I am trying to write code for the above described problem. I tried finding a solution. This is what I currently have.
var canvas = document.getElementById('canvas');
var context = canvas.getContext('2d');
var drawColorLine = function(start, end, color) {
var deltaX, deltaY, i = 0,
currLength = 0,
isHor, isVert;
deltaX = end[0] - start[0];
deltaY = end[1] - start[1];
context.strokeStyle = color;
isHor = deltaX === 0 ? 0 : 1;
isVert = deltaY === 0 ? 0 : 1;
function draw() {
context.beginPath();
context.moveTo(start[0] + currLength * isHor, start[1] + currLength * isVert);
currLength = currLength + 0.5 * i;
context.lineTo(start[0] + currLength * isHor, start[1] + currLength * isVert);
context.stroke();
if (currLength <= Math.max(deltaX, deltaY)) {
i = i + 1;
requestAnimationFrame(draw);
}
}
draw();
};
drawColorLine([40, 40], [100, 40], '#116699');
drawColorLine([40, 40], [40, 100], '#bb11dd');
<canvas id='canvas' width='400' height='400'></canvas>
The problem is both are being drawn at the same time. One should follow after the other. Using promsises is it possible to delay the second function while the first function is getting executed and later execute second function? I tried reading on Promises a bit but I couldn't translate what I understood into code.
Thanks in advance.