Build a Canvas Animation Loop Using requestAnimationFrame and Vanilla JavaScript

Publicado em: 15 Julho 2026
no canal de: ScratchStart
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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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