Looks like someone's answered this, here: using-jquery-animate-on-canvas-objects
It refers to drawing shapes, but unless you're animating other HTML/XML/SVG elements within the canvas' hierarchy, drawing text should be little different.
To give at least a simple answer, myself, though... Whatever function you use to render the text and draw to the canvas, run that over a span of time, modifying the position of the text draw during. You can use setTimeout or setInterval to accomplish this.
function drawText(position)
{ ... }
function runItAll()
{
pos1 = {x:0,y:0};
pos2 = {x:10,y:20};
var time = 4000; // 4 seconds
var start = new Date().getTime()
var interval = setInterval(function()
{
// Get the progress int time over animation span in a value between 0-1.
var progress = (new Date().getTime() - start) / time;
// Get the new position value, given pos1 and pos2.
var pos = {
x:(pos2.x-pos1.x)*progress + pos1.x,
y:(pos2.y-pos1.y)*progress + pos1.y
};
// Run whichever function it is that does the drawing.
drawText(pos);
},30);
// Clear the interval on animation completion.
setTimeout(function(){clearInterval(interval);},time);
}
I've not tested the code, but that should be the gist of it.
Oh. Right. And unless you're using jQuery for timing, or structuring your function calls, it is completely unrelated to canvas animation.