Look at this class :
var ImgRotator = {
angle: parseInt(45),
image: {},
src: "",
canvasID: "",
intervalMS: parseInt(500),
jump: parseInt(5),
start_action: function (canvasID, imgSrc, interval, jumgAngle) {
ImgRotator.jump = jumgAngle;
ImgRotator.intervalMS = interval;
ImgRotator.canvasID = canvasID;
ImgRotator.src = imgSrc;
var image = new Image();
var canvas = document.getElementById(ImgRotator.canvasID);
image.onload = function () {
ImgRotator.image = image;
canvas.height = canvas.width = Math.sqrt(image.width * image.width + image.height * image.height);
window.setInterval(ImgRotator.keepRotating, ImgRotator.intervalMS);
//theApp.keepRotating();
};
image.src = ImgRotator.src;
},
keepRotating: function () {
ImgRotator.angle += ImgRotator.jump;
var canvas = document.getElementById(ImgRotator.canvasID);
var ctx = canvas.getContext("2d");
ctx.save();
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.translate(canvas.width / 2, canvas.height / 2);
ctx.rotate(ImgRotator.angle * Math.PI / 180);
ctx.drawImage(ImgRotator.image, -ImgRotator.image.width / 2, -ImgRotator.image.height / 2);
ctx.restore();
}
}
Usage :
ImgRotator.start_action(canvasID, image_url, intervalInMilliseconds, jumgAngle);
HTML (just provide a canvas where you want to rotate the image):
<canvas id="canva" width="350" height="350"></canvas>
transform : rotate(DEGREE)