Objective
The goal of this project is to investigate the effects of timing interval and step size on perceived animation smoothness. You will write a simple JavaScript program that will move an object around on a Web page. This project will help you create more advanced Web pages that could have any type of animation.
Introduction
This is an example of a first-time programming project. You will be writing a basic animation program that will move an object around on your computer screen, on a Web page in your browser window. The project uses JavaScript, an interpreted programming language supported by most Web browsers. You will learn how to write an HTML file containing your program, and how to load and run the file in your browser. You'll also learn how to control the motion of the object, and you will experiment with different settings to see the effect on apparent smoothness of the motion.
Preliminaries
These are things you need to know before you get started.
HTML uses tags to designate various parts of the document. Tags are enclosed by the characters "<" (less-than sign) and ">" (greater-than sign). The first line is a comment, enclosed by "<!--" and "-->". Comments in an HTML file are ignored by the browser, so you can use them as notes to yourself. They can help you remember what the different parts of your program are supposed to do. You need the tag "<HTML>" at the beginning. The document has two sections, a HEAD section, which contains general information about the document, and a BODY section which contains the displayed material. The HEAD section is where you would specify the title of the document, and also where you would put JavaScript functions used in the document. The end of the HEAD section is indicated by the end tag, "</HEAD>". Next comes the BODY section, with material that you wish to appear on the page. It is ended by the end tag "</BODY>". Finally, the end of the document is indicated by the HTML end tag, "</HTML>". The same pattern applies to all HTML tags: the end tag is made by adding "/" (the forward slash character) to the beginning of the corresponding start tag.
Getting Started with JavaScript
Now that you've succeeded with writing an HTML file and opening it with your browser, you're ready to delve into JavaScript. The following link has a step-by-step tutorial that will give you a great introduction to JavaScript programming: http://www.webteacher.com/javascript/index.html
Writing a JavaScript Animation
The rest of the Introduction will cover the pieces that you need to write an animation program in JavaScript:
A JavaScript Function
As you learned in the tutorial, JavaScript uses functions. Functions can do nearly anything you want them to do. Your function will contain code that will run your animation. A function in JavaScript looks like this:
// This is an example of a single-line JavaScript comment.
// Below is an example of a multi-line JavaScript comment.
/* This function doesn't do anything useful yet,
but we will add code later to make it work.
function myFunction()
{
/* Your animation code will go here */
}
Here is how to put the JavaScript function into an HTML file. The function is included in the
section of the HTML file, like this:An HTML Image Object
Your function will need an object to animate. For this example, we will keep it simple. We will use a ball as an object. To get your object, right click on the red ball (below), and do a "Save As..." Save the ball image as ball1.gif, in the same directory as your HTML file. (Note: if you choose a different filename, you will also have to change the name in the HTML <IMG> tag, below.) Here is the ball image for you to save:
![]() |
Now we will add the ball to your HTML file by inserting the following text just after <BODY>:
<IMG ID="ball" STYLE="position: absolute; left: 200; top: 200; width: 10; height: 10;" SRC="ball1.gif">
Save your HTML file and open it in the Web browser. You should see the little red ball on your Web page. The ball should be 10 pixels wide. It should be located 200 pixels from the top of the Web page and 200 pixels from the left edge of the page. You can try changing the way your ball looks by changing the value of left, top, width, and height. For example, if you want a bigger ball, you can change the width and height from 10 to 50. Prove to yourself that it works. Try changing some of these values, saving the HTML file, and opening the file in a browser.
An Object in JavaScript
The object from step 2 is an HTML image object. We need to be able to use this object in JavaScript, so we have to create a JavaScript variable to represent the ball. Add this variable on the line before myFunction.
var myBall;
The statement above creates the variable, next we have to assign a value to the variable. That is, we have to tell JavaScript that myBall should represent the HTML object "ball." To do this, we use a built-in JavaScript object called document. We can use document to get an HTML object by its ID. To do this, replace the last line you added with:
var myBall = document.getElementById("ball");
This line tells JavaScript to look in the HTML document and find the object, or element, with the ID "ball," and assign it to the JavaScript variable myBall. You will notice in the HTML our ball has the ID of "ball." Now JavaScript knows about the ball in the Web page.
The Time
Animation requires that we change something on an interval. For example, we may want to change the position of the ball every five seconds, or change the color every ten seconds. We will tell JavaScript to call our function, on an interval so we can change something. To accomplish this add the following call to the built-in JavaScript method, "setInterval" (add this line before the code for myFunction()):
setInterval("myFunction()", 200);
This line tells JavaScript to run myFunction every 200 milliseconds. Right now, myFunction does not do anything. So let's add animation code to myFunction.
Writing a Simple Animation Function in JavaScript
For the first animation example, we will have the ball keep moving down the screen. First we need another variable to keep track of our current location. Add this variable after the myBall variable:
var loc = 200;
Add this code between the braces of myFunction:
loc += 10; // This adds 10 to the value of loc
myBall.style.top= loc; // This moves the ball
In this case we are changing one of the properties of the ball. The property is style.top. We can change this property to make the ball move up or down.
Now save your HTML file, and open it in your Web browser. You should see your ball keep moving down the screen. You have just created an animated Web page! If your page is not working, here is the entire HTML file:
<HTML>
<HEAD><TITLE>My Html</TITLE>
<!-- saved from url=(0030)http://www.sciencebuddies.org/ -->
<!-- When this code is saved as a local file, the preceding line tells Internet Explorer to treat this file according to the security rules for the Internet zone (plus any security rules specific for the Science Buddies website). -->
</HEAD>
<body>
<IMG ID="ball" STYLE="position: absolute; left: 200; top: 200; width: 10;" SRC="CompSci_img016.gif">
<SCRIPT LANGUAGE="JavaScript1.2">
<!--
var myBall = document.getElementById("ball");
var loc = 200;
setInterval("myFunction()", 200);
function myFunction()
{
loc += 10; // This adds 10 to the value of loc
myBall.style.top = loc; // This moves the ball
}
// -->
</SCRIPT>
My Page
</BODY>
</HTML>
Improving the Animation Function: A Bouncing Ball
Just having a ball move down of you Web page may not be very exciting. We can make the ball move up and down by using a variable to determine the direction the ball is moving. Once it reaches an upper limit or a lower limit, we will make it turn around. Add the variable direction to the line above myFunction:
var direction = 0;
We will use this variable called direction so we know which way the ball is moving. 0 means the ball is moving down, and 1 means the ball is moving up. Try replacing myFunction with this new myFunction (to keep your previous work, save the HTML file with a new name):
function myFunction()
{
if(0 == direction)
{
/* move down */
loc += 10;
if(loc >= 500)
{
/* reached lower limit, change direction */
direction = 1;
}
}
else
{
/* move up */
loc -= 10;
if(loc < 10)
{
/* reached upper limit, change direction */
direction = 0;
}
}
myBall.style.top = loc;
}
Going Further
The goal of this project is to determine the best settings for the timer interval and ball step size in order to produce the smoothest animation. You can make the project even better by going further with your investigation of animation. The Variations section, below, has some suggestions to get you thinking.
Note for JavaScript files with Internet Explorer: If you want to continue to use Internet Explorer, try adding the following line at the beginning of your file: |
Terms, Concepts and Questions to Start Background Research
To write a simple program in JavaScript, you should do research that enables you to understand the following terms and concepts:
Questions:
Bibliography
Materials and Equipment
To do this experiment you will need the following materials and equipment:
Experimental Procedure
Adding Variables
The goal of this project is to determine the best settings for the timer interval and ball step size in order to produce the smoothest animation. The script you created in the Introduction section has hard-coded numbers for these quantities. It will be much more convenient to change these values if you add variables for the timer interval and the step size for the motion of the ball. This way, you will only need to change the value in one place, when the variable is assigned a value, rather than searching for a hard-coded value in multiple places throughout the script.
Calculating Time
The next thing to do is to verify that your timer interval is working as you expect. For instance, there may be some timer settings that are too fast for your browser program to keep up with. For each of the timing intervals you wish to use in your experiment, you need to run a test like the one described below.
Measuring Smoothness
Collecting and Analyzing Your Data
Variations
Join Science Buddies
Become a Science Buddies member! It's free! As a member you will be the first to receive our new and innovative project ideas, news about upcoming science competitions, science fair tips, and information on other science related initiatives.Credits
By Nate Brogan, Symantec
Edited by Andrew Olson, Ph.D., Science Buddies
Last edit date: 2006-04-17 19:27:59
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