Hallo,
Ach ja und die einfachere Variante mit setInterval() wäre dann:
var currentAnimationState = 0,
stepLength = 50, // in ungefähren Milisekunden
canvas = null,
urls = [];
function initAnimation() {
canvas = document.querySelector("#canvas");
var imgs = document.querySelectorAll("#preload img");
for (var i = 0; i < imgs.length; i++) {
urls.push(imgs[i].src);
}
canvas.src = urls[currentAnimationState];
setInterval(nextImage, stepLength);
}
function nextImage() {
currentAnimationState = (currentAnimationState + 1) % urls.length;
canvas.src = urls[currentAnimationState];
}
/Jeena