 0
var currentStartAngle = 0;
var currentColor = 'black';
setInterval(draw, 50);
function draw() { /***************/
var can = document.getElementById('canvas1'); // GET LE CANVAS
var canvas = document.getElementById("canvas1");
var context = canvas.getContext("2d");
var x = canvas.width / 2;
var y = canvas.height / 2;
var radius = 75;
var startAngle = currentStartAngle * Math.PI;
var endAngle = (currentEndAngle) * Math.PI;
currentEndAngle = currentEndAngle + 0.01;
var counterClockwise = false;
context.beginPath();
context.arc(x, y, radius, startAngle, endAngle, counterClockwise);
context.lineWidth = 15;
// line color
context.strokeStyle = currentColor;
context.stroke();
/************************************************/
}
When the circle is completely drawn, I would like it to start erasing, the same way it was created (so slowly removes the black). Once the whole circle is erased, i would create the black circle again, creating some kind of "waiting / loading" effect.
What i tried to do, is check if the currentEndAngle is 2 (so the circle is complete), and then move the startAngle, but it didn't work.
Any idea?
Thanks!
EDIT : Forgot to say, the animation is gonna be over an image, so it has to be "transparent" and not white