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Kumar

move an object inside canvas

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This thread was started before GSAP 3 was released. Some information, especially the syntax, may be out of date for GSAP 3. Please see the GSAP 3 migration guide and release notes for more information about how to update the code to GSAP 3's syntax. 

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I have created Bezier curve using Canvas and added a div (square box) to it. Now when I am trying to move the div along Beizer curve the CO-Ords its considering are wrt to the div outside of it but not the Canvas element. So its ending up in a different curve compared to the actual curve drawn on the Canvas.

 

Is there any example of moving objects drawn using Canvas?

 

Starting point { x: 0, y: 0 }
Control point 1 { x: 1, y: 50 }
Control Point 2 { x: 200, y: 400 }
End point { x: 400, y: 50 }

 

var playBtn = document.getElementById("playBtn");
        playBtn.onclick = function () {
            if (document.getElementById("box") != null) {
                var tween1 = TweenMax.to(document.getElementById("box"), 5, {
                    bezier: { type:"cubic", values: [{ x: 0, y: 0 }, { x: 1, y: 50 }, { x: 200, y: 400 }, { x: 400, y: 50 }], autoRotate: false },
                    ease: Power1.easeInOut
                });

                tween1.play();
            }
        };
 
Thanks,
Kumar.
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My guess is this could probably be fixed with some CSS positioning so that the #box coordinates are already lined up with the canvas, but I don't know how your files are setup.

 

Could you post a simple demo of this on http://codepen.io, http://jsfiddle.net or http://jsbin.com/ so we can see where the problem is and come up with a good solution for you?

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Problem is with position of div that's supposed to move. Sorted it by placing it correctly.

 

See the Pen kvpax by pannamraju (@pannamraju) on CodePen

 

But when the page loads the animation starts automatically. Am I missing any setting so it will start only after clicking play button?

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Ah glad you sorted out the div positioning then.

 

All timelines will start playing by default, but you can tell them to start paused like this:

var t1 = new TimelineLite({ paused:true });
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