Canvas Asteroids game - javascript

I'm making Asteroids game in html5 with canvas. I've made moveable ship, which can rotate right and left and can move forward. I've added friction to slow it down when keys aren't pressed. Next thing to do is shooting bullets/lasers. I have yet only one shot and bullet goes forward, but it follow the movement of ship too :/ I don't know how to detach it from the ship and how to make more bullets.
Here's the code:
window.addEventListener('keydown',doKeyDown,true);
window.addEventListener('keyup',doKeyUp,true);
var canvas = document.getElementById('pageCanvas');
var context = canvas.getContext('2d');
var angle = 0;
var H = window.innerHeight; //*0.75,
var W = window.innerWidth; //*0.75;
canvas.width = W;
canvas.height = H;
var xc = W/2; //zeby bylo w centrum :v
var yc = H/2; //jw.
var x = xc;
var y = yc;
var dv = 0.2;
var dt = 1;
var vx = 0;
var vy = 0;
var fps = 30;
var maxVel = 10;
var frict = 0.99;
var brakes = 0.90;
var keys = new Array();
var fire = false;
var laser = false;
///////////////////lasery xD
var lx = 25,
ly = 9,
lw = 4,
lh = 4;
function doKeyUp(evt){
keys[evt.keyCode] = false;
fire = false;
}
function doKeyDown(evt){
keys[evt.keyCode] = true;
}
//OOOOOOOOOOOOOOOOOOLASEROOOOOOOOOOOOOOOOOOOOOOOOOOO
function drawLaser() {
context.fillStyle = "red";
context.fillRect(lx,ly,lw,lh);
}
function moveLaser() {
lx += 2;
}
//OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
function ogienZdupy(){
context.fillStyle = "red";
context.beginPath();
context.moveTo(-2,2);
context.lineTo(2,10);
context.lineTo(-2,18);
context.lineTo(-25,10);
context.lineTo(-2,2);
context.strokeStyle = "red";
context.stroke();
}
function convertToRadians(degree) {
return degree*(Math.PI/180);
}
function incrementAngle() {
angle += 5;
if(angle > 360){
angle = 0;
}
}
function decrementAngle(){
angle -= 5;
if(angle > 360){
angle = 0;
}
}
function xyVelocity(){
vx += dv * Math.cos(convertToRadians(angle)); //* friction;
vy += dv * Math.sin(convertToRadians(angle)); //* friction;
if(vx > maxVel){
vx = maxVel;
}
if(vy > maxVel){
vy = maxVel;
}
}
function shipMovement(){
if(38 in keys && keys[38]){
xyVelocity();
fire = true;
}
if(40 in keys && keys[40]){
vx = 0;
vy = 0;
}
if(37 in keys && keys[37]){
decrementAngle();
};
if (39 in keys && keys[39]){
incrementAngle();
};
if (32 in keys && keys[32]){
laser = true;
};
}
function xyAndFriction(){
x += vx * dt;
y += vy * dt;
vx *= frict;
vy *= frict;
}
function outOfBorders(){
if(x > W){
x = x - W;
}
if(x< 0){
x = W;
}
if(y > H){
y = y - H;
}
if(y < 0){
y = H;
}
}
function blazeatron420(){
context.beginPath();
context.moveTo(0,0);
context.lineTo(20,10);
context.lineTo(0,20);
context.lineTo(7,10);
context.lineTo(0,0);
context.strokeStyle = "green";
context.stroke();
}
function space(){
context.fillStyle = "black";
context.fillRect(0,0,W,H);
}
function drawEverything() {
shipMovement();
xyAndFriction();
outOfBorders();
//context.save();
space();
context.save();
context.translate(x,y);
//context.translate(25,25);
context.rotate(convertToRadians(angle));
context.translate(-7,-10);
if(fire){
ogienZdupy();
}
if(laser){
drawLaser();
moveLaser();
}
context.fillStyle = "green";
//context.fillText(vx + " km/h",50,50);
/*context.fillText("dupa",-30,0);
context.beginPath();
context.moveTo(-20,5);
context.lineTo(-5,10);
context.strokeStyle = "green"; //KOLOR LINII ;_;
context.stroke();*/
blazeatron420();
context.restore();
}
setInterval(drawEverything, 20);
And the fiddle http://jsfiddle.net/tomasthall/q40zvd6v/1/

I moved your laser drawing out of the rotated context.
Initiated lx and ly to x y in the moment of firing.
laser = true;
lx = x;
ly = y;
http://jsfiddle.net/q40zvd6v/2/
Now you need to just give the laser a proper vector.
That can be calculated from the angle of your ship and some trigonometry.
if (32 in keys && keys[32]){
laser = true;
lx = x;
ly = y;
var angle_in_radians = convertToRadians(angle);
lvx = Math.cos(angle_in_radians);
lvy = Math.sin(angle_in_radians);
};
And it shoots fine now:
http://jsfiddle.net/q40zvd6v/4/
Looks much nicer if you add the ship vector to projectile vector though.
if (32 in keys && keys[32]){
laser = true;
lx = x;
ly = y;
var angle_in_radians = convertToRadians(angle);
lvx = Math.cos(angle_in_radians);
lvy = Math.sin(angle_in_radians);
lvx += vx;
lvy += vy;
};
http://jsfiddle.net/q40zvd6v/5/
Good luck on your game :>

this be your problem right here:
context.rotate(convertToRadians(angle));
context.translate(-7,-10);
you rotate everything on the canvas..
when in fact you should only be rotating the blazeatron420
Please look at this question:
How do I rotate a single object on an html 5 canvas?
and see the solutions for rotating a single "object"..

Related

How can I reverse the direction of this square after it reaches a certain value?

I'm trying to create an idle animation where the red rectangle moves back and forth slightly in a loop. For some reason once it reaches the specified threshhold instead of proceeding to move in the opposite direction, it just stops.
What did I do wrong?
<canvas id="myCanvas" width="1500" height="500" style="border:1px solid #c3c3c3;">
Your browser does not support the canvas element.
</canvas>
<script>
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
// Spaceship structure
var shipWidth = 250;
var shipHeight = 100;
// Canvas parameters
var cWidth = canvas.width;
var cHeight = canvas.height;
// Positioning variables
var centerWidthPosition = (cWidth / 2) - (shipWidth / 2);
var centerHeightPosition = (cHeight / 2) - (shipHeight / 2);
var requestAnimationFrame = window.requestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.msRequestAnimationFrame;
function drawShip(){
ctx.clearRect(0, 0, cWidth, cHeight);
ctx.fillStyle = "#FF0000";
ctx.fillRect(centerWidthPosition,centerHeightPosition,shipWidth,shipHeight);
centerWidthPosition--;
if (centerWidthPosition < 400){
++centerWidthPosition;
}
requestAnimationFrame(drawShip);
}
drawShip();
</script>
#TheAmberlamps explained why it's doing that. Here I offer you a solution to achieve what I believe you are trying to do.
Use a velocity variable that changes magnitude. X position always increases by velocity value. Velocity changes directions at screen edges.
// use a velocity variable
var xspeed = 1;
// always increase by velocity
centerWidthPosition += xspeed;
// screen edges are 0 and 400 in this example
if (centerWidthPosition > 400 || centerWidthPosition < 0){
xspeed *= -1; // change velocity direction
}
I added another condition in your if that causes the object to bounce back and forth. Remove the selection after || if you don't want it doing that.
Your function is caught in a loop; once centerWidthPosition reaches 399 your conditional makes it increment back up to 400, and then it decrements back to 399.
here is another one as a brain teaser - how would go by making this animation bounce in the loop - basically turn text into particles and then reverse back to text and reverse back to particles and back to text and so on and on and on infinitely:
var random = Math.random;
window.onresize = function () {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
};
window.onresize();
var ctx = canvas.getContext('2d');
ctx.font = 'bold 50px "somefont"';
ctx.textBaseline = 'center';
ctx.fillStyle = 'rgba(255,255,255,1)';
var _particles = [];
var particlesLength = 0;
var currentText = "SOMETEXT";
var createParticle = function createParticle(x, y) {_particles.push(new Particle(x, y));};
var checkAlpha = function checkAlpha(pixels, i) {return pixels[i * 4 + 3] > 0;};
var createParticles = function createParticles() {
var textSize = ctx.measureText(currentText);
ctx.fillText(currentText,Math.round((canvas.width / 2) - (textSize.width / 2)),Math.round(canvas.height / 2));
var imageData = ctx.getImageData(1, 1, canvas.width, canvas.height);
var pixels = imageData.data;
var dataLength = imageData.width * imageData.height;
for (var i = 0; i < dataLength; i++) {
var currentRow = Math.floor(i / imageData.width);
var currentColumn = i - Math.floor(i / imageData.height);
if (currentRow % 2 || currentColumn % 2) continue;
if (checkAlpha(pixels, i)) {
var cy = ~~(i / imageData.width);
var cx = ~~(i - (cy * imageData.width));
createParticle(cx, cy);
}}
particlesLength = _particles.length;
};
var Point = function Point(x, y) {
this.set(x, y);
};
Point.prototype = {
set: function (x, y) {
x = x || 0;
y = y || x || 0;
this._sX = x;
this._sY = y;
this.reset();
},
add: function (point) {
this.x += point.x;
this.y += point.y;
},
multiply: function (point) {
this.x *= point.x;
this.y *= point.y;
},
reset: function () {
this.x = this._sX;
this.y = this._sY;
return this;
},
};
var FRICT = new Point(0.98);//set to 0 if no flying needed
var Particle = function Particle(x, y) {
this.startPos = new Point(x, y);
this.v = new Point();
this.a = new Point();
this.reset();
};
Particle.prototype = {
reset: function () {
this.x = this.startPos.x;
this.y = this.startPos.y;
this.life = Math.round(random() * 300);
this.isActive = true;
this.v.reset();
this.a.reset();
},
tick: function () {
if (!this.isActive) return;
this.physics();
this.checkLife();
this.draw();
return this.isActive;
},
checkLife: function () {
this.life -= 1;
this.isActive = !(this.life < 1);
},
draw: function () {
ctx.fillRect(this.x, this.y, 1, 1);
},
physics: function () {
if (performance.now()<nextTime) return;
this.a.x = (random() - 0.5) * 0.8;
this.a.y = (random() - 0.5) * 0.8;
this.v.add(this.a);
this.v.multiply(FRICT);
this.x += this.v.x;
this.y += this.v.y;
this.x = Math.round(this.x * 10) / 10;
this.y = Math.round(this.y * 10) / 10;
}
};
var nextTime = performance.now()+3000;
createParticles();
function clearCanvas() {
ctx.fillStyle = 'rgba(0,0,0,1)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
(function clearLoop() {
clearCanvas();
requestAnimationFrame(clearLoop);
})();
(function animLoop(time) {
ctx.fillStyle = 'rgba(255,255,255,1)';
var isAlive = true;
for (var i = 0; i < particlesLength; i++) {
if (_particles[i].tick()) isAlive = true;
}
requestAnimationFrame(animLoop);
})();
function resetParticles() {
for (var i = 0; i < particlesLength; i++) {
_particles[i].reset();
}}

Square on my canvas appears for a second and then disappears

This is a whole project so if there are constraints or variables not used, ignore them.
const WIDTH = 640;
const HEIGHT = 480;
const PLAYER_SIZE = 20;
const REPAINT_DELAY = 50;
const EASY_DELAY = 1750;
const MODERATE_DELAY = 1000;
const HARD_DELAY = 750;
const MAX_BLOCKS = 100;
var canvas;
var ctx;
var playerX = 310;
var playerY = 230;
var DX = 0;
var DY = 0;
window.onload = init;
function clearCanvas() {
ctx.clearRect(0, 0, WIDTH, HEIGHT);
}
function init() {
canvas = document.getElementById("myCanvas");
ctx = canvas.getContext("2d");
ctx.fillStyle = "#0000FF";
ctx.fillRect(playerX, playerY, PLAYER_SIZE, PLAYER_SIZE);
window.onkeydown = keyArrows;
return setInterval(draw, 10);
}
function draw() {
clearCanvas();
/*
** I think this is where something is going wrong.
** I tried moving around the `clearCanvas()` but that didn’t work.
** It just made the whole square not show up at all.
*/
if (playerX + DX > WIDTH || playerX + DX < 0)
DX = 0;
if (playerY + DY > HEIGHT || playerY + DY < 0)
DY = 0;
DX += playerX;
DY += playerY;
}
function keyArrows(e) {
if (e.keyCode == 37) {
DX = -5;
DY = 0;
} else if (e.keyCode == 38) {
DX = 0;
DY = -5;
} else if (e.keyCode == 39) {
DX = 5;
DY = 0;
} else if (e.keyCode == 40) {
DX = 0;
DY = 5;
}
}
init();
I’m trying to get the blue square to move. Would this code even work to make the square move around once it’s actually drawn?

HTML5 Canvas Scallop Shape

I really need help badly on how to create a scallop shape using Canvas
I tried playing around the cloud sample but it was really difficult for me to create what I've wanted.
I simply wanted to know the code for the scallop shape for rectangle and circle.
This is the image that What I've wanted.
It design doesn't have to exactly the same but as possible it does look like this.
THANK YOU SO MUCH IN ADVANCEEE..
You can draw such a shape by using dotted line dash, like this(a bit tricky).
JavaScript:
const canvas = document.querySelector("#canvas");
canvas.width = canvas.height = 300;
const ctx = canvas.getContext("2d");
const rect = [50, 50, 200, 200];
//draw dotted line dash.
ctx.lineCap = "round";
ctx.setLineDash([0, 40]);
ctx.lineDashOffset = 20;
ctx.lineWidth = 42;
ctx.strokeStyle = "purple";
ctx.strokeRect(...rect);
//remove disuse range.
ctx.globalCompositeOperation = "destination-out";
ctx.lineWidth = 38;
ctx.strokeRect(...rect);
ctx.fillRect(...rect);
Demo:
http://jsdo.it/defghi1977/iFR7
From an older answer but the question was very vague and has a lot of extra baggage. Here is a snippet from that answer. It has some extra code in it that may be helpful but not directly related.
The function display (about halfway down) does most of the work, adding the arcs to the object box.
See running demo for instruction
const pointSize = 4;
const pointCol = "#4AF";
var arcDepth = -0.5; // depth of arc as a factor of line seg length
// Note to have arc go the other (positive) way you have
// to change the ctx.arc draw call by adding anticlockwise flag
// see drawArc for more
const arcCol = "#F92";
const arcWidth = 8;
// Find a circle that fits 3 points.
function fitCircleTo3P(p1x, p1y, p2x, p2y, p3x, p3y, arc) {
var vx,
vy,
c,
c1,
u;
c = (p2x - p1x) / (p1y - p2y); // slope of vector from vec 1 to vec 2
c1 = (p3x - p2x) / (p2y - p3y); // slope of vector from vec 2 to vec 3
// This will not happen in this example
if (c === c1) { // if slope is the same they must be on the same line
return null; // points are in a line
}
// locate the center
if (p1y === p2y) { // special case with p1 and p2 have same y
vx = (p1x + p2x) / 2;
vy = c1 * vx + (((p2y + p3y) / 2) - c1 * ((p2x + p3x) / 2));
} else
if (p2y === p3y) { // special case with p2 and p3 have same y
vx = (p2x + p3x) / 2;
vy = c * vx + (((p1y + p2y) / 2) - c * ((p1x + p2x) / 2));
} else {
vx = ((((p2y + p3y) / 2) - c1 * ((p2x + p3x) / 2)) - (u = ((p1y + p2y) / 2) - c * ((p1x + p2x) / 2))) / (c - c1);
vy = c * vx + u;
}
arc.x = vx;
arc.y = vy;
vx = p1x - vx;
vy = p1y - vy;
arc.rad = Math.sqrt(vx * vx + vy * vy);
return arc;
}
var points = [];
var arcs = [];
function addArc(p1, p2, depth) {
var arc = {
p1 : p1,
p2 : p2,
depth : depth,
rad : null, // radius
a1 : null, // angle from
a2 : null, // angle to
x : null,
y : null,
}
arcs.push(arc);
return arc;
}
function calcArc(arc, depth) {
var p = points[arc.p1]; // get points
var pp = points[arc.p2];
// change depth if needed
depth = arc.depth = depth !== undefined ? depth : arc.depth;
var vx = pp[0] - p[0]; // vector from p to pp
var vy = pp[1] - p[1];
var cx = (pp[0] + p[0]) / 2; // center point
var cy = (pp[1] + p[1]) / 2; // center point
var len = Math.sqrt(vx * vx + vy * vy); // get length
cx -= vy * depth; // find 3 point at 90 deg to line and dist depth
cy += vx * depth;
// To have depth as a fixed length uncomment 4 lines below and comment out 2 lines above.
//var nx = vx / len; // normalise vector
//var ny = vy / len;
//cx -= ny * depth; // find 3 point at 90 deg to line and dist depth
//cy += nx * depth;
fitCircleTo3P(p[0], p[1], cx, cy, pp[0], pp[1], arc); // get the circle that fits
arc.a1 = Math.atan2(p[1] - arc.y, p[0] - arc.x); // get angle from circle center to first point
arc.a2 = Math.atan2(pp[1] - arc.y, pp[0] - arc.x); // get angle from circle center to second point
}
function addPoint(x, y) {
points.push([x, y]);
}
function drawPoint(x, y, size, col) {
ctx.fillStyle = col;
ctx.beginPath();
ctx.arc(x, y, size, 0, Math.PI * 2);
ctx.fill();
}
function drawArcStart(width,col){
ctx.lineCap = "round";
ctx.strokeStyle = col;
ctx.lineJoin = "round";
ctx.lineWidth = width;
ctx.beginPath();
}
function drawArc(arc){
ctx.arc(arc.x,arc.y,arc.rad,arc.a1,arc.a2);
}
function drawArcDone(){
ctx.closePath();
ctx.stroke();
}
function findClosestPoint(x, y, dist) {
var index = -1;
for (var i = 0; i < points.length; i++) {
var p = points[i];
var vx = x - p[0];
var vy = y - p[1];
var d = Math.sqrt(vx * vx + vy * vy);
if (d < dist) {
dist = d;
index = i;
}
}
return index;
}
var dragging = false;
var drag = -1;
var dragX, dragY;
var recalcArcs = false;
var box;
//========================================================================
// New box code from here down
// creates the box when canvas is ready
var onResize = function(){
box = {
x : canvas.width * (1/8),
y : canvas.height * (1/8),
w : canvas.width * (6/8),
h : canvas.height * (6/8),
recalculate : true,
arcCount : 20, // number of arcs to try and fit. Does not mean that it will happen
}
}
function display() {
ctx.setTransform(1, 0, 0, 1, 0, 0); // reset transform
ctx.globalAlpha = 1; // reset alpha
ctx.clearRect(0, 0, w, h);
if(mouse.w !== 0){
if(mouse.buttonRaw & 4){ // change arc depth
if(mouse.w < 0){
arcDepth *= 1/1.05;
}else{
arcDepth *= 1.05;
}
recalcArcs = true;
}else{ // change arc count
box.arcCount += Math.sign(mouse.w);
box.arcCount = Math.max(4,box.arcCount);
box.recalculate = true;
}
mouse.w = 0;
}
// drag out box;
if(mouse.buttonRaw & 1){
if(!dragging){
box.x = mouse.x;
box.y = mouse.y;
dragging = true;
}
box.w = mouse.x - box.x;
box.h = mouse.y - box.y;
box.recalculate = true;
if(box.w <0){
box.x = box.x + box.w;
box.w = - box.w;
}
if(box.h <0){
box.y = box.y + box.h;
box.h = - box.h;
}
}else{
dragging = false;
}
// stop error
if(box.w === 0 || box.h === 0){
box.recalculate = false;
}
// calculate box arcs
if(box.recalculate){
// reset arrays
points.length = 0;
arcs.length = 0;
// get perimeter length
var perimLen = (box.w + box.h)* 2;
// get estimated step size
var step = perimLen / box.arcCount;
// get inset size for width and hight
var wInStep = (box.w - (Math.floor(box.w/step)-1)*step) / 2;
var hInStep = (box.h - (Math.floor(box.h/step)-1)*step) / 2;
// fix if box to narrow
if(box.w < step){
wInStep = 0;
hInStep = 0;
step = box.h / (Math.floor(box.h/step));
}else if(box.h < step){
wInStep = 0;
hInStep = 0;
step = box.w / (Math.floor(box.w/step));
}
// Add points clock wise
var x = box.x + wInStep;
while(x < box.x + box.w){ // across top
addPoint(x,box.y);
x += step;
}
var y = box.y + hInStep;
while(y < box.y + box.h){ // down right side
addPoint(box.x + box.w,y);
y += step;
}
x = box.x + box.w - wInStep;
while(x > box.x){ // left along bottom
addPoint(x,box.y + box.h);
x -= step;
}
var y = box.y + box.h - hInStep;
while(y > box.y){ // up along left side
addPoint(box.x,y);
y -= step;
}
// calculate arcs.
for(var i =0; i <points.length; i++){
calcArc(addArc(i,(i + 1) % points.length,arcDepth));
}
box.recalculate = false;
}
// recalculate arcs if needed
for(var i = 0; i < arcs.length; i ++){
if(recalcArcs){
calcArc(arcs[i],arcDepth);
}
}
// draw arcs
drawArcStart(arcWidth,arcCol)
for(var i = 0; i < arcs.length; i ++){
drawArc(arcs[i]);
}
drawArcDone();
recalcArcs = false;
}
//===========================================================================================
// END OF ANSWER
// Boiler plate code from here down. Does mouse,canvas,resize and what not
var w, h, cw, ch, canvas, ctx, mouse, globalTime = 0, firstRun = true; ;
(function () {
const RESIZE_DEBOUNCE_TIME = 100;
var createCanvas,
resizeCanvas,
setGlobals,
resizeCount = 0;
createCanvas = function () {
var c,
cs;
cs = (c = document.createElement("canvas")).style;
cs.position = "absolute";
cs.top = cs.left = "0px";
cs.zIndex = 1000;
document.body.appendChild(c);
return c;
}
resizeCanvas = function () {
if (canvas === undefined) {
canvas = createCanvas();
}
canvas.width = innerWidth;
canvas.height = innerHeight;
ctx = canvas.getContext("2d");
if (typeof setGlobals === "function") {
setGlobals();
}
if (typeof onResize === "function") {
if (firstRun) {
onResize();
firstRun = false;
} else {
resizeCount += 1;
setTimeout(debounceResize, RESIZE_DEBOUNCE_TIME);
}
}
}
function debounceResize() {
resizeCount -= 1;
if (resizeCount <= 0) {
onResize();
}
}
setGlobals = function () {
cw = (w = canvas.width) / 2;
ch = (h = canvas.height) / 2;
}
mouse = (function () {
function preventDefault(e) {
e.preventDefault();
}
var mouse = {
x : 0,
y : 0,
w : 0,
alt : false,
shift : false,
ctrl : false,
buttonRaw : 0,
over : false,
bm : [1, 2, 4, 6, 5, 3],
active : false,
bounds : null,
crashRecover : null,
mouseEvents : "mousemove,mousedown,mouseup,mouseout,mouseover,mousewheel,DOMMouseScroll".split(",")
};
var m = mouse;
function mouseMove(e) {
var t = e.type;
m.bounds = m.element.getBoundingClientRect();
m.x = e.pageX - m.bounds.left;
m.y = e.pageY - m.bounds.top;
m.alt = e.altKey;
m.shift = e.shiftKey;
m.ctrl = e.ctrlKey;
if (t === "mousedown") {
m.buttonRaw |= m.bm[e.which - 1];
} else if (t === "mouseup") {
m.buttonRaw &= m.bm[e.which + 2];
} else if (t === "mouseout") {
m.buttonRaw = 0;
m.over = false;
} else if (t === "mouseover") {
m.over = true;
} else if (t === "mousewheel") {
m.w = e.wheelDelta;
} else if (t === "DOMMouseScroll") {
m.w = -e.detail;
}
e.preventDefault();
}
m.start = function (element) {
if (m.element !== undefined) {
m.removeMouse();
}
m.element = element === undefined ? document : element;
m.mouseEvents.forEach(n => {
m.element.addEventListener(n, mouseMove);
});
m.element.addEventListener("contextmenu", preventDefault, false);
m.active = true;
}
m.remove = function () {
if (m.element !== undefined) {
m.mouseEvents.forEach(n => {
m.element.removeEventListener(n, mouseMove);
});
m.element.removeEventListener("contextmenu", preventDefault);
m.element = m.callbacks = undefined;
m.active = false;
}
}
return mouse;
})();
function update(timer) { // Main update loop
if (ctx === undefined) {
return;
}
globalTime = timer;
display(); // call demo code
requestAnimationFrame(update);
}
setTimeout(function () {
resizeCanvas();
mouse.start(canvas, true);
window.addEventListener("resize", resizeCanvas);
requestAnimationFrame(update);
}, 0);
})();
Left click drag to create a box<br>Mouse wheel to change arc count<br>Hold right button down and wheel to change arc depth.<br>
Use https://www.w3schools.com/tags/canvas_beziercurveto.asp "Bezier Curve Method" to make complicated shapes.
I suggest going on desmos and messing around with the bezier curve in order to understand the complications. I hope this helped :)
Edit: Bezier curves work like this:
ctx.bezierCurveTo(Control point x, control point y, 2nd control point x, 2nd control point y, finishing x, finishing y);

Drag and drop on a canvas HTML5

I am trying to implement a drag and drop on a canvas representing 3 disks.
I would like to change with mouse the position of each mass. My main problem is that I am constrained by the length of axe for each of these 3 spheres.
For the moment, I have implemented the following function when mouse is moving inside the canvas (value of indexMass indicates which mass is moved: 1, 2 or 3 and t1, t2, t3 represents respectively the angle of mass 1, 2, 3):
// Happens when the mouse is moving inside the canvas
function myMove(event) {
if (isDrag) {
var x = event.offsetX;
var y = event.offsetY;
if (indexMass == 1)
{ // Update theta1 value
t1 = t1 + 0.1*Math.atan(y/x);
}
else if (indexMass == 2)
{ // Update theta2 value
t2 = t2 + 0.1*Math.atan(y/x);
}
else if (indexMass == 3)
{ // Update theta3 value
t3 = t3 + 0.1*Math.atan(y/x);
}
// Update drawing
DrawPend(canvas);
}
}
As you can see, I did for each angle:
t = t + 0.1*Math.atan(y/x);
with:
var x = event.offsetX;
var y = event.offsetY;
But this effect is not very nice. Once the sphere is selected with mouse (on mouse click), I would like the cursor to be stuck with this sphere or the sphere to follow the "delta" of the mouse coordinates when I am not on sphere any more.
Update 1
#Blindman67: thanks for your help, your code snippet is pretty complex for me, I didn't understand it all. But I am on the right way.
I am starting by the first issue: make rotate the selected disk with mouse staying very closed to it or over it, when dragging.
For the moment, I have modified my function myMove (which is called when I have clicked down and move the mouse for dragging) like:
// Happens when the mouse is moving inside the canvas
function myMove(event) {
// If dragging
if (isDrag) {
// Compute dx and dy before calling DrawPend
var lastX = parseInt(event.offsetX - mx);
var lastY = parseInt(event.offsetY - my);
var dx = lastX - window['x'+indexMass];
var dy = lastY - window['y'+indexMass];
// Change angle when dragging
window['t'+indexMass] = Math.atan2(dy, dx);
// Update drawing
DrawPend(canvas);
// Highlight dragging disk
fillDisk(indexMass, 'pink');
}
}
where indexMass is the index of dragged disk and window['x'+indexMass] , window['y'+indexMass] are the current coordinates of the selected disk center.
After, I compute the dx, dy respectively from coordinates mouse clicked when starting drag (mx, my returned by getMousePos function) and mouse coordinates with moving.
Finally, I change the angle of disk by set, for global variable (theta of selected disk), i.e window['t'+indexMass]:
// Change angle when dragging
window['t'+indexMass] = Math.atan2(dy, dx);
I have took your part of code with Math.atan2.
But the result of this function doesn't make a good animation with mouse dragging, I would like to know where this could come from.
Right now, I would like to implement only the dragging without modifying the length of axis, I will see more later for this functionality.
Update 2
I keep going on to find a solution about the dragging of a selected mass with mouse.
For trying a synthesis of what I have done previously, I believe the following method is good but this dragging method is not working very well: the selected disk doesn't follow correctly the mouse and I don't know why.
In myMove function (function called when I start dragging), I decided to:
Compute the dx, dy between the mouse coordinates and the selected disk coordinates, i.e:
var dx = parseInt(event.offsetX - window['x'+indexMass]);
var dy = parseInt(event.offsetY - window['y'+indexMass]);
indexMass represents the index of the selected disk.
Increment the position of selected disk (stored in temporary variables tmpX, tmpY) by dx, dy.
Compute the new angle theta (identified in code by global variable window['t'+indexMass]
Compute the new positions of selected disk with this new value of theta, i.e for example with disk1 (indexMass=1 and theta = t1):
x1= x0 +l1 * sin(t1)
y1= y0 +l1 * sin(t1)
I want to draw readers' attention to the fact that I want dragging with mouse not to modify the lengths of axes with mouse, this is a constraint.
Here's the entire myMove function (called when drag is starting) :
// Happens when the mouse is moving inside the canvas
function myMove(event) {
// If dragging
if (isDrag) {
console.log('offsetX', event.offsetX);
console.log('offsetY', event.offsetY);
var dx = parseInt(event.offsetX - window['x'+indexMass]);
var dy = parseInt(event.offsetY - window['y'+indexMass]);
console.log('dx', dx);
console.log('dy', dy);
// Temp variables
var tmpX = window['x'+indexMass];
var tmpY = window['y'+indexMass];
// Increment temp positions
tmpX += dx;
tmpY += dy;
// Compute new angle for indexMass
window['t'+indexMass] = Math.atan2(tmpX, tmpY);
console.log('printf', window['t'+indexMass]);
// Compute new positions of disks
dragComputePositions();
// Update drawing
DrawPend(canvas);
// Highlight dragging disk
fillDisk(indexMass, 'pink');
}
}
You can not move the OS mouse position. You can hide the mouse canvas.style.cursor = "none"; and then draw a mouse on the canvas your self but it will lag behind by one frame because when you get the mouse coordinates the OS has already placed the mouse at that position, and if you use requestAnimationFrame (RAF) the next presentation of the canvas will be at the next display refresh interval. If you don't use RAF you may or may not present the canvas on the current display refresh, but you will get occasional flicker and shearing.
To solve the problem (which is subjective) draw a line from the rotation point through the ball to the mouse position this will at least give the user some feedback as to what is happening.
I would also add some handles to the balls so you could change the mass (volume of sphere * density) and the length of axis.. The resize cursors are a problem as the will not match the direction of required movement when the angles have changes. You would need to find one closest to the correct angle or render a cursor to a canvas and use that.
Example code shows what I mean. (does not include sim) Move mouse over balls to move, when over you will also see two circles appear to change distance and radius (mass)
/*-------------------------------------------------------------------------------------
answer code
---------------------------------------------------------------------------------------*/
var balls = [];
var startX,startY;
var mouseOverBallIndex = -1;
var mouseOverDist = false;
var mouseOverMass = false;
const DRAG_CURSOR = "move";
const MASS_CURSOR = "ew-resize";
const DIST_CURSOR = "ns-resize";
var dragging = false;
var dragStartX = 0;
var dragStartY = 0;
function addBall(dist,radius){
balls.push({
dist : dist,
radius : Math.max(10,radius),
angle : -Math.PI / 2,
x : 0,
y : 0,
mass : (4/3) * radius * radius * radius * Math.PI,
});
}
function drawBalls(){
var i = 0;
var len = balls.length;
var x,y,dist,b,minDist,index,cursor;
ctx.lineWidth = 2;
ctx.strokeStyle = "black";
ctx.fillStyle = "blue"
ctx.beginPath();
x = startX;
y = startY;
ctx.moveTo(x, y)
for(; i < len; i += 1){
b = balls[i];
x += Math.cos(b.angle) * b.dist;
y += Math.sin(b.angle) * b.dist;
ctx.lineTo(x, y);
b.x = x;
b.y = y;
}
ctx.stroke();
minDist = Infinity;
index = -1;
for(i = 0; i < len; i += 1){
b = balls[i];
ctx.beginPath();
ctx.arc(b.x, b.y, b.radius, 0, Math.PI * 2);
ctx.fill();
if(!dragging){
x = b.x - mouse.x;
y = b.y - mouse.y;
dist = Math.sqrt(x * x + y * y);
if(dist < b.radius + 5 && dist < minDist){
minDist = dist;
index = i;
}
}
}
if(!dragging){
mouseOverBallIndex = index;
if(index !== -1){
cursor = DRAG_CURSOR;
b = balls[index];
ctx.fillStyle = "Red"
ctx.beginPath();
ctx.arc(b.x, b.y, b.radius, 0, Math.PI * 2);
ctx.fill();
dx = b.x - Math.cos(b.angle) * b.radius;
dy = b.y - Math.sin(b.angle) * b.radius;
x = dx - mouse.x;
y = dy - mouse.y;
dist = Math.sqrt(x * x + y * y);
ctx.beginPath();
if(dist < 6){
ctx.strokeStyle = "Yellow"
mouseOverDist = true;
ctx.arc(dx, dy, 12, 0, Math.PI * 2);
cursor = DIST_CURSOR;
}else{
ctx.strokeStyle = "black"
mouseOverDist = false;
ctx.arc(dx, dy, 5, 0, Math.PI * 2);
}
ctx.stroke();MASS_CURSOR
dx = b.x - Math.cos(b.angle + Math.PI/2) * b.radius;
dy = b.y - Math.sin(b.angle + Math.PI/2) * b.radius;
x = dx - mouse.x;
y = dy - mouse.y;
dist = Math.sqrt(x * x + y * y);
ctx.beginPath();
if(dist < 6){
ctx.strokeStyle = "Yellow"
mouseOverMass = true;
ctx.arc(dx, dy, 12, 0, Math.PI * 2);
cursor = MASS_CURSOR;
}else{
ctx.strokeStyle = "black"
mouseOverMass = false;
ctx.arc(dx, dy, 5, 0, Math.PI * 2);
}
ctx.stroke();
canvas.style.cursor = cursor;
}else{
canvas.style.cursor = "default";
}
}else{
b = balls[mouseOverBallIndex];
ctx.fillStyle = "Yellow"
ctx.beginPath();
ctx.arc(b.x, b.y, b.radius, 0, Math.PI * 2);
ctx.fill();
}
}
function display(){ // put code in here
var x,y,b
if(balls.length === 0){
startX = canvas.width/2;
startY = canvas.height/2;
addBall((startY * 0.8) * (1/4), startY * 0.04);
addBall((startY * 0.8) * (1/3), startY * 0.04);
addBall((startY * 0.8) * (1/2), startY * 0.04);
}
ctx.setTransform(1,0,0,1,0,0); // reset transform
ctx.globalAlpha = 1; // reset alpha
ctx.clearRect(0,0,w,h);
if((mouse.buttonRaw & 1) && mouseOverBallIndex > -1){
b = balls[mouseOverBallIndex];
if(dragging === false){
dragging = true;
dragStartX = balls[mouseOverBallIndex].x;
dragStartY = balls[mouseOverBallIndex].y;
}else{
b = balls[mouseOverBallIndex];
if(mouseOverBallIndex === 0){
x = startX;
y = startY;
}else{
x = balls[mouseOverBallIndex-1].x
y = balls[mouseOverBallIndex-1].y
}
if(mouseOverDist){
var dist = Math.sqrt(Math.pow(x-mouse.x,2)+Math.pow(y-mouse.y,2));
b.dist = dist + b.radius;
}else
if(mouseOverMass){
var dist = Math.sqrt(Math.pow(dragStartX-mouse.x,2)+Math.pow(dragStartY-mouse.y,2));
b.radius = Math.max(10,dist);
b.mass = dist * dist * dist * (4/3) * Math.PI;
}else{
b.angle = Math.atan2(mouse.y - y, mouse.x - x);
ctx.beginPath();
ctx.lineWidth = 1;
ctx.strokeStyle = "grey";
ctx.moveTo(x,y);
ctx.lineTo(mouse.x, mouse.y);
ctx.stroke();
}
}
}else if(dragging){
dragging = false;
}
drawBalls();
}
/*-------------------------------------------------------------------------------------
answer code END
---------------------------------------------------------------------------------------*/
/** SimpleFullCanvasMouse.js begin **/
const CANVAS_ELEMENT_ID = "canv";
const U = undefined;
var w, h, cw, ch; // short cut vars
var canvas, ctx, mouse;
var globalTime = 0;
var createCanvas, resizeCanvas, setGlobals;
var L = typeof log === "function" ? log : function(d){ console.log(d); }
createCanvas = function () {
var c,cs;
cs = (c = document.createElement("canvas")).style;
c.id = CANVAS_ELEMENT_ID;
cs.position = "absolute";
cs.top = cs.left = "0px";
cs.zIndex = 1000;
document.body.appendChild(c);
return c;
}
resizeCanvas = function () {
if (canvas === U) { canvas = createCanvas(); }
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
ctx = canvas.getContext("2d");
if (typeof setGlobals === "function") { setGlobals(); }
}
setGlobals = function(){ cw = (w = canvas.width) / 2; ch = (h = canvas.height) / 2; balls.length = 0; }
mouse = (function(){
function preventDefault(e) { e.preventDefault(); }
var mouse = {
x : 0, y : 0, w : 0, alt : false, shift : false, ctrl : false, buttonRaw : 0,
over : false, // mouse is over the element
bm : [1, 2, 4, 6, 5, 3], // masks for setting and clearing button raw bits;
mouseEvents : "mousemove,mousedown,mouseup,mouseout,mouseover,mousewheel,DOMMouseScroll".split(",")
};
var m = mouse;
function mouseMove(e) {
var t = e.type;
m.x = e.offsetX; m.y = e.offsetY;
if (m.x === U) { m.x = e.clientX; m.y = e.clientY; }
m.alt = e.altKey; m.shift = e.shiftKey; m.ctrl = e.ctrlKey;
if (t === "mousedown") { m.buttonRaw |= m.bm[e.which-1]; }
else if (t === "mouseup") { m.buttonRaw &= m.bm[e.which + 2]; }
else if (t === "mouseout") { m.buttonRaw = 0; m.over = false; }
else if (t === "mouseover") { m.over = true; }
else if (t === "mousewheel") { m.w = e.wheelDelta; }
else if (t === "DOMMouseScroll") { m.w = -e.detail; }
if (m.callbacks) { m.callbacks.forEach(c => c(e)); }
e.preventDefault();
}
m.addCallback = function (callback) {
if (typeof callback === "function") {
if (m.callbacks === U) { m.callbacks = [callback]; }
else { m.callbacks.push(callback); }
} else { throw new TypeError("mouse.addCallback argument must be a function"); }
}
m.start = function (element, blockContextMenu) {
if (m.element !== U) { m.removeMouse(); }
m.element = element === U ? document : element;
m.blockContextMenu = blockContextMenu === U ? false : blockContextMenu;
m.mouseEvents.forEach( n => { m.element.addEventListener(n, mouseMove); } );
if (m.blockContextMenu === true) { m.element.addEventListener("contextmenu", preventDefault, false); }
}
m.remove = function () {
if (m.element !== U) {
m.mouseEvents.forEach(n => { m.element.removeEventListener(n, mouseMove); } );
if (m.contextMenuBlocked === true) { m.element.removeEventListener("contextmenu", preventDefault);}
m.element = m.callbacks = m.contextMenuBlocked = U;
}
}
return mouse;
})();
var done = function(){
window.removeEventListener("resize",resizeCanvas)
mouse.remove();
document.body.removeChild(canvas);
canvas = ctx = mouse = U;
L("All done!")
}
resizeCanvas(); // create and size canvas
mouse.start(canvas,true); // start mouse on canvas and block context menu
window.addEventListener("resize",resizeCanvas); // add resize event
function update(timer){ // Main update loop
globalTime = timer;
display(); // call demo code
// continue until mouse right down
if (!(mouse.buttonRaw & 2)) { requestAnimationFrame(update); } else { done(); }
}
requestAnimationFrame(update);
/** SimpleFullCanvasMouse.js end **/
(Posted a solution from the question author to move it to the answer space).
Problem solved! I forgot to take into account the position of "indexMass-1" disk to compute the new angle with Math.atan2 function.

How to make the objects fall in javascript?

I am trying to make this game, you should not collide the falling object. I have the objects falling and I have my black square, but it flashes when I run it and Im not sure how to make the code stop when the two objects collide together.
here is the code that I have so far!
<html>
<body>
<canvas id="canvasRegn" width="600" height="450"style="margin:100px;"></canvas>
<script>
var ctx;
var imgBg;
var imgDrops;
var noOfDrops = 50;
var fallingDrops = [];
function drawBackground(){
ctx.drawImage(imgBg, 0, 0); //Background
}
function draw() {
drawBackground();
for (var i=0; i< noOfDrops; i++)
{
ctx.drawImage (fallingDrops[i].image, fallingDrops[i].x, fallingDrops[i].y); //The rain drop
fallingDrops[i].y += fallingDrops[i].speed; //Set the falling speed
if (fallingDrops[i].y > 480) { //Repeat the raindrop when it falls out of view
fallingDrops[i].y = -25 //Account for the image size
fallingDrops[i].x = Math.random() * 800; //Make it appear randomly along the width
}
}
}
function setup() {
var canvas = document.getElementById('canvasRegn');
if (canvas.getContext) {
ctx = canvas.getContext('2d');
imgBg = new Image();
imgBg.src = "http://www.hamdancommunications.com/HComm/img/wite%20square.png";
setInterval(draw, 36);
for (var i = 0; i < noOfDrops; i++) {
var fallingDr = new Object();
fallingDr["image"] = new Image();
fallingDr.image.src = 'http://s18.postimg.org/o6jpmdf9x/Line1.jpg';
fallingDr["x"] = Math.random() * 800;
fallingDr["y"] = Math.random() * 5;
fallingDr["speed"] = 3 + Math.random() * 5;
fallingDrops.push(fallingDr);
anotherGame();
}
}
}
setup();
function anotherGame(){
var canvas = document.getElementById("canvasRegn");
var ctx = canvas.getContext('2d');
canvas.addEventListener("mousedown", clicked);
canvas.addEventListener("mousemove", moved);
canvas.addEventListener("mouseup", released);
var isclicked = 0;
var square = new Object();
square.color = "black";
square.x = 100;
square.y = 100;
square.w = 50;
square.h = 50;
var offX = 0;
var offY = 0;
function draw(){
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.fillStyle = square.color;
ctx.fillRect(square.x,square.y,square.w,square.h);
}
function game(){
}
function clicked(e){
var x = e.offsetX;
var y = e.offsetY;
if(x >= square.x && x <= square.x + square.w &&
y >= square.y && y <= square.y + square.h){
isclicked = 1;
offX = x - square.x;
offY = y - square.y;
}
}
function moved(e){
if(isclicked == 1){
var x = e.offsetX;
var y = e.offsetY;
square.x = x - offX;
square.y = y - offY;
}
}
function released(e){
var x = e.offsetX;
var y = e.offsetY;
isclicked = 0;
}
var drawtimer = setInterval(draw, 1000/30);
var gametimer = setInterval(game, 1000/10);
}
</script>
</body>
</html>

Categories

Resources