Different HTML5 Canvas Ajax Loader Animation works in borwser without the need for any Graphical JPG,GIF Image.
9 Different HTML5 Canvas Loader Objects
Make Sure You add Following Doctype for HTML5
<!doctype html>
Javascript Library to Include
<script> /* * Sonic 0.1 * -- * https://github.com/jamespadolsey/Sonic * -- * This program is free software. It comes without any warranty, to * the extent permitted by applicable law. You can redistribute it * and/or modify it under the terms of the Do What The Fuck You Want * To Public License, Version 2, as published by Sam Hocevar. See * http://sam.zoy.org/wtfpl/COPYING for more details. */ (function(){ var emptyFn = function(){}; function Sonic(d) { this.data = d.path || d.data; this.imageData = []; this.multiplier = d.multiplier || 1; this.padding = d.padding || 0; this.fps = d.fps || 25; this.stepsPerFrame = ~~d.stepsPerFrame || 1; this.trailLength = d.trailLength || 1; this.pointDistance = d.pointDistance || .05; this.domClass = d.domClass || 'sonic'; this.fillColor = d.fillColor || '#FFF'; this.strokeColor = d.strokeColor || '#FFF'; this.stepMethod = typeof d.step == 'string' ? stepMethods[d.step] : d.step || stepMethods.square; this._setup = d.setup || emptyFn; this._teardown = d.teardown || emptyFn; this._preStep = d.preStep || emptyFn; this.width = d.width; this.height = d.height; this.fullWidth = this.width + 2*this.padding; this.fullHeight = this.height + 2*this.padding; this.domClass = d.domClass || 'sonic'; this.setup(); } var argTypes = Sonic.argTypes = { DIM: 1, DEGREE: 2, RADIUS: 3, OTHER: 0 }; var argSignatures = Sonic.argSignatures = { arc: [1, 1, 3, 2, 2, 0], bezier: [1, 1, 1, 1, 1, 1, 1, 1], line: [1,1,1,1] }; var pathMethods = Sonic.pathMethods = { bezier: function(t, p0x, p0y, p1x, p1y, c0x, c0y, c1x, c1y) { t = 1-t; var i = 1-t, x = t*t, y = i*i, a = x*t, b = 3 * x * i, c = 3 * t * y, d = y * i; return [ a * p0x + b * c0x + c * c1x + d * p1x, a * p0y + b * c0y + c * c1y + d * p1y ] }, arc: function(t, cx, cy, radius, start, end) { var point = (end - start) * t + start; var ret = [ (Math.cos(point) * radius) + cx, (Math.sin(point) * radius) + cy ]; ret.angle = point; ret.t = t; return ret; }, line: function(t, sx, sy, ex, ey) { return [ (ex - sx) * t + sx, (ey - sy) * t + sy ] } }; var stepMethods = Sonic.stepMethods = { square: function(point, i, f, color, alpha) { this._.fillRect(point.x - 3, point.y - 3, 6, 6); }, fader: function(point, i, f, color, alpha) { this._.beginPath(); if (this._last) { this._.moveTo(this._last.x, this._last.y); } this._.lineTo(point.x, point.y); this._.closePath(); this._.stroke(); this._last = point; } } Sonic.prototype = { setup: function() { var args, type, method, value, data = this.data; this.canvas = document.createElement('canvas'); this._ = this.canvas.getContext('2d'); this.canvas.className = this.domClass; this.canvas.height = this.fullHeight; this.canvas.width = this.fullWidth; this.points = []; for (var i = -1, l = data.length; ++i < l;) { args = data[i].slice(1); method = data[i][0]; if (method in argSignatures) for (var a = -1, al = args.length; ++a < al;) { type = argSignatures[method][a]; value = args[a]; switch (type) { case argTypes.RADIUS: value *= this.multiplier; break; case argTypes.DIM: value *= this.multiplier; value += this.padding; break; case argTypes.DEGREE: value *= Math.PI/180; break; }; args[a] = value; } args.unshift(0); for (var r, pd = this.pointDistance, t = pd; t <= 1; t += pd) { // Avoid crap like 0.15000000000000002 t = Math.round(t*1/pd) / (1/pd); args[0] = t; r = pathMethods[method].apply(null, args); this.points.push({ x: r[0], y: r[1], progress: t }); } } this.frame = 0; //this.prep(this.frame); }, prep: function(frame) { if (frame in this.imageData) { return; } this._.clearRect(0, 0, this.fullWidth, this.fullHeight); var points = this.points, pointsLength = points.length, pd = this.pointDistance, point, index, frameD; this._setup(); for (var i = -1, l = pointsLength*this.trailLength; ++i < l && !this.stopped;) { index = frame + i; point = points[index] || points[index - pointsLength]; if (!point) continue; this.alpha = Math.round(1000*(i/(l-1)))/1000; this._.globalAlpha = this.alpha; this._.fillStyle = this.fillColor; this._.strokeStyle = this.strokeColor; frameD = frame/(this.points.length-1); indexD = i/(l-1); this._preStep(point, indexD, frameD); this.stepMethod(point, indexD, frameD); } this._teardown(); this.imageData[frame] = ( this._.getImageData(0, 0, this.fullWidth, this.fullWidth) ); return true; }, draw: function() { if (!this.prep(this.frame)) { this._.clearRect(0, 0, this.fullWidth, this.fullWidth); this._.putImageData( this.imageData[this.frame], 0, 0 ); } this.iterateFrame(); }, iterateFrame: function() { this.frame += this.stepsPerFrame; if (this.frame >= this.points.length) { this.frame = 0; } }, play: function() { this.stopped = false; var hoc = this; this.timer = setInterval(function(){ hoc.draw(); }, 1000 / this.fps); }, stop: function() { this.stopped = true; this.timer && clearInterval(this.timer); } }; window.Sonic = Sonic; }()); </script>
HTML Code
<body> <div id="container"> <div id="in"></div> </div> </body>
<script> var html5_canvas_obj, container = document.getElementById('in'); function load_loader(){ //Created Sonic Object html5_canvas_obj = new Sonic(loaders[0]); //Append this Canvas to a DIV container.appendChild(html5_canvas_obj.canvas); //Let the Canvas Execute / Play html5_canvas_obj.play(); } //Call Ajax Loader Function load_loader(); </script>The Above All Code will be Common for all the 9 Loaders. Following JavaScript Code Will make it Work like different Loaders.
Add the Following Label Variable to the Above Script.
For Loader 1:
Loader 1 Demo
var loaders = [ { width: 100, height: 50, padding: 10, stepsPerFrame: 2, trailLength: 1, pointDistance: .03, strokeColor: '#FF7B24', step: 'fader', multiplier: 2, setup: function() { this._.lineWidth = 5; }, path: [ ['arc', 10, 10, 10, -270, -90], ['bezier', 10, 0, 40, 20, 20, 0, 30, 20], ['arc', 40, 10, 10, 90, -90], ['bezier', 40, 0, 10, 20, 30, 0, 20, 20] ] } ];
For Loader 2:
Loader 2 Demo
var loaders = [ { width: 100, height: 100, stepsPerFrame: 4, trailLength: 1, pointDistance: .01, fps: 25, fillColor: '#FF7B24', setup: function() { this._.lineWidth = 10; }, step: function(point, i, f) { var progress = point.progress, degAngle = 360 * progress, angle = Math.PI/180 * degAngle, angleB = Math.PI/180 * (degAngle - 180), size = i*5; this._.fillRect( Math.cos(angle) * 25 + (50-size/2), Math.sin(angle) * 15 + (50-size/2), size, size ); this._.fillStyle = '#63D3FF'; this._.fillRect( Math.cos(angleB) * 15 + (50-size/2), Math.sin(angleB) * 25 + (50-size/2), size, size ); if (point.progress == 1) { this._.globalAlpha = f < .5 ? 1-f : f; this._.fillStyle = '#EEE'; this._.beginPath(); this._.arc(50, 50, 5, 0, 360, 0); this._.closePath(); this._.fill(); } }, path: [ ['line', 40, 10, 60, 90] ] } ];
For Loader 3:
Loader 3 Demo
Loader 3 Demo
For Loader 4:
Loader 4 Demo
Loader 4 Demo
For Loader 5:
Loader 5 Demo
Loader 5 Demo
For Loader 6:
Loader 6 Demo
Loader 6 Demo
For Loader 7:
Loader 7 Demo
Loader 7 Demo
For Loader 8:
Loader 8 Demo
Loader 8 Demo
For Loader 9:
This HTML5 Code was Pretty faster than any image so being rendered on the browser.
Advantage of this HTML5 Code is that in Some countries particular domain series was blocked, so images may not load properly. But Canvas Object was useful in that case.