Hello,

I got inspiration from the “Animating Many Things on a Canvas” tutorial of this website and wanted to create a canvas animation of similar sorts but which looks like a single line tracing the path of the fibonacci arc.

This is the actual code i used-

```
function drawCircle() {
//mainContext.clearRect(0, 0, canvasWidth, canvasHeight);
// color in the background
mainContext.fillStyle = "#EEEEEE";
mainContext.fillRect(0, 0, canvasWidth, canvasHeight);
// draw the circle
//mainContext.beginPath();
xPos += radius*Math.cos(angle);
yPos += radius*Math.sin(angle);
mainContext.arc(xPos, yPos, 2, 0, Math.PI*2, true);
mainContext.closePath();
// color in the circle
mainContext.fillStyle = "#006699";
mainContext.fill();
angle += Math.PI/128;
//console.log(angle % (Math.PI/2) === 0);
if(angle % (Math.PI/2) === 0){ // This is where i am having a problem
radius = 2 * radius;
console.log(radius);
}
requestAnimationFrame(drawCircle);
}
drawCircle();
```

i actually got this code by manipulating the code from ‘Creating a Simple HTML5 Canvas Animation’ tutorial… I am extremely grateful to you for that!

This code tries to multiply the radius(of the Fibonacci arc) by 2 everytime the angle becomes a multiple of Math.PI/2 but since everything is a floating point in JS that if statement always returns false and the radius remains the same. Hence instead of a fibonacci arc i just got this -

Is there any way to handle floating point manipulation.

I tried Math.floor() but that rounds off to the nearest integer and it will not be useful for this animation.

Is there any simple way to handle this? Please help.