huangqiming
//定义canvas
var canvas = document.getElementById(\'canvas\');
var context = canvas.getContext(\'2d\');
var a = 1;//弧度
var b = 1;//弧度正反的按钮
setInterval(function(){
    context.clearRect(0, 0, canvas.width, canvas.height);//清除画布
    context.beginPath();//开始画坐标
    context.moveTo(0, canvas.height/2)//初始化线的位置
    if(b===1){a++}else{a--}
    if(a>10){b=0}//弧度范围
    if(a<-10){b=1}//弧度范围
    for (let x = 0; x < canvas.width; x++) {
        const y = Math.sin(x*0.01)*a+canvas.height/2//sin控制弧度
        context.lineTo(x, y)//画坐标
    }
    context.stroke()//根据坐标画线
    context.closePath()//结束画坐标
},100)

  1、上面是根据a的左右替换来变化,并不像波浪

  2、下面是根据波浪的滑动的变化

//定义canvas
var canvas = document.getElementById(\'canvas\');
var context = canvas.getContext(\'2d\');
var a = 10;//弧度
var m = 0; //变化初始化
setInterval(function(){
    context.clearRect(0, 0, canvas.width, canvas.height);//清除画布
    context.beginPath();//开始画坐标
    m++;  //变化的速度
    for (let x = 0; x < canvas.width; x++) {
        const y = Math.sin(x*0.01+m)*a+canvas.height/2//sin控制弧度
        context.lineTo(x, y)//画坐标
    }
    context.stroke()//根据坐标画线
    context.closePath()//结束画坐标
},100)

  3、前面都是用定时器的方法,现在用requestAnimationFrame

//定义canvas
var canvas = document.getElementById(\'canvas\');
var context = canvas.getContext(\'2d\');
var a = 10;//弧度
var m = 0; //移动变化
var timer = requestAnimationFrame(function fn(){
    context.clearRect(0, 0, canvas.width, canvas.height);//清除画布
    context.beginPath();//开始画坐标
    m=m+0.05
    for (let x = 0; x < canvas.width; x++) {
        const y = Math.sin(x*0.01+m)*a+canvas.height/2//sin控制弧度
        context.lineTo(x, y)//画坐标
    }
    context.stroke()//根据坐标画线
    context.closePath()//结束画坐标
    requestAnimationFrame(fn)
}); 

  

 

 

 

 

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