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Build a smooth 60fps Canvas animation loop in pure Vanilla JavaScript using requestAnimationFrame — a bouncing glowing ball with collision detection, a purple trail, and a live FPS counter. No libraries, no frameworks, just raw Canvas API.
What You'll Build:
A complete game-style render loop — clear, update, draw, repeat — with a cyan glowing ball that bounces off all four walls using simple collision detection. You'll also wire up Play, Pause, and Reset controls and display a real-time FPS counter so you can see the loop running at exactly 60 frames per second.
Why This Matters:
Every browser game, physics simulation, and Canvas animation you've ever seen follows this exact pattern. Master the animation loop and you have the engine for everything — particle systems, game characters, data visualisations. This is the foundation.
🔥 What You'll Learn:
Building a clear → update → draw render loop with rAF
Using requestAnimationFrame and cancelAnimationFrame
Bouncing ball collision detection on all four canvas walls
Drawing a glowing ball using shadowColor and shadowBlur
Rendering a dynamic trail line with ctx.lineTo()
Calculating and displaying a real-time FPS counter
Wiring Play, Pause, and Reset controls to the loop
Making the canvas fully responsive with a resize listener
If the Canvas API is clicking for you, subscribe — the next episode goes deeper. Every video in this series builds one layer at a time, no gaps.
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On this page of the site you can watch the video online Build a Canvas Animation Loop Using requestAnimationFrame and Vanilla JavaScript with a duration of hours minute second in good quality, which was uploaded by the user ScratchStart 15 July 2026, share the link with friends and acquaintances, this video has already been watched 13 times on youtube and it was liked by 1 viewers. Enjoy your viewing!