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1. First things first, add a canvas tag to your HTML and give it a unique id.


	<body>
	<canvas id="my-canvas" width="800" height="100"></canvas>
	</body>


2. Include a link to the JS3 library right before your closing body tag.


	<body>
	<canvas id="my-canvas" width="800" height="100"></canvas>
	<script src="https://raw.github.com/braitsch/js3/master/src/JS3-0.3.2-min.js"></script>
	</body>


3. Initialize a new JS3 object and pass in the id of your canvas element.


	<body>
	<canvas id="my-canvas" width="800" height="100"></canvas>
	<script src="https://raw.github.com/braitsch/js3/master/src/JS3-0.3.2-min.js"></script>
	<script>
	   var stage = new JS3('my-canvas');
	</script>
	</body>


4. And that's it! You're now ready to start drawing and animating.


Here's a quick example of how to draw a red circle and tween it across the Stage.


	<body>
	<canvas id="my-canvas" width="800" height="100"></canvas>
	<script src="https://raw.github.com/braitsch/js3/master/src/JS3-0.3.2-min.js"></script>
	<script>
	   var stage = new JS3('my-canvas');
	       stage.background = '#CCC'
	   var circ = new JS3Circle();
	       circ.strokeColor = '#EEE';
	       circ.strokeWidth = 4;
	       circ.fillColor = '#9C0C0C';
	       circ.x = 25;
	       circ.y = 35;
	   stage.addChild(circ);
	   var tweenCirc = function()
	   {
	       circ.x = 25;
	// automatically call tweenCirc again after the tween completes //
	       stage.tween(circ, 8, {x:840, onComplete:tweenCirc});
	   }
	   tweenCirc();
	</script>
	</body>


Awesome, you're ready for the next section. Click here to learn more about drawing shapes.