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Home/ Questions/Q 7596859
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Editorial Team
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Editorial Team
Asked: May 30, 20262026-05-30T22:01:26+00:00 2026-05-30T22:01:26+00:00

I wrote a function that draws out a slice of a pizza based on

  • 0

I wrote a function that draws out a slice of a pizza based on how big you specify it to be (in degrees)

function drawProgress(degs){

var canvas = document.getElementById('progress');
var context = canvas.getContext('2d');

context.globalAlpha=1;                
var img = new Image();
img.onload = function(){

    context.beginPath();
    context.arc(canvas.width/2,canvas.height/2, canvas.height/2, 0, degs * (-Math.PI/180), true);
    context.lineTo(canvas.width/2, canvas.height/2);
    context.clip();                        
    context.drawImage(img, 0, 0, canvas.width,canvas.width);
}                           
img.src = 'pizza.png';

}

When I try to call this function every 250ms, the progress is not updated after the first draw.

function runsEvery250ms(percent){
    drawProgress(3.6 * percent);
}

What changes do I need to make to the code to get the canvas to redraw each time drawProgress(degs) is called? Is it possible to perform redraws without causing the pizza to flicker?

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-30T22:01:27+00:00Added an answer on May 30, 2026 at 10:01 pm

    Use context.clearRect(0, 0, canvas.width, canvas.height); and cache your image, don’t reload each time you refresh

    UPDATE: No idea if this will work, untested and been a while since I used canvas but try it

    var canvas = document.getElementById('progress');
    var context = canvas.getContext('2d');
    var img = new Image();
    var imgLoaded = false;
    img.src = 'pizza.png';
    
    img.onload = function(){
      imgLoaded = true;
    }
    
    function drawProgress(degs){
        context.save();
        context.clearRect(0, 0, canvas.width, canvas.height);
        context.globalAlpha=1;                
    
        context.beginPath();
        context.arc(canvas.width/2,canvas.height/2, canvas.height/2, 0, degs * (-Math.PI/180), true);
        context.lineTo(canvas.width/2, canvas.height/2);
        context.clip();                        
        if (imgLoaded) context.drawImage(img, 0, 0, canvas.width,canvas.width);
        context.restore();
    }
    
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