Why does my vector splits in two vectors? - javascript

I'll try to explain as best I can.
I'm using canvas, and a basic vectors library I wrote in JS. Now my enemy object has a few vectors in it, the math seems right all the way through, but I end up seeing the enemy's weapon split into two and fire in both directions when I get too close to it.
Not close
Close
The player is the white circle with a green dot in the middle, and I use mousemove for the coordinates.
After looking at the images, I noticed that it creates two weapons that fire at the correct fireRate, one after the other. It doesn't show in the images, but when you look at it in the browser, there are two small red dots firing those yellow projectiles.
I looked over the code, and I can't find anything repeating itself that could cause the dot to split into two, and I started to wonder if it has anything to do with Math.atan2() or maybe something else.
Here's the enemy function:
function Enemy(enemyConfig){
this.enemyConfig = enemyConfig;
this.position = new Vector(enemyConfig.x, enemyConfig.y);
if(this.enemyConfig.hasVelocity){
this.velocity = new Vector(enemyConfig.vx, enemyConfig.vy);
}
this.radius = enemyConfig.radius;
this.hasWeapon = false;
if(enemyConfig.hasWeapon){
this.weaponId = enemyConfig.weaponId;
this.projectiles = [];
this.weapon = this.position.Copy();
this.weaponDistanceFromPosition = this.radius * .9;
this.weaponAngleToPlayer = 0;
this.weaponReloaded = true;
this.fireRate = enemyConfig.fireRate || .25;
this.reloadTimer = this.fireRate;
this.hasWeapon = true;
}
this.target = cfg.player;
};
Enemy.prototype.Draw = function(){
cfg.ctx.save();
cfg.ctx.beginPath();
cfg.ctx.fillStyle = "rgba(0, 0, 0, 1)";
cfg.ctx.strokeStyle = "rgba(255, 0, 0, 1)";
cfg.ctx.arc(this.position.x, this.position.y, this.radius, 0, PI*2, false);
cfg.ctx.fill();
cfg.ctx.stroke();
cfg.ctx.closePath();
cfg.ctx.restore();
if(this.hasWeapon){
cfg.ctx.save();
cfg.ctx.beginPath();
cfg.ctx.fillStyle = "rgba(255, 0, 0, 1)";
// cfg.ctx.strokeStyle = "rgba(0, 0, 0, 1)";
cfg.ctx.arc(this.weapon.x, this.weapon.y, 2, 0, PI*2, false);
cfg.ctx.fill();
// cfg.ctx.stroke();
cfg.ctx.closePath();
cfg.ctx.restore();
if(this.projectiles.length > 0 && this.projectiles){
this.projectiles.forEach((projectile, index, projectiles) => {
if(projectile.exists) projectile.Draw();
})
}
}
};
Enemy.prototype.Update = function(){
if(this.hasWeapon){
this.weaponAngleToPlayer = this.weapon.AngleTo(this.target.position);
this.weapon.Length = this.weaponDistanceFromPosition;
this.weapon.Angle = this.weaponAngleToPlayer;
this.weapon.AddTo(this.position);
this.weaponReloaded = (this.reloadTimer === 0);
if(!this.weaponReloaded){
this.reloadTimer -= Math.min(cfg.deltaTime / 1000, this.reloadTimer);
}else{
this.FireWeapon();
}
if(this.projectiles.length > 0){
this.projectiles.forEach((projectile, index, projectiles) => {
projectile.Update();
if(!projectile.exists) projectiles.splice(index, 1);
});
}
}
// console.log(this.projectiles);
// this.target = cfg.player;
// console.log(this.target.position);
};
Enemy.prototype.FireWeapon = function(){
var projectile = new Projectile();
projectile.position = this.weapon.Copy();
projectile.velocity = this.weapon.Copy();
projectile.velocity.Angle = this.weaponAngleToPlayer;
projectile.velocity.Limit(15);
projectile.exists = true;
this.projectiles.push(projectile);
this.reloadTimer = this.fireRate;
};
var PI = Math.PI;
var cfg = cfg || {};
var player;
cfg.expectedFPS = 60;
cfg.framesPerMs = cfg.expectedFPS / 1000;
cfg.deltaTime = 0;
cfg.previousTimeStamp = undefined;
cfg.direction = {
up: 1.5 * PI,
down: .5 * PI,
left: PI,
right: 0
};
cfg.mouse = {
x: 0,
y: 0,
radius: 2
};
cfg.projectiles = [];
cfg.player = null;
cfg.enemies = [];
function random(min, max = null){
if(max != null){
return Math.random() * (Math.max(min, max) - Math.min(min, max)) + Math.min(min, max);
}
return Math.random() * min;
};
function Background(config = {}){
var config = config;
cfg.ctx.fillStyle = "rgba(0, 0, 0, .5)";
cfg.ctx.fillRect(0, 0, cfg.canvas.width, cfg.canvas.height);
};
function KeepInCanvas(object){
if(object.position.x + object.radius >= cfg.canvas.width)
object.position.x = cfg.canvas.width - object.radius;
if(object.position.x - object.radius <= 0)
object.position.x = object.radius;
if(object.position.y + object.radius >= cfg.canvas.height)
object.position.y = cfg.canvas.height - object.radius;
if(object.position.y - object.radius <= 0)
object.position.y = object.radius;
};
function IsOutOfCanvas(object){
return (object.position.x + object.radius < 0 || object.position.x - object.radius > cfg.canvas.width
|| object.position.y + object.radius < 0 || object.position.y - object.radius > cfg.canvas.height);
};
function Vector(x = 0, y = 0){
this.x = x;
this.y = y;
};
Vector.prototype = {
get Length(){
return Math.sqrt(this.x * this.x + this.y * this.y);
},
set Length(length){
var angle = this.Angle;
this.x = Math.cos(angle) * length;
this.y = Math.sin(angle) * length;
},
get Angle(){
return Math.atan2(this.y, this.x);
},
set Angle(angle){
var length = this.Length;
this.x = Math.cos(angle) * length;
this.y = Math.sin(angle) * length;
},
Add: function(vector){ return new Vector(this.x + vector.x, this.y + vector.y); },
AddTo: function(vector){
this.x += vector.x;
this.y += vector.y;
},
Subtract: function(vector){ return new Vector(this.x - vector.x, this.y - vector.y); },
SubtractFrom: function(vector){
this.x -= vector.x;
this.y -= vector.y;
},
Multiply: function(factor){ return new Vector(this.x * factor, this.y * factor); },
MultiplyBy: function(factor){
this.x *= factor;
this.y *= factor;
},
DivideBy: function(factor){
this.x /= factor;
this.y /= factor;
},
AngleTo: function(vector){
return Math.atan2(vector.y - this.y, vector.x - this.x);
},
Copy: function(){ return new Vector(this.x, this.y); },
Normalize: function(arg = false){
if(this.Length > 0){
if(arg) return this.Divide(this.Length);
this.DivideBy(this.Length);
}
},
Limit: function(factor){
if(this.Length > factor){
this.Normalize();
this.MultiplyBy(factor);
}
}
};
function Player(){
this.position = new Vector(0, 0);
this.radius = 20;
};
Player.prototype.Draw = function(){
cfg.ctx.save();
cfg.ctx.beginPath();
cfg.ctx.fillStyle = "rgba(0, 180, 0, .35)";
cfg.ctx.strokeStyle = "rgba(255, 255, 255, 1)";
cfg.ctx.arc(this.position.x, this.position.y, this.radius, 0, PI*2, false);
cfg.ctx.fill();
cfg.ctx.stroke();
cfg.ctx.closePath();
cfg.ctx.restore();
};
Player.prototype.Update = function(){
this.position.x = cfg.mouse.x;
this.position.y = cfg.mouse.y;
KeepInCanvas(this);
};
function Projectile(){
this.position = new Vector(0, 0);
this.velocity;
this.radius = 5;
this.exists = false;
};
Projectile.prototype.SetInitialVelocity = function(angle, length){
var x = Math.cos(angle) * length,
y = Math.sin(angle) * length;
return new Vector(x, y);
};
Projectile.prototype.Draw = function(){
cfg.ctx.save();
cfg.ctx.beginPath();
cfg.ctx.fillStyle = "rgba(255, 160, 0, 1)";
cfg.ctx.arc(this.position.x, this.position.y, this.radius, 0, PI*2, false);
cfg.ctx.fill();
cfg.ctx.closePath();
cfg.ctx.restore();
};
Projectile.prototype.Update = function(){
this.position.AddTo(this.velocity.Multiply(cfg.framesPerMs).Multiply(cfg.deltaTime));
if(IsOutOfCanvas(this)) this.exists = false;
};
function Enemy(enemyConfig){
this.position = new Vector(enemyConfig.x, enemyConfig.y);
this.radius = enemyConfig.radius;
this.hasWeapon = false;
if(enemyConfig.hasWeapon){
this.projectiles = [];
this.weapon = this.position.Copy();
this.weaponAngleToPlayer;// = 0;
this.hasWeapon = true;
}
this.target = cfg.player;
};
Enemy.prototype.Draw = function(){
cfg.ctx.save();
cfg.ctx.beginPath();
cfg.ctx.fillStyle = "rgba(0, 0, 0, 1)";
cfg.ctx.strokeStyle = "rgba(255, 0, 0, 1)";
cfg.ctx.arc(this.position.x, this.position.y, this.radius, 0, PI*2, false);
cfg.ctx.fill();
cfg.ctx.stroke();
cfg.ctx.closePath();
cfg.ctx.restore();
if(this.hasWeapon){
cfg.ctx.save();
cfg.ctx.beginPath();
cfg.ctx.fillStyle = "rgba(255, 0, 0, 1)";
cfg.ctx.arc(this.weapon.x, this.weapon.y, 2, 0, PI*2, false);
cfg.ctx.fill();
cfg.ctx.closePath();
cfg.ctx.restore();
if(this.projectiles.length > 0 && this.projectiles){
this.projectiles.forEach(projectile => {
if(projectile.exists) projectile.Draw();
})
}
}
};
Enemy.prototype.Update = function(){
if(this.hasWeapon){
this.weaponAngleToPlayer = this.position.AngleTo(this.target.position);
// console.trace(this.weaponAngleToPlayer);
this.weapon.Length = this.radius * .9;
this.weapon.Angle = this.weaponAngleToPlayer;
this.weapon.AddTo(this.position);
this.FireWeapon();
if(this.projectiles.length > 0){
this.projectiles.forEach((projectile, index, projectiles) => {
projectile.Update();
if(!projectile.exists) projectiles.splice(index, 1);
});
}
}
};
Enemy.prototype.FireWeapon = function(){
var projectile = new Projectile();
projectile.position = this.weapon.Copy();
projectile.velocity = projectile.position.Copy();
projectile.velocity.Angle = this.weaponAngleToPlayer;
projectile.velocity.Limit(15);
projectile.exists = true;
// console.trace(projectile);
this.projectiles.push(projectile);
};
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Space Shooter</title>
</head>
<body>
<canvas id="gameCanvas"></canvas>
<script>
window.onload = function(){
cfg.canvas = document.getElementById("gameCanvas");
cfg.canvas.focus();
cfg.canvas.width = 760;
cfg.canvas.height = 1060;
cfg.canvas.style.cursor = "none";
cfg.ctx = cfg.canvas.getContext("2d");
cfg.canvasOffset = cfg.canvas.getBoundingClientRect();
cfg.player = player = new Player();
cfg.enemies[0] = new Enemy({
x: 200,
y: 500,
radius: 35,
hasWeapon: true
});
cfg.enemies[1] = new Enemy({
x: 500,
y: 200,
radius: 45,
hasWeapon: true
});
window.requestAnimationFrame(Game);
};
window.addEventListener("mousemove", function(e){
cfg.mouse.x = e.clientX - cfg.canvasOffset.x;
cfg.mouse.y = e.clientY - cfg.canvasOffset.y;
});
function Game(timestamp){
if(!cfg.previousTimeStamp) cfg.previousTimeStamp = timestamp;
cfg.deltaTime = timestamp - cfg.previousTimeStamp;
cfg.previousTimeStamp = timestamp;
Update();
Draw();
window.requestAnimationFrame(Game);
};
function Update(){
player.Update();
if(cfg.enemies.length > 0){
cfg.enemies.forEach(enemy => {
enemy.Update();
});
}
};
function Draw(){
Background();
if(cfg.enemies.length > 0){
cfg.enemies.forEach(enemy => {
enemy.Draw();
});
}
player.Draw();
};
</script>
</body>

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Canvas particle animation mobile touch event with elements positioned on top

I have this canvas particle animation that follows the mouse event correctly but it does not follow a touch event on mobile. I realized that it's because I have this animation beneath the rest of the content which is positioned on top. When there is something on top of the canvas that it's hitting, it does not trigger the touch event. I'm hoping someone can help me figure out how to avoid this issue so that the animation will still follow the user underneath the page content.
JS
var PI2 = Math.PI * 2;
var HALF_PI = Math.PI / 2;
var isTouch = 'ontouchstart' in window;
var isSafari = !!navigator.userAgent.match(/Version\/[\d\.]+.*Safari/);
function Canvas(options) {
options = _.clone(options || {});
this.options = _.defaults(options, this.options);
this.el = this.options.el;
this.ctx = this.el.getContext('2d');
this.dpr = window.devicePixelRatio || 1;
this.updateDimensions();
window.addEventListener('resize', this.updateDimensions.bind(this), false);
this.resetTarget();
if(isTouch){
// touch
this.el.addEventListener('touchstart', this.touchMove.bind(this), false);
this.el.addEventListener('touchmove', this.touchMove.bind(this), false);
// this.el.addEventListener('touchend', this.resetTarget.bind(this), false);
} else {
// Mouse
window.addEventListener('mousemove', this.mouseMove.bind(this), false);
window.addEventListener('mouseout', this.resetTarget.bind(this), false);
}
this.setupParticles();
this.loop();
}
Canvas.prototype.updateDimensions = function() {
this.width = this.el.width = _.result(this.options, 'width') * this.dpr;
this.height = this.el.height = _.result(this.options, 'height') * this.dpr;
this.el.style.width = _.result(this.options, 'width') + 'px';
this.el.style.height = _.result(this.options, 'height') + 'px';
}
// Update the orb target
Canvas.prototype.mouseMove = function(event) {
this.target = new Vector(event.clientX * this.dpr, event.clientY* this.dpr);
}
// Reset to center when we mouse out
Canvas.prototype.resetTarget = function() {
this.target = new Vector(this.width / 2, this.height /2);
}
// Touch Eent
Canvas.prototype.touchMove = function(event) {
if(event.touches.length === 1) { event.preventDefault(); }
this.target = new Vector(event.touches[0].pageX * this.dpr, event.touches[0].pageY * this.dpr);
}
// Defaults
Canvas.prototype.options = {
count: 11,
speed: 0.001,
width: 400,
height: 400,
size: 5,
radius: 1,
background: '240, 240, 240, 0.6',
maxDistance: 100
}
Canvas.prototype.setupParticles = function() {
this.particles = [];
var index = -1;
var between = PI2 / this.options.count;
while(++index < this.options.count) {
var x;
var y;
var angle;
var max = Math.max(this.width, this.height);
angle = (index + 1) * between;
x = Math.cos(angle) * max;
x += this.width / 2;
y = Math.sin(angle) * max;
y += this.height / 2;
var particle = new Particle({
x: x,
y: y,
radius: this.options.radius,
size: this.options.size,
angle: angle,
color: this.options.color
});
this.particles.push(particle);
}
}
Canvas.prototype.findClosest = function() {
var index = -1;
var pointsLength = this.particles.length;
while(++index < pointsLength) {
var closestIndex = -1;
this.particles[index].closest = [];
while(++closestIndex < pointsLength) {
var closest = this.particles[closestIndex];
var distance = this.particles[index].position.distanceTo(closest.position);
if(distance < this.options.maxDistance) {
var vector = new Vector(closest.position.x, closest.position.y);
vector.opacity = 1 - (distance / this.options.maxDistance);
vector.distance = distance;
this.particles[index].closest.push(vector);
}
}
}
}
Canvas.prototype.loop = function() {
// this.clear();
if(isTouch || isSafari) {
this.ghost();
} else {
this.ghostGradient();
}
if(this.options.maxDistance > 0) {
this.findClosest();
}
this.draw();
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}
Canvas.prototype.clear = function() {
this.ctx.clearRect(0, 0 , this.width, this.height);
}
Canvas.prototype.ghost = function() {
this.ctx.globalCompositeOperation = "source-over";
this.ctx.rect(0, 0 , this.width, this.height);
if(typeof this.options.background === 'string') {
this.ctx.fillStyle = "rgba(" + this.options.background + ")";
} else {
this.ctx.fillStyle = "rgba(" + this.options.background[0] + ")";
}
this.ctx.fill();
}
Canvas.prototype.ghostGradient = function() {
var gradient;
if(typeof this.options.background === 'string') {
this.ctx.fillStyle = 'rgba(' + this.options.background + ')';
} else {
var gradient = this.ctx.createLinearGradient(0, 0, 0, this.height);
var length = this.options.background.length;
for(var i = 0; i < length; i++){
gradient.addColorStop((i+1) / length, 'rgba(' + this.options.background[i] + ')');
}
this.ctx.fillStyle = gradient;
}
this.ctx.globalOpacity = 0.1;
this.ctx.globalCompositeOperation = "darken";
this.ctx.fillRect(0, 0 , this.width, this.height);
}
// Draw
Canvas.prototype.draw = function() {
var index = -1;
var length = this.particles.length;
while(++index < length) {
var point = this.particles[index];
var color = point.color || this.options.color;
point.update(this.target, index);
this.ctx.globalAlpha = 0.3;
this.ctx.globalCompositeOperation = "lighten";
this.ctx.fillStyle = 'rgb(' + color + ')';
this.ctx.beginPath();
this.ctx.arc(point.position.x, point.position.y, point.size, 0, PI2, false);
this.ctx.closePath();
this.ctx.fill();
if(this.options.maxDistance > 0) {
this.drawLines(point, color);
}
}
}
// Draw connecting lines
Canvas.prototype.drawLines = function (point, color) {
color = color || this.options.color;
var index = -1;
var length = point.closest.length;
this.ctx.globalAlpha = 0.2;
this.ctx.globalCompositeOperation = "screen";
this.ctx.lineCap = 'round';
while(++index < length) {
this.ctx.lineWidth = (point.size * 2) * point.closest[index].opacity;
this.ctx.strokeStyle = 'rgba(250,250,250, ' + point.closest[index].opacity + ')';
this.ctx.beginPath();
this.ctx.moveTo(point.position.x, point.position.y);
this.ctx.lineTo(point.closest[index].x, point.closest[index].y);
this.ctx.stroke();
}
}
function Particle(options) {
options = _.clone(options || {});
this.options = _.defaults(options, this.options);
this.position = this.shift = new Vector(this.options.x, this.options.y);
this.speed = this.options.speed || 0.01 + Math.random() * 0.04;
this.angle = this.options.angle || 0;
if(this.options.color) {
var color = this.options.color.split(',');
var colorIndex = -1;
while(++colorIndex < 3) {
color[colorIndex] = Math.round(parseInt(color[colorIndex], 10) + (Math.random()*100)-50);
// Clamp
color[colorIndex] = Math.min(color[colorIndex], 255);
color[colorIndex] = Math.max(color[colorIndex], 0);
}
this.color = color.join(', ');
}
// Size
this.options.size = this.options.size || 7;
this.size = 1 + Math.random() * this.options.size;
this.targetSize = this.options.targetSize || this.options.size;
this.orbit = this.options.radius * 0.5 + (this.options.radius * 0.5 * Math.random());
}
Particle.prototype.update = function(target, index) {
this.angle += this.speed;
this.shift.x += (target.x - this.shift.x) * this.speed;
this.shift.y += (target.y - this.shift.y) * this.speed;
this.position.x = this.shift.x + Math.cos(index + this.angle) * this.orbit;
this.position.y = this.shift.y + Math.sin(index + this.angle) * this.orbit;
if(!isSafari) {
this.size += (this.targetSize - this.size) * 0.03;
if(Math.round(this.size) === Math.round(this.targetSize)) {
this.targetSize = 1 + Math.random() * this.options.size;
}
}
}
function Vector(x, y) {
this.x = x || 0;
this.y = y || 0;
}
Vector.prototype.distanceTo = function(vector, abs) {
var distance = Math.sqrt(Math.pow(this.x - vector.x, 2) + Math.pow(this.y - vector.y, 2));
return abs || false ? Math.abs(distance) : distance;
};
new Canvas({
el: document.getElementById('canvas'),
count: 25,
speed: 0.3,
radius: 6,
width: function() { return window.innerWidth; },
height: function() { return window.innerHeight; },
size: 15,
color: '30, 180, 1',
maxDistance: 100,
background: ['250,250,250,1', '215,216,215,0.8']
})
CSS
html, body {
min-height: 100%;
height: 100%;
}
#canvas {
width: 100%;
height: 100%;
position: fixed;
z-index: 100;
}
.page-content {
position: relative;
z-index: 900;
display: flex;
flex-direction: column;
}
HTML
<body>
<div id="container">
<canvas id="canvas"></canvas>
<div class="page-content">
</div>
</div>
</body>

How to add css in text in jquery please give me refrence

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jQuery("#text").append(c3.canvas);
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function blur(ctx, canvas, amt) {
ctx.filter = `blur(jQuery{amt}px)`;
ctx.drawImage(canvas, 0, 0);
ctx.filter = 'none';
}
/*
* Function to clear layer canvas
* #num:number number of particles
*/
function popolate() {
particles.push(
new Particle(canvas, {
x: jQuery(window).width() / 2,
y: jQuery(window).height() / 2 }));
return particles.length;
}
function clear() {
canvas.globalAlpha = 0.03;
canvas.fillStyle = '#111111';
canvas.fillRect(0, 0, tela.width, tela.height);
canvas.globalAlpha = 1;
}
function update() {
clear();
particles = particles.filter(function (p) {
return p.move();
});
maskCanvas();`enter code here`
requestAnimationFrame(update.bind(this));
}
update();
// jQuery("body").append(tela);
jQuery("#text").append(c3.canvas);
writeText(c2.canvas, c2.context, "Create\nPublish\nDeliver").css("margin-left:20px");
jQuery("#text").css("background-color", "grey");
I have not found any way to add css in text please help me these
This could be a possible solution
let elementStyle = document.getElementById('text').style
elementStyle.backgroundColor = 'red'
elementStyle.marginLeft = '20px'

javascript code limited by text position in the html page

i'm trying to use this Fireworks javascript. But when i write some text in the middle of the HTML page, the fireworks will not go over it and is limited by the text position...how can i override this and keep the fireworks go up to the top of the page ?
i tryed to fix the SCREEN_WIDTH and SCREEN_HEIGHT position but it doesn't work...
var SCREEN_WIDTH = window.innerWidth,
SCREEN_HEIGHT = window.innerHeight,
mousePos = {
x: 400,
y: 300
},
// create canvas
canvas = document.createElement('canvas'),
context = canvas.getContext('2d'),
particles = [],
rockets = [],
MAX_PARTICLES = 400,
colorCode = 0;
// init
$(document).ready(function() {
document.body.appendChild(canvas);
canvas.width = SCREEN_WIDTH;
canvas.height = SCREEN_HEIGHT;
setInterval(launch, 800);
setInterval(loop, 1000 / 50);
});
// update mouse position
$(document).mousemove(function(e) {
e.preventDefault();
mousePos = {
x: e.clientX,
y: e.clientY
};
});
// launch more rockets!!!
$(document).mousedown(function(e) {
for (var i = 0; i < 5; i++) {
launchFrom(Math.random() * SCREEN_WIDTH * 2 / 3 + SCREEN_WIDTH / 6);
}
});
function launch() {
launchFrom(mousePos.x);
}
function launchFrom(x) {
if (rockets.length < 10) {
var rocket = new Rocket(x);
rocket.explosionColor = Math.floor(Math.random() * 360 / 10) * 10;
rocket.vel.y = Math.random() * -3 - 4;
rocket.vel.x = Math.random() * 6 - 3;
rocket.size = 8;
rocket.shrink = 0.999;
rocket.gravity = 0.01;
rockets.push(rocket);
}
}
function loop() {
// update screen size
if (SCREEN_WIDTH != window.innerWidth) {
canvas.width = SCREEN_WIDTH = window.innerWidth;
}
if (SCREEN_HEIGHT != window.innerHeight) {
canvas.height = SCREEN_HEIGHT = window.innerHeight;
}
// clear canvas
context.fillStyle = "rgba(0, 0, 0, 0.05)";
context.fillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
var existingRockets = [];
for (var i = 0; i < rockets.length; i++) {
// update and render
rockets[i].update();
rockets[i].render(context);
// calculate distance with Pythagoras
var distance = Math.sqrt(Math.pow(mousePos.x - rockets[i].pos.x, 2) + Math.pow(mousePos.y - rockets[i].pos.y, 2));
// random chance of 1% if rockets is above the middle
var randomChance = rockets[i].pos.y < (SCREEN_HEIGHT * 2 / 3) ? (Math.random() * 100 <= 1) : false;
/* Explosion rules
- 80% of screen
- going down
- close to the mouse
- 1% chance of random explosion
*/
if (rockets[i].pos.y < SCREEN_HEIGHT / 5 || rockets[i].vel.y >= 0 || distance < 50 || randomChance) {
rockets[i].explode();
} else {
existingRockets.push(rockets[i]);
}
}
rockets = existingRockets;
var existingParticles = [];
for (var i = 0; i < particles.length; i++) {
particles[i].update();
// render and save particles that can be rendered
if (particles[i].exists()) {
particles[i].render(context);
existingParticles.push(particles[i]);
}
}
// update array with existing particles - old particles should be garbage collected
particles = existingParticles;
while (particles.length > MAX_PARTICLES) {
particles.shift();
}
}
function Particle(pos) {
this.pos = {
x: pos ? pos.x : 0,
y: pos ? pos.y : 0
};
this.vel = {
x: 0,
y: 0
};
this.shrink = .97;
this.size = 2;
this.resistance = 1;
this.gravity = 0;
this.flick = false;
this.alpha = 1;
this.fade = 0;
this.color = 0;
}
Particle.prototype.update = function() {
// apply resistance
this.vel.x *= this.resistance;
this.vel.y *= this.resistance;
// gravity down
this.vel.y += this.gravity;
// update position based on speed
this.pos.x += this.vel.x;
this.pos.y += this.vel.y;
// shrink
this.size *= this.shrink;
// fade out
this.alpha -= this.fade;
};
Particle.prototype.render = function(c) {
if (!this.exists()) {
return;
}
c.save();
c.globalCompositeOperation = 'lighter';
var x = this.pos.x,
y = this.pos.y,
r = this.size / 2;
var gradient = c.createRadialGradient(x, y, 0.1, x, y, r);
gradient.addColorStop(0.1, "rgba(255,255,255," + this.alpha + ")");
gradient.addColorStop(0.8, "hsla(" + this.color + ", 100%, 50%, " + this.alpha + ")");
gradient.addColorStop(1, "hsla(" + this.color + ", 100%, 50%, 0.1)");
c.fillStyle = gradient;
c.beginPath();
c.arc(this.pos.x, this.pos.y, this.flick ? Math.random() * this.size : this.size, 0, Math.PI * 2, true);
c.closePath();
c.fill();
c.restore();
};
Particle.prototype.exists = function() {
return this.alpha >= 0.1 && this.size >= 1;
};
function Rocket(x) {
Particle.apply(this, [{
x: x,
y: SCREEN_HEIGHT}]);
this.explosionColor = 0;
}
Rocket.prototype = new Particle();
Rocket.prototype.constructor = Rocket;
Rocket.prototype.explode = function() {
var count = Math.random() * 10 + 80;
for (var i = 0; i < count; i++) {
var particle = new Particle(this.pos);
var angle = Math.random() * Math.PI * 2;
// emulate 3D effect by using cosine and put more particles in the middle
var speed = Math.cos(Math.random() * Math.PI / 2) * 15;
particle.vel.x = Math.cos(angle) * speed;
particle.vel.y = Math.sin(angle) * speed;
particle.size = 10;
particle.gravity = 0.2;
particle.resistance = 0.92;
particle.shrink = Math.random() * 0.05 + 0.93;
particle.flick = true;
particle.color = this.explosionColor;
particles.push(particle);
}
};
Rocket.prototype.render = function(c) {
if (!this.exists()) {
return;
}
c.save();
c.globalCompositeOperation = 'lighter';
var x = this.pos.x,
y = this.pos.y,
r = this.size / 2;
var gradient = c.createRadialGradient(x, y, 0.1, x, y, r);
gradient.addColorStop(0.1, "rgba(255, 255, 255 ," + this.alpha + ")");
gradient.addColorStop(1, "rgba(0, 0, 0, " + this.alpha + ")");
c.fillStyle = gradient;
c.beginPath();
c.arc(this.pos.x, this.pos.y, this.flick ? Math.random() * this.size / 2 + this.size / 2 : this.size, 0, Math.PI * 2, true);
c.closePath();
c.fill();
c.restore();
};
body {
background-color: #000000;
margin: 0px;
overflow: hidden;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.6.4/jquery.min.js"></script>
<!DOCTYPE HTML>
<html>
<head>
<meta charset="utf-8">
<title>Fireworks!</title>
</head>
<body/>
</html>
The problem is the canvas used by the script is positioned relative by default. To make it always visible completely on screen we have to make it fixed and set the top and left CSS values to 0.
Now because its fixed the canvas renders on top of everything. To get it in the background set z-index to -1.
All additions together:
canvas.style.position="fixed";
canvas.style.top="0";
canvas.style.left="0";
canvas.style.zIndex="-1";
Complete Source:
var SCREEN_WIDTH = window.innerWidth,
SCREEN_HEIGHT = window.innerHeight,
mousePos = {
x: 400,
y: 300
},
// create canvas
canvas = document.createElement('canvas'),
context = canvas.getContext('2d'),
particles = [],
rockets = [],
MAX_PARTICLES = 400,
colorCode = 0;
// init
$(document).ready(function() {
document.body.appendChild(canvas);
canvas.width = SCREEN_WIDTH;
canvas.height = SCREEN_HEIGHT;
canvas.style.position = "fixed";
canvas.style.top = "0";
canvas.style.left = "0";
canvas.style.zIndex = "-1";
setInterval(launch, 800);
setInterval(loop, 1000 / 50);
});
// update mouse position
$(document).mousemove(function(e) {
e.preventDefault();
mousePos = {
x: e.clientX,
y: e.clientY
};
});
// launch more rockets!!!
$(document).mousedown(function(e) {
for (var i = 0; i < 5; i++) {
launchFrom(Math.random() * SCREEN_WIDTH * 2 / 3 + SCREEN_WIDTH / 6);
}
});
function launch() {
launchFrom(mousePos.x);
}
function launchFrom(x) {
if (rockets.length < 10) {
var rocket = new Rocket(x);
rocket.explosionColor = Math.floor(Math.random() * 360 / 10) * 10;
rocket.vel.y = Math.random() * -3 - 4;
rocket.vel.x = Math.random() * 6 - 3;
rocket.size = 8;
rocket.shrink = 0.999;
rocket.gravity = 0.01;
rockets.push(rocket);
}
}
function loop() {
// update screen size
if (SCREEN_WIDTH != window.innerWidth) {
canvas.width = SCREEN_WIDTH = window.innerWidth;
}
if (SCREEN_HEIGHT != window.innerHeight) {
canvas.height = SCREEN_HEIGHT = window.innerHeight;
}
// clear canvas
context.fillStyle = "rgba(0, 0, 0, 0.05)";
context.fillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
var existingRockets = [];
for (var i = 0; i < rockets.length; i++) {
// update and render
rockets[i].update();
rockets[i].render(context);
// calculate distance with Pythagoras
var distance = Math.sqrt(Math.pow(mousePos.x - rockets[i].pos.x, 2) + Math.pow(mousePos.y - rockets[i].pos.y, 2));
// random chance of 1% if rockets is above the middle
var randomChance = rockets[i].pos.y < (SCREEN_HEIGHT * 2 / 3) ? (Math.random() * 100 <= 1) : false;
/* Explosion rules
- 80% of screen
- going down
- close to the mouse
- 1% chance of random explosion
*/
if (rockets[i].pos.y < SCREEN_HEIGHT / 5 || rockets[i].vel.y >= 0 || distance < 50 || randomChance) {
rockets[i].explode();
} else {
existingRockets.push(rockets[i]);
}
}
rockets = existingRockets;
var existingParticles = [];
for (var i = 0; i < particles.length; i++) {
particles[i].update();
// render and save particles that can be rendered
if (particles[i].exists()) {
particles[i].render(context);
existingParticles.push(particles[i]);
}
}
// update array with existing particles - old particles should be garbage collected
particles = existingParticles;
while (particles.length > MAX_PARTICLES) {
particles.shift();
}
}
function Particle(pos) {
this.pos = {
x: pos ? pos.x : 0,
y: pos ? pos.y : 0
};
this.vel = {
x: 0,
y: 0
};
this.shrink = .97;
this.size = 2;
this.resistance = 1;
this.gravity = 0;
this.flick = false;
this.alpha = 1;
this.fade = 0;
this.color = 0;
}
Particle.prototype.update = function() {
// apply resistance
this.vel.x *= this.resistance;
this.vel.y *= this.resistance;
// gravity down
this.vel.y += this.gravity;
// update position based on speed
this.pos.x += this.vel.x;
this.pos.y += this.vel.y;
// shrink
this.size *= this.shrink;
// fade out
this.alpha -= this.fade;
};
Particle.prototype.render = function(c) {
if (!this.exists()) {
return;
}
c.save();
c.globalCompositeOperation = 'lighter';
var x = this.pos.x,
y = this.pos.y,
r = this.size / 2;
var gradient = c.createRadialGradient(x, y, 0.1, x, y, r);
gradient.addColorStop(0.1, "rgba(255,255,255," + this.alpha + ")");
gradient.addColorStop(0.8, "hsla(" + this.color + ", 100%, 50%, " + this.alpha + ")");
gradient.addColorStop(1, "hsla(" + this.color + ", 100%, 50%, 0.1)");
c.fillStyle = gradient;
c.beginPath();
c.arc(this.pos.x, this.pos.y, this.flick ? Math.random() * this.size : this.size, 0, Math.PI * 2, true);
c.closePath();
c.fill();
c.restore();
};
Particle.prototype.exists = function() {
return this.alpha >= 0.1 && this.size >= 1;
};
function Rocket(x) {
Particle.apply(this, [{
x: x,
y: SCREEN_HEIGHT
}]);
this.explosionColor = 0;
}
Rocket.prototype = new Particle();
Rocket.prototype.constructor = Rocket;
Rocket.prototype.explode = function() {
var count = Math.random() * 10 + 80;
for (var i = 0; i < count; i++) {
var particle = new Particle(this.pos);
var angle = Math.random() * Math.PI * 2;
// emulate 3D effect by using cosine and put more particles in the middle
var speed = Math.cos(Math.random() * Math.PI / 2) * 15;
particle.vel.x = Math.cos(angle) * speed;
particle.vel.y = Math.sin(angle) * speed;
particle.size = 10;
particle.gravity = 0.2;
particle.resistance = 0.92;
particle.shrink = Math.random() * 0.05 + 0.93;
particle.flick = true;
particle.color = this.explosionColor;
particles.push(particle);
}
};
Rocket.prototype.render = function(c) {
if (!this.exists()) {
return;
}
c.save();
c.globalCompositeOperation = 'lighter';
var x = this.pos.x,
y = this.pos.y,
r = this.size / 2;
var gradient = c.createRadialGradient(x, y, 0.1, x, y, r);
gradient.addColorStop(0.1, "rgba(255, 255, 255 ," + this.alpha + ")");
gradient.addColorStop(1, "rgba(0, 0, 0, " + this.alpha + ")");
c.fillStyle = gradient;
c.beginPath();
c.arc(this.pos.x, this.pos.y, this.flick ? Math.random() * this.size / 2 + this.size / 2 : this.size, 0, Math.PI * 2, true);
c.closePath();
c.fill();
c.restore();
};
body {
background-color: #000000;
margin: 0px;
overflow: hidden;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.6.4/jquery.min.js"></script>
<!DOCTYPE HTML>
<html>
<head>
<meta charset="utf-8">
<title>Fireworks!</title>
</head>
<body>
<p>
test
</p>
<br />
<p>
test2
</p>
</body>
</html>

Why the nextButton/startButton does not work?

I am working on a project on Khan Academy in which I have to create a game with at least 3 levels. I have developed most of the game but when I tried to proceed from one level to next the game somehow stops.
Here is the full project:
Project Link
/**
* Contains 3 levels
*
*
* Changed Ground
* Brown rectangle is replaced with Dirt Block.
*
* Scoring system changed
* Collecting Good sticks gets 1 point.
* Collecting Bad sticks gets -1 point. (i.e. loses point).
* Hitting rocks will lose 1 point.
*
**/
var level = 0;
var nosOfSticks = 5;
var target = 0;
var speed = 1;
var endLevel = false;
var buttonClicked = false;
var levelButtonEnabled = false;
var startButtonEnabled = true;
var Beaver = function(x, y) { // Beaver Constructor
this.x = x;
this.y = y;
this.img = getImage("creatures/Hopper-Happy");
this.sticks = 0;
};
Beaver.prototype.draw = function() { // Draw function to draw beaver
fill(255, 0, 0);
this.x = constrain(this.x, 0, width-40);
this.y = constrain(this.y, 0, height-50);
image(this.img, this.x, this.y, 40, 40);
};
Beaver.prototype.hop = function() { // Hop function to make beaver hop
this.img = getImage("creatures/Hopper-Jumping");
this.y -= speed * 5;
};
Beaver.prototype.hopLeft = function() {
this.img = getImage("creatures/Hopper-Jumping");
this.x -= speed * 5;
};
Beaver.prototype.hopRight = function() {
this.img = getImage("creatures/Hopper-Jumping");
this.x += speed * 5;
};
Beaver.prototype.fall = function() { // fall function makes beaver fall on the ground
this.img = getImage("creatures/Hopper-Happy");
this.y += speed * 5;
};
Beaver.prototype.checkForStickGrab = function(stick) { // function that checks sticks grab
if ((stick.x >= this.x && stick.x <= (this.x + 40)) &&
(stick.y >= this.y && stick.y <= (this.y + 40))) {
stick.y = -400;
this.sticks++;
}
};
Beaver.prototype.checkForBadStickGrab = function(badstick) { // function that checks badsticks grab
if ((badstick.x >= this.x && badstick.x <= (this.x + 40)) &&
(badstick.y >= this.y && badstick.y <= (this.y + 40))) {
badstick.y = -400;
this.sticks--;
}
};
Beaver.prototype.checkForRockHit = function(rock) { // function that checks rocks hit
if ((rock.x >= this.x - 40 && rock.x <= (this.x + 40)) &&
(rock.y >= this.y - 30 && rock.y <= (this.y + 40))) {
rock.x = -400;
this.sticks--;
}
};
// Drawing Sticks
var Stick = function(x, y) { // Stick constructor
this.x = x;
this.y = y;
};
Stick.prototype.draw = function() { // Draw function to draw sticks
fill(0, 0, 0);
rectMode(CENTER);
rect(this.x, this.y, 5, 40);
};
var Badstick = function(x, y) { // Bad Sticks constructor
Stick.call(this, x, y);
};
//Badstick.prototype = Object.create(Stick);
Badstick.prototype.draw = function() { //Draw function to draw badsticks
fill(255, 0, 13);
rectMode(CENTER);
rect(this.x, this.y, 5, 40);
};
// Drawings Rocks
var Rock = function(x, y) { // rocks constructor
this.x = x;
this.y = y;
this.img = getImage("cute/Rock");
};
Rock.prototype.draw = function(x, y) { // function to draw rocks
fill(0, 0, 0);
image(this.img, this.x, this.y, 40, 40);
};
var beaver = new Beaver(200, 300);
var sticks = [];
for (var i = 0; i < nosOfSticks; i++) {
sticks.push(new Stick(i * 100 + 400, random(20, 260)));
}
var badSticks = [];
for (var i = 0; i < nosOfSticks/2; i++) {
badSticks.push(new Badstick(i * 200 + 400, random(20, 270)));
}
var rocks = [];
for ( var i = 0; i < nosOfSticks * 0.375; i++) {
rocks.push(new Rock(random(0, 375), i * random() - (i * 100)));
}
var grassXs = [];
for (var i = 0; i < 25; i++) {
grassXs.push(i*20);
}
var blockXs = [];
for (var i = 0; i < 25; i++) {
blockXs.push(i*20);
}
var Button = function (x, y, w, h, color, text, size, font, textcolor, best) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
this.color = color;
this.text = text;
this.size = size;
this.font = font;
this.textcolor = textcolor;
this.best = best;
};
Button.prototype.draw = function() {
rectMode(CORNER);
fill(this.color);
rect(this.x, this.y, this.w, this.h);
fill(this.textcolor);
stroke(this.textcolor);
textFont(this.font, this.size);
text(this.text, this.x + (this.w/2 - this.w/2.5), this.y + (this.h/2 + this.size/2.5));
/*textFont(this.font, this.size / 2);
text("Best : " + this.best, this.x + 10, this.y + 90);*/
};
Button.prototype.clicked = function() {
if(mouseIsPressed && mouseX >= this.x && mouseX <= this.x + this.w && mouseY >= this.y && mouseY <= this.y + this.h ) {
return true;
}
};
var nextButton = new Button(315, 360, 75, 30, color(0, 255, 0), "Next Level", 12, "Aerial Bold", color(0, 0, 0));
var startButton = new Button(315, 360, 75, 30, color(0, 255, 0), "Start Again", 12, "Aerial Bold", color(0, 0, 0));
var playButton = new Button(140, 250, 120, 50, color(0, 0, 0), "PLAY", 40, "Aerial Bold", color(255, 255, 255));
var level1Button = new Button(30, 120, 100, 100, color(0, 0, 0), "Level 1", 25, "Aerial Bold", color(255, 255, 255));
var level2Button = new Button(140, 120, 100, 100, color(0, 0, 0), "Level 2", 25, "Aerial Bold", color(255, 255, 255));
var level3Button = new Button(250, 120, 100, 100, color(0, 0, 0), "Level 3", 25, "Aerial Bold", color(255, 255, 255));
var drawWin = function() {
fill(255, 0, 0);
textSize(36);
text("YOU WIN!!!!", 100, 200);
nextButton.draw();
};
var drawLoss = function() {
fill(255, 0, 0);
textSize(36);
text("YOU LOSE!!!!", 100, 200);
startButton.draw();
};
var movement = function() {
if (keyIsPressed) {
if(keyCode === UP) {
beaver.hop();
} /*else if(keyCode === LEFT) {
beaver.hopLeft();
} else if(keyCode === RIGHT) {
beaver.hopRight();
} */
} else { beaver.fall();}
};
var drawScore = function() {
fill(0, 255, 0);
textSize(18);
text("Score: " + beaver.sticks, 10, 390);
};
var isWin = function() {
if(beaver.sticks >= target) {
drawWin();
speed = 1;
return true;
}
};
var isLoss = function() {
if (beaver.sticks < target ) {
speed = 1;
drawLoss();
return true;
}
};
var drawBackground = function() {
//static
speed = 1;
background(227, 254, 255);
stroke(0, 0, 0);
rectMode(CORNER);
rect(0, height*0.90, width, height*0.10);
for (var i = 0; i < grassXs.length; i++) {
image(getImage("cute/GrassBlock"), grassXs[i], height*0.85, 35, 20);
image(getImage("cute/DirtBlock"), grassXs[i], height*0.85, 35, 60);
grassXs[i] -= speed;
if (grassXs[i] <= - 20) {
grassXs[i] = width;
}
}
};
var drawSticks = function() {
for (var i = 0; i < sticks.length; i++) {
sticks[i].draw();
beaver.checkForStickGrab(sticks[i]);
sticks[i].x -= speed;
}
};
var drawBadSticks = function() {
for (var i = 0; i < badSticks.length; i++) {
badSticks[i].draw();
beaver.checkForBadStickGrab(badSticks[i]);
badSticks[i].x -= speed;
}
};
var drawRocks = function() {
for (var i = 0; i < rocks.length; i++) {
rocks[i].draw();
beaver.checkForRockHit(rocks[i]);
rocks[i].y += speed;
}
};
var drawLevel = function() {
speed = 1;
drawBackground();
if (level === 1) {
target = 1;
drawSticks();
}
if (level === 2) {
target = 1;
drawSticks();
drawBadSticks();
}
if (level === 3) {
target = 1;
drawBadSticks();
drawSticks();
drawRocks();
}
beaver.draw();
movement();
drawScore();
if (sticks[nosOfSticks - 1].x < -5) {
isWin();
isLoss();
}
};
var drawLevels = function() {
level = "l";
background(0, 0, 0);
level1Button.draw();
level2Button.draw();
level3Button.draw();
if (level1Button.clicked() && level === "l") {
level = 1;
drawLevel();
} else if (level2Button.clicked() && level === "l") {
level = 2;
drawLevel();
} else if (level3Button.clicked() && level === "l") {
level = 3;
drawLevel();
}
};
var drawStart = function() {
level = 0;
background(0);
text("Hoppy Beaver", 75, 50);
text("Extreme", 120, 100);
playButton.draw();
if (playButton.clicked() && level === 0) {
levelButtonEnabled = false;
drawLevels();
}
};
//drawStart();
mouseClicked = function() {
if (nextButton.clicked() || startButton.clicked()) {
if (beaver.sticks >= 1) {
if (level === 0) {
level = 1;
sticks = [];
draw();
isWin = false;
}
if (level === 1) {
level = 2;
sticks = [];
draw();
isWin = false;
}
if (level === 2) {
level = 3;
sticks = [];
draw();
isWin = false;
}
if (level === 3) {
level = 1;
sticks = [];
isWin = false;
draw();
}
} else if (beaver.sticks < 1) {
if (level === 1) {
level = 1;
sticks = [];
drawLevel();
isLoss = false;
}
if (level === 2) {
level = 2;
sticks = [];
drawLevel();
isLoss = false;
}
if (level === 3) {
level = 3;
sticks = [];
drawLevel();
isLoss = false;
}
}
}
};
draw = function() {
speed = 1;
if (level === 1) {
drawLevel();
} else if (level === 2) {
drawLevel();
} else if (level === 3) {
drawLevel();
} else if (level === "l") {
drawLevels();
} else { drawStart(); }
};
welcome to stackoverflow. The problem with your code is this bit right here in the drawLevel function.
if (sticks[nosOfSticks - 1].x < -5) {
isWin();
isLoss();
}
At the start of your program you initialize the sticks array with some stick objects in line 124. When level 1 ends and the next button is clicked, you set the sticks array to an empty array sticks=[] in the mouseClicked function.However, you never re-add anything into the sticks array. Thus, when that block of code runs, the element at position nosOfSticks-1 is undefined, leading to your problem.My suggestion is to make a for loop after sticks=[] to refill the sticks array just like in line 124.
Good Luck!
Also, take a look at this guide for debugging help, how to debug small programs.

Clickable Canvas Button with Link

I have the following canvas. I want it so that when the user clicks the canvas, I will go to google.com, and I want to keep the button element. This is my code:
//set the variables
var a = document.getElementById('canvas'),
c = a.getContext('2d'),
a.style.width = '200px';
a.style.height = '50px';
area = w * h,
particleNum = 300,
ANIMATION;
var particles = [];
//create the particles
function Particle(i) {
this.id = i;
this.hue = rand(50, 0, 1);
this.active = false;
}
Particle.prototype.build = function() {
this.x = w / 2;
this.y = h / 2;
this.r = rand(7, 2, 1);
this.vx = Math.random() * 10 - 5;
this.vy = Math.random() * 10 - 5;
this.gravity = .01;
this.opacity = Math.random() + .5;
this.active = true;
c.beginPath();
c.arc(this.x, this.y, this.r, 0, 2 * Math.PI, false);
c.fillStyle = "hsla(" + this.hue + ",100%,50%,1)";
c.fill();
};
Particle.prototype.draw = function() {
this.active = true;
this.x += this.vx;
this.y += this.vy;
this.vy += this.gravity;
this.hue -= 0.5;
this.r = Math.abs(this.r - .05);
c.beginPath();
c.arc(this.x, this.y, this.r, 0, 2 * Math.PI, false);
c.fillStyle = "hsla(" + this.hue + ",100%,50%,1)";
c.fill();
// reset particle
if(this.r <= .05) {
this.active = false;
}
};
//functionality
function drawScene() {
c.fillStyle = "black";
c.fillRect(0,0,w,h);
for(var i = 0; i < particles.length; i++) {
if(particles[i].active === true) {
particles[i].draw();
} else {
particles[i].build();
}
}
ANIMATION = requestAnimationFrame(drawScene);
}
function initCanvas() {
var s = getComputedStyle(a);
if(particles.length) {
particles = [];
cancelAnimationFrame(ANIMATION);
ANIMATION;
console.log(ANIMATION);
}
w = a.width = window.innerWidth;
h = a.height = window.innerHeight;
for(var i = 0; i < particleNum; i++) {
particles.push(new Particle(i));
}
drawScene();
console.log(ANIMATION);
}
//init
(function() {
initCanvas();
addEventListener('resize', initCanvas, false);
})();
//helper functions
function rand(max, min, _int) {
var max = (max === 0 || max)?max:1,
min = min || 0,
gen = min + (max - min) * Math.random();
return (_int) ? Math.round(gen) : gen;
};
#canvas{
width: 200;
height: 50;
}
<div class="wrapper">
<a href="index.html">
<button align=center onclick="handleClick()">
<canvas width="200" height="50" id="canvas" align=center></canvas>
<span class="text">SUBMIT</span>
</button>
</a>
</div>
Although, I only see the button, and no the canvas. How can I fix this?
You got a lot of errors actually buddy (variable declaration is the biggest problem) but by following the errors will give you a way to fix it, I don't know if this is the fix you want.
//set the variables
var a = document.getElementById('canvas'),
c = a.getContext('2d');
a.style.width = '200px';
a.style.height = '50px';
var w, h;
var area = w * h,
particleNum = 300,
ANIMATION;
var particles = [];
//create the particles
function Particle(i) {
this.id = i;
this.hue = rand(50, 0, 1);
this.active = false;
}
Particle.prototype.build = function() {
this.x = w / 2;
this.y = h / 2;
this.r = rand(7, 2, 1);
this.vx = Math.random() * 10 - 5;
this.vy = Math.random() * 10 - 5;
this.gravity = 0.01;
this.opacity = Math.random() + .5;
this.active = true;
c.beginPath();
c.arc(this.x, this.y, this.r, 0, 2 * Math.PI, false);
c.fillStyle = "hsla(" + this.hue + ",100%,50%,1)";
c.fill();
};
Particle.prototype.draw = function() {
this.active = true;
this.x += this.vx;
this.y += this.vy;
this.vy += this.gravity;
this.hue -= 0.5;
this.r = Math.abs(this.r - 0.05);
c.beginPath();
c.arc(this.x, this.y, this.r, 0, 2 * Math.PI, false);
c.fillStyle = "hsla(" + this.hue + ",100%,50%,1)";
c.fill();
// reset particle
if (this.r <= 0.05) {
this.active = false;
}
};
//functionality
function drawScene() {
c.fillStyle = "black";
c.fillRect(0, 0, w, h);
for (var i = 0; i < particles.length; i++) {
if (particles[i].active === true) {
particles[i].draw();
} else {
particles[i].build();
}
}
ANIMATION = requestAnimationFrame(drawScene);
}
function initCanvas() {
var s = getComputedStyle(a);
if (particles.length) {
particles = [];
cancelAnimationFrame(ANIMATION);
ANIMATION;
console.log(ANIMATION);
}
w = a.width = window.innerWidth;
h = a.height = window.innerHeight;
for (var i = 0; i < particleNum; i++) {
particles.push(new Particle(i));
}
drawScene();
console.log(ANIMATION);
}
//init
(function() {
initCanvas();
addEventListener('resize', initCanvas, false);
})();
//helper functions
function rand(max, min, _int) {
var max = (max === 0 || max) ? max : 1,
min = min || 0,
gen = min + (max - min) * Math.random();
return (_int) ? Math.round(gen) : gen;
};
#canvas {
width: 200px;
height: 50px;
}
<div class="wrapper">
<a href="index.html">
<button align=center onclick="handleClick()">
<canvas width="200" height="50" id="canvas" align=center> </canvas>
<span class="text">SUBMIT</span>
</button>
</a>
</div>

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