how to direct canvas elements into a funnel shape - javascript

I have the following canvas animation for random 'rain' like gravity elements:
$(document).ready(function() {
var canvas = $('#canvas')[0];
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
if(canvas.getContext) {
var ctx = canvas.getContext('2d');
var w = canvas.width;
var h = canvas.height;
ctx.strokeStyle = "rgba("+Math.round(Math.random())*255+", "+Math.round(Math.random())*255+", "+Math.round(Math.random())*255+", 0.5)";
ctx.lineWidth = 1;
ctx.lineCap = 'round';
var init = [];
var maxParts = 1000;
for(var a = 0; a < maxParts; a++) {
init.push({
x: Math.random() * w,
y: Math.random() * h,
l: Math.random() * 1,
xs: -4 + Math.random() * 4 + 2,
ys: Math.random() * 10 + 10
})
}
var particles = [];
for(var b = 0; b < maxParts; b++) {
particles[b] = init[b];
}
function draw() {
ctx.clearRect(0, 0, w, h);
for(var c = 0; c < particles.length; c++) {
var p = particles[c];
ctx.beginPath();
ctx.moveTo(p.x, p.y);
ctx.lineTo(p.x + p.l * p.xs, p.y + p.l * p.ys);
ctx.stroke();
}
move();
}
function move() {
for(var b = 0; b < particles.length; b++) {
var p = particles[b];
p.x += p.xs;
p.y += p.ys;
if(p.x > w || p.y > h) {
p.x = Math.random() * w;
p.y = -20;
}
}
}
setInterval(draw, 30);
}
});
https://codepen.io/chriscamplin/pen/OXyeVP
How could I extend this to collect the elements in a funnel shape and narrow them down, almost like a hourglass timer.

Related

Create a "tail" for an object that is orbiting

Edit
Here is a JSFiddle with the code for the "tail" function commenting out.Solar System JSFiddle
I have this object I am working on that has an object orbiting a center mass. That works perfectly.
I am now trying to add a trailing line or "tail" that follows behind the planet.
My tail object looks like this:
function Tail(maxLength){
this.points = [];
this.maxLength = maxLength;
this.addPoint = function(point){
for(var i = Math.min(maxLength, this.points.length); i < maxLength; i++){
this.points[i] = this.points[i - 1];
}
this.points[0] = point;
}
this.draw = function(ctx){
for(var i = 1; Math.min(maxLength, this.points.length); i++){
if(i < maxLength - 20){
ctx.globalAlpha = 1;
} else {
ctx.globalAlpha = (this.maxLength - i) / 20;
}
ctx.beginPath();
ctx.moveTo(this.points[i - 1].x, this.points[i - 1].y);
ctx.lineTo(this.points[i].x, this.points[i].y);
ctx.stroke();
}
ctx.globalAlpha = 1;
}
}
The addPoint function takes an object that looks like '{x: currentX, y: currentY}
currentX and currentY are the x and y point of the object when ever it gets called.
I am lost on how I need to add the point to the points array and then draw based on those coordinates.
I modified your version to working condition
var canvas, width, height, ctx;
var bodies = [];
function init(){
canvas = document.getElementById("space-time");
width = window.innerWidth;
height = window.innerHeight;
canvas.width = width;
canvas.height = height;
ctx = canvas.getContext('2d');
createBodies();
setInterval(function(){
updateSystem();
updateBodies(0.01);
ctx.clearRect(0, 0, width, height);
drawBodies();
}, 10);
}
function createBodies(){
bodies.push(new Body((this.width / 2) - 250, (this.height / 2) - 300, 200, 0, 1, 10, "#14c71d", true));
bodies.push(new Body((this.width / 2) + 100, (this.height / 2) + 100, 350, 0, 1, 5, "#de2d16", true));
bodies.push(new Body(this.width / 2, this.height / 2, 0, 0, 1000000, 30, "#FF8501", false)); //sun
}
function drawBodies(){
for(var i = 0; i < bodies.length; i++){
bodies[i].draw(ctx);
}
}
function updateBodies(dt){
for(var i = 0; i < bodies.length; i++){
bodies[i].update(dt);
}
}
function updateSystem(){
var G = 10;
for(var i = 0; i < bodies.length; i++){
for(var j = 0; j < bodies.length; j++){
if(i === j) continue;
var b1 = bodies[i];
var b2 = bodies[j];
var dist = Math.sqrt((b1.x - b2.x) * (b1.x - b2.x) + (b1.y - b2.y) * (b1.y - b2.y));
var force = G * (b1.m * b2.m) / dist / dist;
var nx = (b2.x - b1.x) / dist;
var ny = (b2.y - b1.y) / dist;
b1.ax += nx * force / b1.m;
b1.ay += ny * force / b1.m;
b2.ax -= nx * force / b2.m;
b2.ay -= ny * force / b2.m;
}
}
}
function Body(x, y, v, angle, mass, radius, color, hasTail){
this.x = x;
this.y = y;
this.vx = v * Math.cos(angle);
this.vy = v * Math.sin(angle);
this.m = mass;
this.radius = radius;
this.color = color;
this.ax = 0;
this.ay = 0;
if (hasTail) {
this.tail = new Tail(50);
}
this.update = function(dt){
this.vx += this.ax * dt;
this.vy += this.ay * dt;
this.x += this.vx * dt;
this.y += this.vy * dt;
this.ax = 0;
this.ay = 0;
if(this.tail){
this.tail.addPoint({x: this.x, y: this.y});
}
}
this.draw = function(ctx){
ctx.strokeStyle = this.color;
ctx.fillStyle = this.color;
ctx.shadowColor = this.color;
ctx.shadowBlur = 5;
if(this.tail){
this.tail.draw(ctx);
}
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, 6.28);
ctx.fill();
}
}
function Tail(maxLength){
this.points = [];
this.maxLength = maxLength;
this.addPoint = point => {
this.points = [point].concat(this.points).slice(0, this.maxLength);
}
this.draw = function(ctx){
for(var i = 1; i < this.points.length; i++){
ctx.beginPath();
if(i < maxLength - 20){
ctx.globalAlpha = 1;
} else {
ctx.globalAlpha = (this.maxLength - i) / 20;
}
ctx.moveTo(this.points[i - 1].x, this.points[i - 1].y);
ctx.lineTo(this.points[i].x, this.points[i].y);
ctx.stroke();
}
ctx.globalAlpha = 1;
}
}
#space-time {
background-color: #1a1a1c;
}
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Solar System AJ</title>
</head>
<body onload="init();">
<canvas id="space-time"></canvas>
</body>
</html>
You can visualisate the track of objects, if you fill frame with background with low opacity instead of clearing it:
var canvas, width, height, ctx;
var bodies = [];
function init(){
canvas = document.getElementById("space-time");
width = window.innerWidth;
height = window.innerHeight;
canvas.width = width;
canvas.height = height;
ctx = canvas.getContext('2d');
createBodies();
setInterval(function(){
updateSystem();
updateBodies(0.01);
// ctx.clearRect(0, 0, width, height);
// All magic here:
ctx.fillStyle = `rgba(0, 0, 0, .05)`;
ctx.shadowBlur = 0;
ctx.fillRect(0, 0, canvas.width, canvas.height);
drawBodies();
}, 10);
}
function createBodies(){
bodies.push(new Body((this.width / 2) - 250, (this.height / 2) - 300, 200, 0, 1, 10, "#14c71d", true));
bodies.push(new Body((this.width / 2) + 100, (this.height / 2) + 100, 350, 0, 1, 5, "#de2d16", true));
bodies.push(new Body(this.width / 2, this.height / 2, 0, 0, 1000000, 30, "#FF8501", false)); //sun
}
function drawBodies(){
for(var i = 0; i < bodies.length; i++){
bodies[i].draw(ctx);
}
}
function updateBodies(dt){
for(var i = 0; i < bodies.length; i++){
bodies[i].update(dt);
}
}
function updateSystem(){
var G = 10;
for(var i = 0; i < bodies.length; i++){
for(var j = 0; j < bodies.length; j++){
if(i === j) continue;
var b1 = bodies[i];
var b2 = bodies[j];
var dist = Math.sqrt((b1.x - b2.x) * (b1.x - b2.x) + (b1.y - b2.y) * (b1.y - b2.y));
var force = G * (b1.m * b2.m) / dist / dist;
var nx = (b2.x - b1.x) / dist;
var ny = (b2.y - b1.y) / dist;
b1.ax += nx * force / b1.m;
b1.ay += ny * force / b1.m;
b2.ax -= nx * force / b2.m;
b2.ay -= ny * force / b2.m;
}
}
}
function Body(x, y, v, angle, mass, radius, color, hasTail){
this.x = x;
this.y = y;
this.vx = v * Math.cos(angle);
this.vy = v * Math.sin(angle);
this.m = mass;
this.radius = radius;
this.color = color;
this.ax = 0;
this.ay = 0;
this.update = function(dt){
this.vx += this.ax * dt;
this.vy += this.ay * dt;
this.x += this.vx * dt;
this.y += this.vy * dt;
this.ax = 0;
this.ay = 0;
}
this.draw = function(ctx){
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, 6.28);
ctx.strokeStyle = this.color;
ctx.fillStyle = this.color;
ctx.shadowColor = this.color;
ctx.shadowBlur = 5;
ctx.fill();
}
}
#space-time {
background-color: #1a1a1c;
}
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Solar System AJ</title>
</head>
<body onload="init();">
<canvas id="space-time"></canvas>
</body>
</html>

Canvas Animation Javascript reverse

I have a top to bottom falling canvas animation, but I want to reverse it (go from bottom to top). I can't figure out how to change the direction
I have my code here
http://js.do/code/176399
sample:
function Ember(x, y, s /*radius*/ , p /*num points*/ ) {
this.x = x;
this.y = y;
this.s = s;
this.p = p;
this.img = document.createElement('canvas');
var context = this.img.getContext('2d'),
len = this.s / 1.45;
this.img.height = this.img.width = this.s * 2;
context.translate(this.s, this.s);
context.rotate((Math.PI * 1 / 10));
context.beginPath();
for (var i = 0; i < p; i++) {
context.lineTo(0, -s);
context.rotate((Math.PI * 2 / (p * 2)));
context.lineTo(0, s);
context.rotate((Math.PI * 2 / (p * 2)));
}
context.closePath();
context.shadowBlur = this.s / 3;
context.shadowColor = 'rgba(174, 12, 1, 0.9)';
context.fillStyle = 'rgba(133,80,33,.45)';
context.fill();
}
Just need to reverse the "fall" to bottom to top.
Update:
following off of Jared's suggestion
Changed:
embers[i].y += embers[i].vy;
to:
embers[i].y -= embers[i].vy;
However, I only get one animation cycle would like to have it continually animate new embers on the screen
Take a look at this line where you update the ember's Y position:
embers[i].y = -embers[i].s;
Try changing this to something like this:
embers[i].y = embers[i].s;
<canvas id="canvas"></canvas>
<script>
function Ember(x, y, s /*radius*/ , p /*num points*/ ) {
this.x = x;
this.y = y;
this.s = s;
this.p = p;
this.img = document.createElement('canvas');
var context = this.img.getContext('2d'),
len = this.s / 1.45;
this.img.height = this.img.width = this.s * 2;
context.translate(this.s, this.s);
context.rotate((Math.PI * 1 / 10));
context.beginPath();
for (var i = 0; i < p; i++) {
context.lineTo(0, -s);
context.rotate((Math.PI * 2 / (p * 2)));
context.lineTo(0, s);
context.rotate((Math.PI * 2 / (p * 2)));
}
context.closePath();
context.shadowBlur = this.s / 3;
context.shadowColor = 'rgba(174, 12, 1, 0.9)';
context.fillStyle = 'rgba(133,80,33,.45)';
context.fill();
}
window.requestAnimationFrame = (function () {
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
function (callback) {
window.setTimeout(callback, 1000 / 60);
};
})();
var canvas, context, height, width, embers;
setTimeout(init, 10);
function init() {
canvas = document.getElementById('canvas');
context = canvas.getContext('2d');
height = canvas.height = document.body.offsetHeight;
width = canvas.width = document.body.offsetWidth;
embers = [];
for (var i = 0; i < 150; i++) {
var x = Math.random() * width,
y = Math.random() * height,
s = Math.random() * 5 + 5,
p = Math.random() * 8 + 8;
var s = new Ember(x, y, s, p);
s.vx = Math.random() * 2 - 1;
s.vy = Math.random() * 2 + 1;
s.r = Math.random() * 360;
embers.push(s);
}
update();
render();
}
function update() {
for (var i = 0, l = embers.length; i < l; i++) {
embers[i].r += embers[i].vx / 10;
embers[i].x += embers[i].vx;
embers[i].y -= embers[i].vy;
if (embers[i].y < 0) {
embers[i].y = Math.random()*height;
embers[i].vx = Math.random() * 2 - 1;
embers[i].vy = Math.random() * 2 + 1;
}
}
setTimeout(update, 1000 / 30);
}
function render() {
context.clearRect(0, 0, width, height);
for (var i = 0, l = embers.length; i < l; i++) {
context.save();
context.translate(embers[i].x, embers[i].y);
context.rotate(embers[i].r);
context.drawImage(embers[i].img, 0, 0);
context.restore();
}
requestAnimationFrame(render);
}
</script>
Wrong if condition in update function, change it to check if v(embers[i].y < 0), ans set appropriate new y position
if (embers[i].y < 0) {
embers[i].y = Math.random()*height;

Why is camera's position not correctly calculated (canvas)

I am making a clone of agar.io and I am stuck in my code. I can't understand why my camera's position is not correctly calculated. I want my camera's position to half the vector between the farthest blob and the closest blob.
Below is a picture and my code:
<html>
<head>
<title>Play Agario Clone</title>
<style>
body {
margin: 0;
padding: 0;
}
</style>
</head>
<body>
<canvas id="game">
kindly update your browser.
</canvas>
<script>
var
canvas,
ctx,
width = innerWidth,
height = innerHeight,
mouseX = 0,
mouseY = 0;
var
camera = {
x: 0,
y: 0,
// camera
update: function(obj) {
var farthestBlobX = Math.max.apply(0, obj.blobs.map(function(cell) { return cell.x }));
var farthestBlobY = Math.max.apply(0, obj.blobs.map(function(cell) { return cell.y }));
var closestBlobX = Math.min.apply(0, obj.blobs.map(function(cell) { return cell.x }));
var closestBlobY = Math.min.apply(0, obj.blobs.map(function(cell) { return cell.y }));
var x = farthestBlobX - closestBlobX;
var y = farthestBlobY - closestBlobY;
var length = Math.sqrt(x * x + y * y);
this.x = length/2 - width/2;
this.y = length/2 - height/2;
}
},
player = {
defaultMass: 54,
x: 0,
y: 0,
blobs: [],
update: function () {
for (var i = 0; i < this.blobs.length; i ++) {
var x = mouseX + camera.x - this.blobs[i].x;
var y = mouseY + camera.y - this.blobs[i].y;
var length = Math.sqrt(Math.pow(x, 2) + Math.pow(y, 2));
var speed = 54/this.blobs[i].mass;
this.blobs[i].velX = x/length * speed * Math.min(1, Math.pow(x / this.blobs[i].mass, 2));
this.blobs[i].velY = y/length * speed * Math.min(1, Math.pow(x / this.blobs[i].mass, 2));
this.blobs[i].x += this.blobs[i].velX;
this.blobs[i].y += this.blobs[i].velY;
for (var j = 0; j < this.blobs.length; j ++) {
if (j != i && this.blobs[i] !== undefined) {
var blob1 = this.blobs[i];
var blob2 = this.blobs[j];
var x = blob2.x - blob1.x;
var y = blob2.y - blob1.y;
var dist = Math.sqrt(x * x + y * y);
if (dist < blob1.mass + blob2.mass) {
x /= dist;
y /= dist;
blob1.x = blob2.x - x * (blob1.mass + blob2.mass);
blob1.y = blob2.y - y * (blob1.mass + blob2.mass);
}
}
}
}
this.x += (mouseX - width/2)/(width/2) * 1;
this.y += (mouseY - height/2)/(height/2) * 1
},
split: function (cell) {
cell.mass /= 2;
this.blobs.push({
x: cell.x,
y: cell.y,
mass: cell.mass
});
},
draw: function () {
for (var i = 0; i < this.blobs.length; i ++) {
ctx.fillStyle = "red";
ctx.beginPath();
ctx.arc(-camera.x + this.blobs[i].x, -camera.y + this.blobs[i].y, this.blobs[i].mass, 0, Math.PI*2);
ctx.fill();
ctx.closePath();
}
}
};
function handleMouseMove (e) {
mouseX = e.clientX;
mouseY = e.clientY;
}
function setup () {
canvas = document.getElementById("game");
ctx = canvas.getContext("2d");
canvas.width = width;
canvas.height = height;
addEventListener("mousemove", handleMouseMove);
player.blobs.push({
x: 0,
y: 0,
mass: player.defaultMass
});
player.blobs.push({
x: 100,
y: 100,
mass: player.defaultMass/2
});
player.blobs.push({
x: 100,
y: 100,
mass: player.defaultMass*2
});
var loop = function () {
update();
draw();
requestAnimationFrame(loop);
}
requestAnimationFrame(loop);
}
function update () {
camera.update(player);
player.update();
}
function draw () {
ctx.fillStyle = "#fff";
ctx.fillRect(0, 0, width, height);
player.draw();
}
setup();
</script>
</body>
</html>
Instead of computing everything relative to your camera, use your camera to set the global transformation matrix of your canvas, and only for this.
This way, your blobs' updates will be cleaner, and your camera easier to manage.
Now to get the middle position between two points, do (pt1 + pt2) / 2.
You were not clear in your question, if fartherstX and fartherstY should represent the same blob. In your code it wasn't, so I didn't change it.
Also, I didn't gone into all your logics, but beware NaN values, I got some while doing the edit.
function draw() {
var cw = ctx.canvas.width / 2;
var ch = ctx.canvas.height / 2;
// reset transform to clear the canvas
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.fillStyle = "#fff";
ctx.fillRect(0, 0, width, height);
// here we really set the camera position
ctx.setTransform(1, 0, 0, 1, -camera.x + cw, -camera.y + ch);
ctx.strokeRect(0, 0, width, height); // just to show the original area
player.draw();
}
var
canvas,
ctx,
width = innerWidth,
height = innerHeight,
mouseX = 0,
mouseY = 0;
var camera = {
x: 0,
y: 0,
// camera
update: function(obj) {
var farthestBlobX = Math.max.apply(0, obj.blobs.map(function(cell) {
return cell.x
}));
var farthestBlobY = Math.max.apply(0, obj.blobs.map(function(cell) {
return cell.y
}));
var closestBlobX = Math.min.apply(0, obj.blobs.map(function(cell) {
return cell.x
}));
var closestBlobY = Math.min.apply(0, obj.blobs.map(function(cell) {
return cell.y
}));
this.x = (closestBlobX + farthestBlobX) / 2 || 0;
this.y = (closestBlobY + farthestBlobY) / 2 || 0;
}
},
player = {
defaultMass: 54,
x: 0,
y: 0,
blobs: [],
update: function() {
for (var i = 0; i < this.blobs.length; i++) {
var x = mouseX - this.blobs[i].x || 0;
var y = mouseY - this.blobs[i].y || 0;
var length = Math.sqrt(Math.pow(x, 2) + Math.pow(y, 2));
var speed = 54 / this.blobs[i].mass;
this.blobs[i].velX = x / length * speed * Math.min(1, Math.pow(x / this.blobs[i].mass, 2));
this.blobs[i].velY = y / length * speed * Math.min(1, Math.pow(x / this.blobs[i].mass, 2));
this.blobs[i].x += this.blobs[i].velX;
this.blobs[i].y += this.blobs[i].velY;
for (var j = 0; j < this.blobs.length; j++) {
if (j != i && this.blobs[i] !== undefined) {
var blob1 = this.blobs[i];
var blob2 = this.blobs[j];
var x = blob2.x - blob1.x;
var y = blob2.y - blob1.y;
var dist = Math.sqrt(x * x + y * y);
if (dist < blob1.mass + blob2.mass) {
x /= dist;
y /= dist;
blob1.x = blob2.x - x * (blob1.mass + blob2.mass);
blob1.y = blob2.y - y * (blob1.mass + blob2.mass);
}
}
}
}
this.x += (mouseX - width / 2) / (width / 2) * 1;
this.y += (mouseY - height / 2) / (height / 2) * 1;
},
split: function(cell) {
cell.mass /= 2;
this.blobs.push({
x: cell.x,
y: cell.y,
mass: cell.mass
});
},
draw: function() {
for (var i = 0; i < this.blobs.length; i++) {
ctx.fillStyle = "red";
ctx.beginPath();
ctx.arc(this.blobs[i].x, this.blobs[i].y, this.blobs[i].mass, 0, Math.PI * 2);
ctx.fill();
ctx.closePath();
}
}
};
function handleMouseMove(e) {
mouseX = e.clientX;
mouseY = e.clientY;
}
function setup() {
canvas = document.getElementById("game");
ctx = canvas.getContext("2d");
canvas.width = width;
canvas.height = height;
addEventListener("mousemove", handleMouseMove);
player.blobs.push({
x: 10,
y: 10,
mass: player.defaultMass
});
player.blobs.push({
x: 100,
y: 100,
mass: player.defaultMass / 2
});
player.blobs.push({
x: 100,
y: 100,
mass: player.defaultMass * 2
});
var loop = function() {
update();
draw();
requestAnimationFrame(loop);
}
requestAnimationFrame(loop);
}
function update() {
camera.update(player);
player.update();
}
setup();
body {
margin: 0;
padding: 0;
}
<canvas id="game">kindly update your browser.</canvas>
I see there is an answer already..
var canvas;
var ctx;
var width = innerWidth;
var height = innerHeight;
var mouseX = 0;
var mouseY = 0;
const camera = {
x : 0,
y : 0,
update(obj) { // camera
this.x = (obj.blobsExtent.minx + obj.blobsExtent.maxx) / 2;
this.y = (obj.blobsExtent.miny + obj.blobsExtent.maxy) / 2;
this.x -= width / 2;
this.y -= height / 2;
}
};
const player = {
defaultMass : 54,
blobs : [],
blobsExtent : { // get the extent while updating the blobs save you having to iterate all the objects a second time to get extent
minx :0,
miny : 0,
maxx : 0,
maxy : 0,
},
update () {
var be = this.blobsExtent; // be for Blob Extent alias to save typing and make code easier to read
for (var i = 0; i < this.blobs.length; i++) {
var blob1 = this.blobs[i];
var x = mouseX - blob1.x;
var y = mouseY - blob1.y;
// to stop the divide by zero propigating NaN set length to 1 if less than 1
var length = Math.max(1,Math.sqrt(x * x + y * y)); // x * x is quicker than Math.pow(x,2)
var speed = 54 / blob1.mass;
blob1.velX = x / length * speed * Math.min(1, Math.pow(x / blob1.mass, 2));
blob1.velY = y / length * speed * Math.min(1, Math.pow(x / blob1.mass, 2));
blob1.x += blob1.velX;
blob1.y += blob1.velY;
for (var j = 0; j < this.blobs.length; j++) {
if (j != i) {
var blob2 = this.blobs[j];
var x = blob2.x - blob1.x;
var y = blob2.y - blob1.y;
var dist = Math.sqrt(x * x + y * y);
var radTotal = blob1.mass + blob2.mass;
if (dist < radTotal) {
x /= dist;
y /= dist;
blob1.x = blob2.x - x * radTotal;
blob1.y = blob2.y - y * radTotal;
}
}
}
if(i === 0){ // use first blob to setup min max
be.maxx = be.minx = blob1.x;
be.maxy = be.miny = blob1.y;
}else{
be.maxx = Math.max(be.maxx, blob1.x);
be.maxy = Math.max(be.maxy, blob1.y);
be.minx = Math.min(be.minx, blob1.x);
be.miny = Math.min(be.miny, blob1.y);
}
}
},
split (cell) {
cell.mass /= 2;
this.blobs.push(createBlob(cell.x, cell.y, cell.mass));
},
draw () {
var b; // alias for blob
ctx.fillStyle = "red"; // all the same colour then can render as one path
ctx.setTransform(1,0,0,1,-camera.x,-camera.y);
ctx.beginPath();
for (var i = 0; i < this.blobs.length; i++) {
b = this.blobs[i];
ctx.arc( b.x, b.y, b.mass, 0, Math.PI * 2);
ctx.closePath();
}
ctx.fill();
ctx.setTransform(1,0,0,1,0,0); // restore default transform
}
};
function handleMouseMove(e) {
mouseX = e.clientX + camera.x;
mouseY = e.clientY + camera.y;
}
function createBlob(x,y,mass){ return {x,y,mass} }
function setup() {
canvas = document.getElementById("game");
ctx = canvas.getContext("2d");
canvas.width = width;
canvas.height = height;
addEventListener("mousemove", handleMouseMove);
player.blobs.push(createBlob(0,0,player.defaultMass));
player.blobs.push(createBlob(100,100,player.defaultMass / 2));
player.blobs.push(createBlob(100,100,player.defaultMass * 2));
}
function update() {
camera.update(player);
player.update();
}
function draw() {
ctx.fillStyle = "#fff";
ctx.fillRect(0, 0, width, height);
player.draw();
}
function loop() {
update();
draw();
requestAnimationFrame(loop);
}
setup();
requestAnimationFrame(loop);
body {
margin: 0;
padding: 0;
}
<canvas id="game"></canvas>

Resizing a <canvas> Element

I have the following canvas. I'm trying to make it smaller using the width and height attributes, but it doesn't work. This is my code:
<!DOCTYPE HTML>
<html>
<head>
<style>
body {
margin: 0px;
padding: 0px;
}
</style>
</head>
<body>
<canvas id="canvas" width="200" height="50"></canvas>
<script>
//set the variables
var a = document.getElementById('canvas'),
c = a.getContext('2d'),
w = a.width = window.innerWidth,
h = a.height = window.innerHeight,
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;
};
</script>
</body>
</html>
Pay more attention here:
var a = document.getElementById('canvas'),
c = a.getContext('2d'),
w = a.width = window.innerWidth,
h = a.height = window.innerHeight,
area = w * h,
As you can see, w is the width of the window and h is the height of the window. Try to edit w and h variable with custom values and tell me if it worked ;)
EDIT:
Simply replace h and w with this in your script tag:
a.style.width = '500px'; //random value, insert custom here
a.style.height = '500px';

How to make canvas particles follow mouse with JS?

I want to make the particles follow the mouse and I am not sure on how to do that.
I figured I can replace the x and y with the mouses position but I can figure that out either.
I would appreciate an almost exact answer and not examples please.
window.onload = function() {
var canvas = document.createElement("canvas"),
c = canvas.getContext("2d"),
particles = {}
particleIndex = 0,
particleNum = Math.random() * 2;
canvas.width = 400;
canvas.height = 400;
document.body.appendChild(canvas);
c.fillStyle = "black";
c.fillRect(0, 0, canvas.width, canvas.height);
function Particle() {
this.x = canvas.width / 10;
this.y = canvas.height / 2;
this.vx = Math.random() * 10 - 5;
this.vy = Math.random() * 10 - 5;
this.gravity = .2;
particleIndex++;
particles[particleIndex] = this;
this.id = particleIndex;
this.life = 0;
this.maxLife = Math.random() * 30 + 10;
this.color = "rgb(" + parseInt(Math.random() * 255, 10) + ",0,0)";
this.color2 = "hsl(" + parseInt(Math.random() * 255, 10) + ",50%,50%)";
}
Particle.prototype.draw = function() {
this.x += this.vx;
this.y += this.vy;
if (Math.random() < 0.1) {
this.vx = Math.random() * 10 - 5;
this.vy = Math.random() * 10 - 5;
}
this.vy += this.gravity;
this.life++;
if (this.Life >= this.maxLife) {
delete particles[this.id];
}
c.fillStyle = this.color2;
c.fillRect(this.x, this.y, 10, 10);
};
//var p = new Particle();
setInterval(function() {
c.fillStyle = "rgba(0,0,0,0.5)";
c.fillRect(0, 0, canvas.width, canvas.height);
for (var i in particles) {
particles[i].draw();
}
for (var i = 0; i < particleNum; i++) {
new Particle();
}
}, 30);
};

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