Slowing movement of image on canvas - javascript

The Problem
I am creating a game that involves dodging projectiles. The player is in control of an image of a ship and I dont want the ship to move exactly together as this looks very unrealistic.
The Question
Is there a way to control how fast the image moves, how can i slow the movemnt of the image down?
The Code
var game = create_game();
game.init();
//music
var snd = new Audio("Menu.mp3");
snd.loop = true;
snd.play();
document.getElementById('mute').addEventListener('click', function (evt) {
if ( snd.muted ) {
snd.muted = false
evt.target.innerHTML = 'mute'
}
else {
snd.muted = true
evt.target.innerHTML = 'unmute'
}
})
function create_game() {
debugger;
var level = 1;
var projectiles_per_level = 1;
var min_speed_per_level = 1;
var max_speed_per_level = 2;
var last_projectile_time = 0;
var next_projectile_time = 0;
var width = 600;
var height = 500;
var delay = 1000;
var item_width = 30;
var item_height = 30;
var total_projectiles = 0;
var projectile_img = new Image();
var projectile_w = 30;
var projectile_h = 30;
var player_img = new Image();
var c, ctx;
var projectiles = [];
var player = {
x: 200,
y: 400,
score: 0
};
function init() {
projectile_img.src = "projectile.png";
player_img.src = "player.png";
level = 1;
total_projectiles = 0;
projectiles = [];
c = document.getElementById("c");
ctx = c.getContext("2d");
ctx.fillStyle = "#ff6600";
ctx.fillRect(0, 0, 500, 600);
c.addEventListener("mousemove", function (e) {
//moving over the canvas.
var bounding_box = c.getBoundingClientRect();
player.x = (e.clientX - bounding_box.left) * (c.width / bounding_box.width) - player_img.width / 2;
}, false);
setupProjectiles();
requestAnimationFrame(tick);
}
function setupProjectiles() {
var max_projectiles = level * projectiles_per_level;
while (projectiles.length < max_projectiles) {
initProjectile(projectiles.length);
}
}
function initProjectile(index) {
var max_speed = max_speed_per_level * level;
var min_speed = min_speed_per_level * level;
projectiles[index] = {
x: Math.round(Math.random() * (width - 2 * projectile_w)) + projectile_w,
y: -projectile_h,
v: Math.round(Math.random() * (max_speed - min_speed)) + min_speed,
delay: Date.now() + Math.random() * delay
}
total_projectiles++;
}
function collision(projectile) {
if (projectile.y + projectile_img.height < player.y + 74) {
return false;
}
if (projectile.y > player.y + 74) {
return false;
}
if (projectile.x + projectile_img.width < player.x + 177) {
return false;
}
if (projectile.x > player.x + 177) {
return false;
}
return true;
}
function maybeIncreaseDifficulty() {
level = Math.max(1, Math.ceil(player.score / 10));
setupProjectiles();
}
function tick() {
var i;
var projectile;
var dateNow = Date.now();
c.width = c.width;
for (i = 0; i < projectiles.length; i++) {
projectile = projectiles[i];
if (dateNow > projectile.delay) {
projectile.y += projectile.v;
if (collision(projectile)) {
initProjectile(i);
player.score++;
} else if (projectile.y > height) {
initProjectile(i);
} else {
ctx.drawImage(projectile_img, projectile.x, projectile.y);
}
}
}
ctx.font = "bold 24px sans-serif";
ctx.fillStyle = "#ff6600";
ctx.fillText(player.score, c.width - 50, 50);
ctx.fillText("Level: " + level, 20, 50);
ctx.drawImage(player_img, player.x, player.y);
maybeIncreaseDifficulty();
requestAnimationFrame(tick);
}
return {
init: init
};
}
https://jsfiddle.net/a6nmy804/4/ (Broken)

Throttle the player's movement using a "timeout" countdown
Create a global var playerFreezeCountdown=0.
In mousemove change player.x only if playerFreezeCountdown<=0.
If playerFreezeCountdown>0 you don't change player.x.
If playerFreezeCountdown<=0 you both change player.x and also set playerFreezeCountdown to a desired "tick timeout" value: playerFreezeCountdown=5. This timeout will cause prevent the player from moving their ship until 5 ticks have passed.
In tick, always decrement playerFreezeCountdown--. This will indirectly allow a change to player.x after when playerFreezeCountdown is decremented to zero or below zero.

Related

want to style the all dots of pre built html canvas background

The code is different, I apologize may I didn't ask the question the right way, you can understand well in principle, When I'm hovering the dots get colours and connect to each other, other dots are invisible, I want that all dots should be visible all time. live example available on codepen, https://codepen.io/tati420/pen/RwBamQo?editors=1111
(function () {
var width,
height,
largeHeader,
canvas,
ctx,
points,
target,
animateHeader = true;
// Main
initHeader();
initAnimation();
addListeners();
function initHeader() {
width = window.innerWidth;
height = window.innerHeight;
target = { x: width / 2, y: height / 2 };
largeHeader = document.getElementById("large-header");
largeHeader.style.height = height + "px";
canvas = document.getElementById("demo-canvas");
canvas.width = width;
canvas.height = height;
ctx = canvas.getContext("2d");
// create points
points = [];
for (var x = 0; x < width; x = x + width / 20) {
for (var y = 0; y < height; y = y + height / 20) {
var px = x + (Math.random() * width) / 20;
var py = y + (Math.random() * height) / 20;
var p = { x: px, originX: px, y: py, originY: py };
points.push(p);
}
}
// for each point find the 5 closest points
for (var i = 0; i < points.length; i++) {
var closest = [];
var p1 = points[i];
for (var j = 0; j < points.length; j++) {
var p2 = points[j];
if (!(p1 == p2)) {
var placed = false;
for (var k = 0; k < 5; k++) {
if (!placed) {
if (closest[k] == undefined) {
closest[k] = p2;
placed = true;
}
}
}
for (var k = 0; k < 5; k++) {
if (!placed) {
if (getDistance(p1, p2) < getDistance(p1, closest[k])) {
closest[k] = p2;
placed = true;
}
}
}
}
}
p1.closest = closest;
}
// assign a circle to each point
for (var i in points) {
var c = new Circle(
points[i],
2 + Math.random() * 2,
"rgba(0,255,255,0.3)"
);
points[i].circle = c;
}
}
// Event handling
function addListeners() {
if (!("ontouchstart" in window)) {
window.addEventListener("mousemove", mouseMove);
}
window.addEventListener("scroll", scrollCheck);
window.addEventListener("resize", resize);
}
function mouseMove(e) {
var posx = (posy = 0);
if (e.pageX || e.pageY) {
posx = e.pageX;
posy = e.pageY;
} else if (e.clientX || e.clientY) {
posx =
e.clientX +
document.body.scrollLeft +
document.documentElement.scrollLeft;
posy =
e.clientY +
document.body.scrollTop +
document.documentElement.scrollTop;
}
target.x = posx;
target.y = posy;
}
function scrollCheck() {
if (document.body.scrollTop > height) animateHeader = false;
else animateHeader = true;
}
function resize() {
width = window.innerWidth;
height = window.innerHeight;
largeHeader.style.height = height + "px";
canvas.width = width;
canvas.height = height;
}
// animation
function initAnimation() {
animate();
for (var i in points) {
shiftPoint(points[i]);
}
}
function animate() {
if (animateHeader) {
ctx.clearRect(0, 0, width, height);
for (var i in points) {
// detect points in range
if (Math.abs(getDistance(target, points[i])) < 4000) {
points[i].active = 0.3;
points[i].circle.active = 0.6;
} else if (Math.abs(getDistance(target, points[i])) < 20000) {
points[i].active = 0.1;
points[i].circle.active = 0.3;
} else if (Math.abs(getDistance(target, points[i])) < 40000) {
points[i].active = 0.02;
points[i].circle.active = 0.1;
} else {
points[i].active = 0;
points[i].circle.active = 0;
}
drawLines(points[i]);
points[i].circle.draw();
}
}
requestAnimationFrame(animate);
}
function shiftPoint(p) {
TweenLite.to(p, 1 + 1 * Math.random(), {
x: p.originX - 50 + Math.random() * 100,
y: p.originY - 50 + Math.random() * 100,
ease: Circ.easeInOut,
onComplete: function () {
shiftPoint(p);
},
});
}
ctx.strokeStyle = "rgba(255,0,0," + p.active + ")";
// Canvas manipulation
function drawLines(p) {
if (!p.active) return;
for (var i in p.closest) {
ctx.beginPath();
ctx.moveTo(p.x, p.y);
ctx.lineTo(p.closest[i].x, p.closest[i].y);
ctx.strokeStyle = "rgba(0,255,255," + p.active + ")";
ctx.stroke();
}
}
function Circle(pos, rad, color) {
var _this = this;
// constructor
(function () {
_this.pos = pos || null;
_this.radius = rad || null;
_this.color = color || null;
})();
this.draw = function () {
if (!_this.active) return;
ctx.beginPath();
ctx.arc(_this.pos.x, _this.pos.y, _this.radius, 0, 2 * Math.PI, false);
ctx.fillStyle = "rgba(0,255,0," + _this.active + ")";
ctx.fill();
};
}
// Util
function getDistance(p1, p2) {
return Math.pow(p1.x - p2.x, 2) + Math.pow(p1.y - p2.y, 2);
}
})();
If I understand your question correctly, you just want to make sure that every point.active = 1 and point.circle.active = 1:
function animate() {
if (animateHeader) {
ctx.clearRect(0, 0, width, height);
for (var i in points) {
points[i].active = 1;
points[i].circle.active = 1;
drawLines(points[i]);
points[i].circle.draw();
}
}
requestAnimationFrame(animate);
}

HTML5 canvas particle explosion

I'm trying to get this particle explosion working. It's working but it looks like some frames does not get rendered. If I click many times to call several explosions it starts to uhm.. "lag/stutter". Is there something I have forgotten to do? It may look like the browser hangs when I click many times. Is it too much to have 2 for loops inside each other?
Attached my code so you can see.
Just try to click many times, and you will see the problem visually.
// Request animation frame
var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
// Canvas
var c = document.getElementById('canvas');
var ctx = c.getContext('2d');
// Set full-screen
c.width = window.innerWidth;
c.height = window.innerHeight;
// Options
var background = '#333'; // Background color
var particlesPerExplosion = 20;
var particlesMinSpeed = 3;
var particlesMaxSpeed = 6;
var particlesMinSize = 1;
var particlesMaxSize = 3;
var explosions = [];
var fps = 60;
var now, delta;
var then = Date.now();
var interval = 1000 / fps;
// Optimization for mobile devices
if (/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent)) {
fps = 29;
}
// Draw
function draw() {
// Loop
requestAnimationFrame(draw);
// Set NOW and DELTA
now = Date.now();
delta = now - then;
// New frame
if (delta > interval) {
// Update THEN
then = now - (delta % interval);
// Our animation
drawBackground();
drawExplosion();
}
}
// Draw explosion(s)
function drawExplosion() {
if (explosions.length == 0) {
return;
}
for (var i = 0; i < explosions.length; i++) {
var explosion = explosions[i];
var particles = explosion.particles;
if (particles.length == 0) {
explosions.splice(i, 1);
return;
}
for (var ii = 0; ii < particles.length; ii++) {
var particle = particles[ii];
// Check particle size
// If 0, remove
if (particle.size < 0) {
particles.splice(ii, 1);
return;
}
ctx.beginPath();
ctx.arc(particle.x, particle.y, particle.size, Math.PI * 2, 0, false);
ctx.closePath();
ctx.fillStyle = 'rgb(' + particle.r + ',' + particle.g + ',' + particle.b + ')';
ctx.fill();
// Update
particle.x += particle.xv;
particle.y += particle.yv;
particle.size -= .1;
}
}
}
// Draw the background
function drawBackground() {
ctx.fillStyle = background;
ctx.fillRect(0, 0, c.width, c.height);
}
// Clicked
function clicked(e) {
var xPos, yPos;
if (e.offsetX) {
xPos = e.offsetX;
yPos = e.offsetY;
} else if (e.layerX) {
xPos = e.layerX;
yPos = e.layerY;
}
explosions.push(new explosion(xPos, yPos));
}
// Explosion
function explosion(x, y) {
this.particles = [];
for (var i = 0; i < particlesPerExplosion; i++) {
this.particles.push(new particle(x, y));
}
}
// Particle
function particle(x, y) {
this.x = x;
this.y = y;
this.xv = randInt(particlesMinSpeed, particlesMaxSpeed, false);
this.yv = randInt(particlesMinSpeed, particlesMaxSpeed, false);
this.size = randInt(particlesMinSize, particlesMaxSize, true);
this.r = randInt(113, 222);
this.g = '00';
this.b = randInt(105, 255);
}
// Returns an random integer, positive or negative
// between the given value
function randInt(min, max, positive) {
if (positive == false) {
var num = Math.floor(Math.random() * max) - min;
num *= Math.floor(Math.random() * 2) == 1 ? 1 : -1;
} else {
var num = Math.floor(Math.random() * max) + min;
}
return num;
}
// On-click
$('canvas').on('click', function(e) {
clicked(e);
});
draw();
<!DOCTYPE html>
<html>
<head>
<style>
* {
margin: 0;
padding: 0;
overflow: hidden;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
</body>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
</html>
You are returning from iterating over the particles if one is too small. This causes the other particles of that explosion to render only in the next frame.
I have a working version:
// Request animation frame
const requestAnimationFrame = window.requestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.msRequestAnimationFrame;
// Canvas
const c = document.getElementById('canvas');
const ctx = c.getContext('2d');
// Set full-screen
c.width = window.innerWidth;
c.height = window.innerHeight;
// Options
const background = '#333'; // Background color
const particlesPerExplosion = 20;
const particlesMinSpeed = 3;
const particlesMaxSpeed = 6;
const particlesMinSize = 1;
const particlesMaxSize = 3;
const explosions = [];
let fps = 60;
const interval = 1000 / fps;
let now, delta;
let then = Date.now();
// Optimization for mobile devices
if (/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent)) {
fps = 29;
}
// Draw
function draw() {
// Loop
requestAnimationFrame(draw);
// Set NOW and DELTA
now = Date.now();
delta = now - then;
// New frame
if (delta > interval) {
// Update THEN
then = now - (delta % interval);
// Our animation
drawBackground();
drawExplosion();
}
}
// Draw explosion(s)
function drawExplosion() {
if (explosions.length === 0) {
return;
}
for (let i = 0; i < explosions.length; i++) {
const explosion = explosions[i];
const particles = explosion.particles;
if (particles.length === 0) {
explosions.splice(i, 1);
return;
}
const particlesAfterRemoval = particles.slice();
for (let ii = 0; ii < particles.length; ii++) {
const particle = particles[ii];
// Check particle size
// If 0, remove
if (particle.size <= 0) {
particlesAfterRemoval.splice(ii, 1);
continue;
}
ctx.beginPath();
ctx.arc(particle.x, particle.y, particle.size, Math.PI * 2, 0, false);
ctx.closePath();
ctx.fillStyle = 'rgb(' + particle.r + ',' + particle.g + ',' + particle.b + ')';
ctx.fill();
// Update
particle.x += particle.xv;
particle.y += particle.yv;
particle.size -= .1;
}
explosion.particles = particlesAfterRemoval;
}
}
// Draw the background
function drawBackground() {
ctx.fillStyle = background;
ctx.fillRect(0, 0, c.width, c.height);
}
// Clicked
function clicked(e) {
let xPos, yPos;
if (e.offsetX) {
xPos = e.offsetX;
yPos = e.offsetY;
} else if (e.layerX) {
xPos = e.layerX;
yPos = e.layerY;
}
explosions.push(
new explosion(xPos, yPos)
);
}
// Explosion
function explosion(x, y) {
this.particles = [];
for (let i = 0; i < particlesPerExplosion; i++) {
this.particles.push(
new particle(x, y)
);
}
}
// Particle
function particle(x, y) {
this.x = x;
this.y = y;
this.xv = randInt(particlesMinSpeed, particlesMaxSpeed, false);
this.yv = randInt(particlesMinSpeed, particlesMaxSpeed, false);
this.size = randInt(particlesMinSize, particlesMaxSize, true);
this.r = randInt(113, 222);
this.g = '00';
this.b = randInt(105, 255);
}
// Returns an random integer, positive or negative
// between the given value
function randInt(min, max, positive) {
let num;
if (positive === false) {
num = Math.floor(Math.random() * max) - min;
num *= Math.floor(Math.random() * 2) === 1 ? 1 : -1;
} else {
num = Math.floor(Math.random() * max) + min;
}
return num;
}
// On-click
$('canvas').on('click', function (e) {
clicked(e);
});
draw();
<!DOCTYPE html>
<html>
<head>
<style>* {margin:0;padding:0;overflow:hidden;}</style>
</head>
<body>
<canvas id="canvas"></canvas>
</body>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
</html>
Loops, break and continue.
The problem was caused when you checked for empty particle arrays and when you found a particle to remove.
The bugs
The following two statements and blocks caused the problem
if (particles.length == 0) {
explosions.splice(i, 1);
return;
}
and
if (particles.size < 0) {
explosions.splice(ii, 1);
return;
}
The returns stopped the rendering of particles, so you would sometimes return before drawing a single particle was rendered just because the first explosion was empty or first particle was too small.
Continue and break
You can use the continue token in javascript to skip the rest of a for, while, do loop
for(i = 0; i < 100; i++){
if(test(i)){
// need to skip this iteration
continue;
}
// more code
// more code
// continue skips all the code upto the closing }
} << continues to here and if i < 100 the loop continues on.
Or you can completely break out of the loop with break
for(i = 0; i < 100; i++){
if(test(i)){
// need to exit the for loop
break;
}
// more code
// more code
// break skips all the code to the first line after the closing }
}
<< breaks to here and if i remains the value it was when break was encountered
The fix
if (particles.length == 0) {
explosions.splice(i, 1);
continue;
}
and
if (particles.size < 0) {
explosions.splice(ii, 1);
continue;
}
Your example with the fix
Your code with the fix. Befor I found it I started changing stuff.
Minor stuff.
requestAnimationFrame passes a time in milliseconds so to an accuracy of micro seconds.
You were setting then incorrectly and would have been losing frames. I changed the timing to use the argument time and then is just set to the time when a frame is drawn.
There are some other issues, nothing major and more of a coding style thing. You should capitalise objects created with new
function Particle(...
not
function particle(...
and your random is a overly complex
function randInt(min, max = min - (min = 0)) {
return Math.floor(Math.random() * (max - min) + min);
}
or
function randInt(min,max){
max = max === undefined ? min - (min = 0) : max;
return Math.floor(Math.random() * (max - min) + min);
}
randInt(100); // int 0 - 100
randInt(10,20); // int 10-20
randInt(-100); // int -100 to 0
randInt(-10,20); // int -10 to 20
this.xv = randInt(-particlesMinSpeed, particlesMaxSpeed);
this.yv = randInt(-particlesMinSpeed, particlesMaxSpeed);
this.size = randInt(particlesMinSize, particlesMaxSize);
And if you are using the same name in variables a good sign to create an object
var particlesPerExplosion = 20;
var particlesMinSpeed = 3;
var particlesMaxSpeed = 6;
var particlesMinSize = 1;
var particlesMaxSize = 3;
Could be
const settings = {
particles : {
speed : {min : 3, max : 6 },
size : {min : 1 : max : 3 },
explosionCount : 20,
},
background : "#000",
}
Anyways your code.
var c = canvas;
var ctx = c.getContext('2d');
// Set full-screen
c.width = innerWidth;
c.height = innerHeight;
// Options
var background = '#333'; // Background color
var particlesPerExplosion = 20;
var particlesMinSpeed = 3;
var particlesMaxSpeed = 6;
var particlesMinSize = 1;
var particlesMaxSize = 3;
var explosions = [];
var fps = 60;
var now, delta;
var then = 0; // Zero start time
var interval = 1000 / fps;
// Optimization for mobile devices
if (/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent)) {
fps = 29;
}
// Draw
// as time is passed you need to start with requestAnimationFrame
requestAnimationFrame(draw);
function draw(time) { //requestAnimationFrame frame passes the time
requestAnimationFrame(draw);
delta = time - then;
if (delta > interval) {
then = time
drawBackground();
drawExplosion();
}
}
// Draw explosion(s)
function drawExplosion() {
if (explosions.length == 0) {
return;
}
for (var i = 0; i < explosions.length; i++) {
var explosion = explosions[i];
var particles = explosion.particles;
if (particles.length == 0) {
explosions.splice(i, 1);
//return;
continue;
}
for (var ii = 0; ii < particles.length; ii++) {
var particle = particles[ii];
// Check particle size
// If 0, remove
if (particle.size < 0) {
particles.splice(ii, 1);
// return;
continue;
}
ctx.beginPath();
ctx.arc(particle.x, particle.y, particle.size, Math.PI * 2, 0, false);
ctx.closePath();
ctx.fillStyle = 'rgb(' + particle.r + ',' + particle.g + ',' + particle.b + ')';
ctx.fill();
// Update
particle.x += particle.xv;
particle.y += particle.yv;
particle.size -= .1;
}
}
}
// Draw the background
function drawBackground() {
ctx.fillStyle = background;
ctx.fillRect(0, 0, c.width, c.height);
}
// Clicked
function clicked(e) {
var xPos, yPos;
if (e.offsetX) {
xPos = e.offsetX;
yPos = e.offsetY;
} else if (e.layerX) {
xPos = e.layerX;
yPos = e.layerY;
}
explosions.push(new explosion(xPos, yPos));
}
// Explosion
function explosion(x, y) {
this.particles = [];
for (var i = 0; i < particlesPerExplosion; i++) {
this.particles.push(new particle(x, y));
}
}
// Particle
function particle(x, y) {
this.x = x;
this.y = y;
this.xv = randInt(particlesMinSpeed, particlesMaxSpeed, false);
this.yv = randInt(particlesMinSpeed, particlesMaxSpeed, false);
this.size = randInt(particlesMinSize, particlesMaxSize, true);
this.r = randInt(113, 222);
this.g = '00';
this.b = randInt(105, 255);
}
// Returns an random integer, positive or negative
// between the given value
function randInt(min, max, positive) {
if (positive == false) {
var num = Math.floor(Math.random() * max) - min;
num *= Math.floor(Math.random() * 2) == 1 ? 1 : -1;
} else {
var num = Math.floor(Math.random() * max) + min;
}
return num;
}
// On-click
$('canvas').on('click', function(e) {
clicked(e);
});
<!DOCTYPE html>
<html>
<head>
<style>
* {
margin: 0;
padding: 0;
overflow: hidden;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
</body>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
</html>

(Three.js) Change color on particles forming image

I'm currently working on a particle system where the particles move around and create pictures with some seconds in between (almost like a slide). I know where to put the color code to change the color on the particles forming the pictures bur for some reason it doesn't work. I therefore suspect that the problem is somewhere else in the script but the question is where...
You can see the code below (tried to make a codepen but it didn't work):
var dispersed = false;
var firstDone = false;
var secondDone = false;
var thirdDone = false;
var fRgba = []; // first img rgba data
var sRgba = []; // second img rgba data
var tRgba = []; // third img rgba data
var WIDTH = window.innerWidth,
HEIGHT = window.innerHeight;
var VIEW_ANGLE = 45,
ASPECT = WIDTH / HEIGHT,
NEAR = 0.01,
FAR = 10000;
var $container = $("#container");
var renderer = new THREE.WebGLRenderer();
var camera = new THREE.PerspectiveCamera(
VIEW_ANGLE,
ASPECT,
NEAR,
FAR);
var scene = new THREE.Scene();
scene.add(camera);
camera.position.z = 900;
renderer.setSize(WIDTH, HEIGHT);
$container.append(renderer.domElement);
var particleCount = 5200,
particles = new THREE.Geometry();
var pMaterial = new THREE.PointsMaterial({
size: 6,
map: createCircleTexture('#CACACA', 256),
transparent: true,
depthWrite: false
});
function createCircleTexture(color, size) {
var matCanvas = document.createElement('canvas');
matCanvas.width = matCanvas.height = size;
var matContext = matCanvas.getContext('2d');
var texture = new THREE.Texture(matCanvas);
var center = size / 2;
matContext.beginPath();
matContext.arc(center, center, size/2, 0, 2 * Math.PI, false);
matContext.closePath();
matContext.fillStyle = color;
matContext.fill();
texture.needsUpdate = true;
return texture;
}
for (var i = 0; i < particleCount; i++) {
var x = Math.random() * 1600 - 800;
var y = getRandomInt(600, 1500)
var z = Math.random() * 30 - 15;
var particle = new THREE.Vector3(x, y, z);
particle.updated = 0;
particles.vertices.push(particle);
};
var particleSystem = new THREE.Points(particles, pMaterial);
particleSystem.sortParticles = true;
scene.add(particleSystem);
function drawImage(imageObj, array) {
var canvas = $("#canvas")[0];
var context = canvas.getContext("2d");
var imageX = 0;
var imageY = 0;
var imageWidth = imageObj.width;
var imageHeight = imageObj.height;
context.drawImage(imageObj, imageX, imageY);
var imageData = context.getImageData(imageX, imageY, imageWidth,
imageHeight);
var data = imageData.data;
for(var y = 0; y < imageHeight; y+= 4) {
for(var x = 0; x < imageWidth; x+= 4) {
var red = data[((imageWidth * y) + x) * 4];
var green = data[((imageWidth * y) + x) * 4 + 1];
var blue = data[((imageWidth * y) + x) * 4 + 2];
var alpha = data[((imageWidth * y) + x) * 4 + 3];
if (red < 100) {
var pX = (x % 500) - 249;
var pY = 249 - y;
array.push([pX, pY, red, green, blue, alpha]);
}
}
}
};
var addDestination = function(particle, x, y, z) {
var dest = new THREE.Vector3(x, y, z);
particle.destination = dest;
};
var addVelocity = function(particle) {
var xDiff = (particle.destination.x - particle.x) / 180;
var yDiff = (particle.destination.y - particle.y) / 180;
var zDiff = (particle.destination.z - particle.z) / 180;
var vel = new THREE.Vector3(xDiff, yDiff, zDiff);
particle.velocity = vel;
};
var move = function(particle) {
particle.x += particle.velocity.x;
particle.y += particle.velocity.y;
particle.z += particle.velocity.z;
particle.updated += 1;
};
var slowDown = function(particle) {
particle.velocity.x -= (particle.velocity.x / 300)
particle.velocity.y -= (particle.velocity.y / 300)
particle.velocity.z -= (particle.velocity.z / 160)
};
var resetProperties = function() {
var pCount = particleCount;
while (pCount--) {
var particle = particles.vertices[pCount];
particle.destination = null
particle.updated = 0;
};
};
function getRandomInt(min, max) {
return Math.floor(Math.random() * (max - min)) + min;
};
var distributedZ = function(level) {
var z;
if (level === 1) {
z = getRandomInt(50, 100);
} else if (level === 2) {
z = getRandomInt(350, 400);
} else {
z = getRandomInt(650, 700);
}
return z;
};
function shuffle(array) {
var currentIndex = array.length, temporaryValue, randomIndex;
while (0 !== currentIndex) {
randomIndex = Math.floor(Math.random() * currentIndex);
currentIndex -= 1;
temporaryValue = array[currentIndex];
array[currentIndex] = array[randomIndex];
array[randomIndex] = temporaryValue;
}
return array;
};
var disperse = function() {
pCount = particleCount;
for (var i = 0; i < pCount; i++) {
var particle = particles.vertices[i];
if (typeof(particle.destination) === "undefined") {
var nums = [-1, 1];
var x = particle.x + nums[Math.round(Math.random())];
var y = particle.y - 1000;
var z = Math.random() * 30 - 15;
addDestination(particle, x, y, z);
particle.velocity = new THREE.Vector3(x - particle.x, -3, z -
particle.z);
}
if (particle.updated <= 300) {
move(particle);
} else {
particles.vertices = shuffle(particles.vertices);
resetProperties();
dispersed = true;
return;
}
}
}
var morphImageParticles = function(imageParticles, rgba) {
for (var i = 0; i < imageParticles.length; i++) {
var particle = imageParticles[i]
if (particle.destination === null) {
var pixelData = rgba[i];
var x = pixelData[0];
var y = pixelData[1];
var z = Math.random() * 15 - 7;
addDestination(particle, x, y, z);
addVelocity(particle);
}
if (particle.updated <= 180) {
move(particle);
}
}
};
var morphOuterParticles = function(outerParticles, ord) {
for (var i = 0; i < outerParticles.length; i++) {
var nums = [-1, 1];
var particle = outerParticles[i];
if (particle.destination === null) {
var x = Math.random() * 1000 - 500;
var y = Math.random() * 1000 - 500;
var z;
if (i <= Math.round(outerParticles.length * 0.6)) {
z = distributedZ(1)
} else if (i > Math.round(outerParticles.length * 0.6) && i <
Math.round(outerParticles.length * 0.9)) {
z = distributedZ(2)
} else {
z = distributedZ(3);
}
addDestination(particle, x, y, z);
addVelocity(particle);
}
if (particle.updated <= 600) {
move(particle);
slowDown(particle);
} else {
particles.vertices = shuffle(particles.vertices);
resetProperties();
if (ord === 1) {
firstDone = true;
} else if (ord === 2) {
secondDone = true;
} else {
thirdDone = true;
}
return;
}
}
};
var makeImg = function(rgba, ord) {
var pCount = particleCount;
var imagePs = particles.vertices.slice(0, rgba.length);
var outerPs = particles.vertices.slice(rgba.length, pCount);
morphImageParticles(imagePs, rgba);
morphOuterParticles(outerPs, ord);
};
var update = function() {
if (thirdDone) {
} else if (secondDone) {
makeImg(tRgba, 3);
} else if (firstDone) {
makeImg(sRgba, 2);
} else if (dispersed) {
makeImg(fRgba, 1);
} else {
disperse();
}
particleSystem.geometry.verticesNeedUpdate = true;
renderer.render(scene, camera);
requestAnimationFrame(update);
TWEEN.update();
};
var rotXScale = d3.scale.linear().domain([0, window.innerHeight]).range([15,
-15]);
var rotYScale = d3.scale.linear().domain([0, window.innerWidth]).range([25,
-25]);
d3.select("body").on("mousemove", function() {
var scaledX = rotXScale(d3.mouse(this)[1]) * Math.PI / 180;
var scaledY = rotYScale(d3.mouse(this)[0]) * Math.PI / 180;
var tween = new TWEEN.Tween(particleSystem.rotation).to({ x: scaledX, y:
scaledY, z: 0 });
tween.easing( TWEEN.Easing.Quartic.Out);
tween.start();
transparency: true
});
var img1 = new Image();
var img2 = new Image();
var img3 = new Image();
img1.onload = function() {
drawImage(this, fRgba);
img2.onload = function() {
drawImage(this, sRgba);
img3.onload = function() {
drawImage(this, tRgba);
}
img3.src = "images/p1.png";
}
img2.src = "images/p2.png";
update();
}
img1.src = "images/p3.png";
update();
I thought I only need to add the code below, for example ['0xffffff'], that's how it should work at least but it didn't. Therefore I guess the problem is somewhere else in the script.
var fRgba = []; // first img rgba data
var sRgba = []; // second img rgba data
var tRgba = []; // third img rgba data

Moving content of canvas with a specific framerate

So I have this sprite animation which goes fine when it's not in movement (I need it to go on 20 fps max because if not the animation would be too fast), but when I try to move it across the screen, the movement looks really choppy. Any ideas on how to make the movement smoothly? Increase the framerate works, but I'd like to see if there is another option aside of that.
var canvasA = document.createElement("canvas");
var canvasB = document.createElement("canvas");
var contextA = canvasA.getContext("2d");
var contextB = canvasB.getContext("2d");
canvasA.style.position = "absolute";
canvasB.style.position = "absolute";
var xpos = 0;
var ypos = 0;
var index = 0;
var frameSizeX = 140;
var frameSizeY = 395;
var numFrames = 20;
var drawing_character = false;
var xPosition = 0;
var now, then, elapsed, startTime, fps, fpsInterval;
var fpscounter = setInterval(updatefps, 1000);
var forw = true;
var cfps = 0;
// Pictures
var background = new Image();
background.src = "http://i.imgur.com/3FDB45h.png";
var character = new Image();
character.src = "http://i.imgur.com/tziJajG.png";
function redraw() {
contextB.clearRect(0, 0, canvasB.width, canvasB.height);
contextB.drawImage(background, 0, 0);
}
function drawchar() { // Input= fps max
requestAnimationFrame(drawchar);
now = Date.now();
elapsed = now - then;
if (elapsed > fpsInterval) {
then = now - (elapsed % fpsInterval);
contextA.clearRect(0, 0, 800, 600);
contextA.drawImage(character,
xpos,
ypos,
frameSizeX,
frameSizeY,
xPosition,
0,
frameSizeX,
frameSizeY);
xpos += frameSizeX;
index += 1;
if (index >= numFrames) {
xpos = 0;
ypos = 0;
index = 0;
} else if (xpos + frameSizeX > character.width) {
xpos = 0;
ypos += frameSizeY;
}
cfps++;
}
}
function updatefps() {
document.getElementById("fps").innerHTML = "FPS: " + cfps;
cfps = 0;
}
function aqui() {
prepareCanvas();
setInterval(redraw, 1000/60);
animarchar(20);
setInterval(move, 1);
}
function move() {
if (forw === true) {
xPosition += 1;
if (xPosition === 300){
forw = false;}
} else {
xPosition -= 1;
if (xPosition === 0){
forw = true;}
}
}
function prepareCanvas() {
canvasB.width = 800;
canvasB.height = 600;
canvasA.width = canvasB.width;
canvasA.height = canvasB.height;
//document.body.appendChild(canvasB);
document.body.appendChild(canvasA);
}
function animarchar(fps) {
fpsInterval = 1000 / fps;
then = Date.now();
startTime = then;
drawchar();
}
window.onload = function () {
aqui();
};
Here is a jsFiddle: https://jsfiddle.net/qb171ghf/

Draw random coloured circles on canvas

I am trying to create a animation where circles run from right to left. The circles' colours are selected randomly by a function. I have created a fiddle where one circle runs from right to left. Now my function creates a random colour. This function is executed every second and the circle changes its colour every second, instead of a new circle with the random picked colour become created. How can I change it so that it draws a new circle every second on the canvas and doesn't only change the colour of the circle?
This is my function:
function getRandomElement(array) {
if (array.length == 0) {
return undefined;
}
return array[Math.floor(Math.random() * array.length)];
}
var circles = [
'#FFFF00',
'#FF0000',
'#0000FF'
];
function drawcircles() {
ctx.beginPath();
ctx.arc(ballx * 108, canvasHeight / 2, x*5, 0, 2*Math.PI, false);
ctx.fillStyle = getRandomElement(circles);
ctx.fill();
ctx.closePath;
}
Comments on your question:
You are changing the color of the fillStyle to a random color at each frame. This is the reason why it keeps "changing" color. Set it to the color of the circle:
context.fillStyle = circle.color;
make circles with x, y, diameter, bounciness, speed, and color using an array
draw and update them with requestAnimationFrame (mine is a custom function)
My answer:
I made this just last night, where some circles follow the cursor and "bounce" off the edges of the screen. I tested the code and it works.
I might post a link later, but here is all of the code right now...
<!DOCTYPE html>
<html>
<body>
<canvas id="canvas"></canvas>
<script>
var lastTime = 0;
function requestMyAnimationFrame(callback, time)
{
var t = time || 16;
var currTime = new Date().getTime();
var timeToCall = Math.max(0, t - (currTime - lastTime));
var id = window.setTimeout(function(){ callback(currTime + timeToCall); }, timeToCall);
lastTime = currTime + timeToCall;
return id;
}
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
canvas.width = window.innerWidth - 20;
canvas.height = window.innerHeight - 20;
canvas.style.width = canvas.width + "px";
canvas.style.height = canvas.height + "px";
var circles = [];
var mouse =
{
x: 0,
y: 0
}
function getCoordinates(x, y)
{
return "(" + x + ", " + y + ")";
}
function getRatio(n, d)
{
// prevent division by 0
if (d === 0 || n === 0)
{
return 0;
}
else
{
return n/d;
}
}
function Circle(x,y,d,b,s,c)
{
this.x = x;
this.y = y;
this.diameter = Math.round(d);
this.radius = Math.round(d/2);
this.bounciness = b;
this.speed = s;
this.color = c;
this.deltaX = 0;
this.deltaY = 0;
this.drawnPosition = "";
this.fill = function()
{
context.beginPath();
context.arc(this.x+this.radius,this.y+this.radius,this.radius,0,Math.PI*2,false);
context.closePath();
context.fill();
}
this.clear = function()
{
context.fillStyle = "#ffffff";
this.fill();
}
this.draw = function()
{
if (this.drawnPosition !== getCoordinates(this.x, this.y))
{
context.fillStyle = this.color;
// if commented, the circle will be drawn if it is in the same position
//this.drawnPosition = getCoordinates(this.x, this.y);
this.fill();
}
}
this.keepInBounds = function()
{
if (this.x < 0)
{
this.x = 0;
this.deltaX *= -1 * this.bounciness;
}
else if (this.x + this.diameter > canvas.width)
{
this.x = canvas.width - this.diameter;
this.deltaX *= -1 * this.bounciness;
}
if (this.y < 0)
{
this.y = 0;
this.deltaY *= -1 * this.bounciness;
}
else if (this.y+this.diameter > canvas.height)
{
this.y = canvas.height - this.diameter;
this.deltaY *= -1 * this.bounciness;
}
}
this.followMouse = function()
{
// deltaX/deltaY will currently cause the circles to "orbit" around the cursor forever unless it hits a wall
var centerX = Math.round(this.x + this.radius);
var centerY = Math.round(this.y + this.radius);
if (centerX < mouse.x)
{
// circle is to the left of the mouse, so move the circle to the right
this.deltaX += this.speed;
}
else if (centerX > mouse.x)
{
// circle is to the right of the mouse, so move the circle to the left
this.deltaX -= this.speed;
}
else
{
//this.deltaX = 0;
}
if (centerY < mouse.y)
{
// circle is above the mouse, so move the circle downwards
this.deltaY += this.speed;
}
else if (centerY > mouse.y)
{
// circle is under the mouse, so move the circle upwards
this.deltaY -= this.speed;
}
else
{
//this.deltaY = 0;
}
this.x += this.deltaX;
this.y += this.deltaY;
this.x = Math.round(this.x);
this.y = Math.round(this.y);
}
}
function getRandomDecimal(min, max)
{
return Math.random() * (max-min) + min;
}
function getRoundedNum(min, max)
{
return Math.round(getRandomDecimal(min, max));
}
function getRandomColor()
{
// array of three colors
var colors = [];
// go through loop and add three integers between 0 and 255 (min and max color values)
for (var i = 0; i < 3; i++)
{
colors[i] = getRoundedNum(0, 255);
}
// return rgb value (RED, GREEN, BLUE)
return "rgb(" + colors[0] + "," + colors[1] + ", " + colors[2] + ")";
}
function createCircle(i)
{
// diameter of circle
var minDiameter = 25;
var maxDiameter = 50;
// bounciness of circle (changes speed if it hits a wall)
var minBounciness = 0.2;
var maxBounciness = 0.65;
// speed of circle (how fast it moves)
var minSpeed = 0.3;
var maxSpeed = 0.45;
// getRoundedNum returns a random integer and getRandomDecimal returns a random decimal
var x = getRoundedNum(0, canvas.width);
var y = getRoundedNum(0, canvas.height);
var d = getRoundedNum(minDiameter, maxDiameter);
var c = getRandomColor();
var b = getRandomDecimal(minBounciness, maxBounciness);
var s = getRandomDecimal(minSpeed, maxSpeed);
// create the circle with x, y, diameter, bounciness, speed, and color
circles[i] = new Circle(x,y,d,b,s,c);
}
function makeCircles()
{
var maxCircles = getRoundedNum(2, 5);
for (var i = 0; i < maxCircles; i++)
{
createCircle(i);
}
}
function drawCircles()
{
var ii = 0;
for (var i = 0; ii < circles.length; i++)
{
if (circles[i])
{
circles[i].draw();
ii++;
}
}
}
function clearCircles()
{
var ii = 0;
for (var i = 0; ii < circles.length; i++)
{
if (circles[i])
{
circles[i].clear();
ii++;
}
}
}
function updateCircles()
{
var ii = 0;
for (var i = 0; ii < circles.length; i++)
{
if (circles[i])
{
circles[i].keepInBounds();
circles[i].followMouse();
ii++;
}
}
}
function update()
{
requestMyAnimationFrame(update,10);
updateCircles();
}
function draw()
{
requestMyAnimationFrame(draw,1000/60);
context.clearRect(0,0,canvas.width,canvas.height);
drawCircles();
}
function handleError(e)
{
//e.preventDefault();
//console.error(" ERROR ------ " + e.message + " ------ ERROR ");
}
window.addEventListener("load", function()
{
window.addEventListener("error", function(e)
{
handleError(e);
});
window.addEventListener("resize", function()
{
canvas.width = window.innerWidth - 20;
canvas.height = window.innerHeight - 20;
});
window.addEventListener("mousemove", function(e)
{
mouse.x = e.layerX || e.offsetX;
mouse.y = e.layerY || e.offsetY;
});
makeCircles();
update();
draw();
});
</script>
</body>
</html>

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