Getting choppy movement using time-based movement - javascript

I am using time based movement, but its still super choppy. this code shoots in arrow in the air then calculates the difference in movement to determine to rotation of the arrow. It works most of the time, but sometimes it just jitters.
for(i=0;i<this.arrows.length;i++){
a = this.arrows[i];
point0 = [a.x,a.y];
x_speed = e.delta/1000*a.speed * Math.cos(a.angle * Math.PI / 180);
y_speed = e.delta/1000*a.speed * Math.sin(a.angle * Math.PI / 180);
a.x += x_speed;
a.y += y_speed;
a.y += a.velocity;
a.velocity += e.delta/1000*this.gravity;
alert(e.delta);
ang = Math.atan2(point0[1]-a.y,point0[0]-a.x);
ang = (ang * (180/Math.PI))+180;
a.rotation = ang;
}

1) I'm surprised you are using a.angle, ang and a.rotation. I guess ang is a var declared before the for loop, but isn't there an issue here ?
2) You might use radians, not degrees, to avoid conversions.
3) There's also an issue with speed vs velocity : you don't update speed (linear speed) when you change velocity (speed on Y).
•• Anyway there's a simpler way of proceeding : compute speed/position just like for a regular point moving, then use the speed vector to compute where the end of the arrow is.
It works fine in this fiddle : http://jsbin.com/dexaroriwixo/1/
update :
var i=0, a=null, delta_ms = 1e-3 * e.delta;
for(i=0;i<this.arrows.length;i++){
a = this.arrows[i];
a.x += delta_ms*a.speedX;
a.y += delta_ms*a.speedY;
a.speedY += delta_ms*this.gravity;
a.speedNorm = Math.sqrt(sq(a.speedX)+sq(a.speedY));
}
to draw :
Arrow.prototype.draw = function(ctx) {
ctx.beginPath();
ctx.moveTo(this.x, this.y);
ctx.lineTo(this.x+ this.length*this.speedX/this.speedNorm,
this.y+ this.length*this.speedY/this.speedNorm );
ctx.strokeStyle = '#F00';
ctx.stroke();
}
to 'launch' an arrow,
Arrow.prototype.launch(initialSpeed, angle) {
this.speedX = initialSpeed * Math.cos(angle);
this.speedY = initialSpeed * Math.sin(angle);
}

Related

Does anyone know what angle it should be?

I've got myself a game, the shooting of the player is working fine but that's because I'm using an on.click event and some maths but now I'm trying to get the enemy to shoot back to my player.
me is just the enemy, so me.x and me.y is the x and the y of the enemy.
p is the player so p.x and p.yis the x and the y of the player.
We are trying to shoot from the me.x and m.y to the p.x and p.y.
As the code stands now it justs shoots randomly every second to the right.
The canvas is 500x500.
me.angle = Math.atan2(p.x, p.y) / Math.PI * 180;
me.fireBullet = function (angle) {
var b = Bullet(me.id, angle); //bullet id, with angle pack
b.x = me.x;
b.y = me.y;
}
setInterval(function () {
me.fireBullet(me.angle); //target angle attack
}
, 1000);
}
tan(angle) = y / x | arctan()
angle = arctan(x / y)
Now we only need to take the x and y of the vector going from the player to the enemy:
angle = Math.atan( (me.x - p.x) / m(e.y - p.y)) || 0;
The fix was to find the difference between x and y took me a couple of tries but its working now.
var differenceX = p.x - me.x; //players x - targets x
var differenceY = p.y - me.y; //players y - targets y
me.angle = Math.atan2(differenceY, differenceX) / Math.PI * 180

Apply noise on circle according to mouseX and mouseY

I have created a blob with small points. I want my blob to show noise on its surface according to mouseX and mouseY. I want it to show high noise in the quadrant in which the mouse lies. I want it to be wavy. Below is my code.
var ctx = document.querySelector("canvas").getContext("2d");
var cx = 200;
var cy = 200;
var radius = 50;
var amp = 2;
var mouseX = 0;
var mouseY = 0;
document.querySelector("canvas").addEventListener("mousemove", function (e) {
mouseX = e.clientX;
mouseY = e.clientY;
});
function drawTheBlob() {
ctx.fillStyle = "#000";
ctx.fillRect(0, 0, 400, 400);
ctx.beginPath();
ctx.strokeStyle = "#fff";
for (var a = 0; a < 360; a ++) {
var angle = a * Math.PI/180;
var x = cx + radius * Math.cos(angle) + Math.random() * amp;
var y = cy + radius * Math.sin(angle) + Math.random() * amp;
ctx.lineTo(x, y);
}
ctx.stroke();
ctx.closePath();
requestAnimationFrame(drawTheBlob);
}
drawTheBlob();
<canvas width="400" height="400"></canvas>
Adds a sin wave on the circle. Use ctx.arc to draw the flat part of the circle for speed as drawing many circles with lines will be slow. See code for comments on what is done.
var ctx = document.querySelector("canvas").getContext("2d");
ctx.lineWidth = 3;
ctx.lineJoin = "round";
var cx = 100;
var cy = 100;
var radius = 50;
var mouseX = 0;
var mouseY = 0;
const quadWidth = Math.PI / 2; // area of effect PI/2 is 90 degree
const steps = radius / quadWidth; // number steps around the circle matches 1 pixel per step,
const noiseAmpMax = 5; // in pixels
const noiseWaveMoveSpeed = 2; // speed of waves on circle in radians per second
const noiseWaveFreq = 16; // how many waves per 360 deg
document.querySelector("canvas").addEventListener("mousemove", function(e) {
mouseX = e.clientX;
mouseY = e.clientY;
});
function drawTheBlob(time) { // time is passed from the requestAnimationFrame call
var amp = 0; // amplitude of noise
var wavePos = ((time / 1000) * Math.PI) * noiseWaveMoveSpeed;
var mouseDir = Math.atan2(mouseY - cy, mouseX - cx);
ctx.fillStyle = "#000";
ctx.fillRect(0, 0, 400, 400);
ctx.beginPath();
ctx.strokeStyle = "#fff";
ctx.fillStyle = "red";
// draw arc for parts that have no noise as it is a log quicker
ctx.arc(cx, cy, radius, mouseDir + quadWidth / 2, mouseDir + Math.PI * 2 - quadWidth / 2);
for (var a = 0; a < 1; a += 1 / steps) {
var angle = (mouseDir - quadWidth / 2) + a * quadWidth;
var angDist = Math.abs(angle - mouseDir); // find angular distance from mouse
// as a positive value, it does not mater
// what the sign is
if (angDist < quadWidth / 2) { // is angle distance within the range of effect
// normalise the distance (make it 0 to 1)
amp = 1 - angDist / (quadWidth / 2);
} else {
amp = 0; // no noise
}
// amp will be zero if away from mouse direction and 0 to 1 the closer to
// mouse angle it gets.
// add a sin wave to the radius and scale it by amp
var dist = radius + Math.sin(wavePos + noiseWaveFreq * angle) * noiseAmpMax * amp;
var x = cx + dist * Math.cos(angle);
var y = cy + dist * Math.sin(angle);
ctx.lineTo(x, y);
}
ctx.closePath(); // use close path to close the gap (only needed if you need to draw a line from the end to the start. It is not needed to match beginPath
ctx.fill();
ctx.stroke();
requestAnimationFrame(drawTheBlob);
}
requestAnimationFrame(drawTheBlob); // start this way so that you get the time argument
<canvas width="200" height="200"></canvas>
How it works.
Mouse direction
First we need the direction from the circle to the mouse. To do that we use the function Math.atan2 It takes the vector from the circle to the mouse and returns the direction in radians. The function is a little weird as it takes y first, then x.
var mouseDir = Math.atan2(mouseY - cy, mouseX - cx);
Draw arc to save CPU time
Now that we have the direction to the mouse we can draw the parts of the circle that has no noise using arc .
ctx.arc(cx, cy, radius, mouseDir + quadWidth / 2, mouseDir + Math.PI * 2 - quadWidth / 2);
The variable quadWidth is angular size of the noise bit so from the mouseDir we add half that angular width and draw the arc around to mouseDir plus 360deg take half the quadWidth.
Quick word on Radians
Almost all programming languages use radians to define angles, 360deg is equal to 2 * PI or 2 * 3.1415, which can be hard to get your head around, but there is good reason to use radians. For now just remember that a full circle in radians is 2 * Math.PI = 360deg, Math.PI = 180deg, Math.PI / 2 = 90deg, Math.PI / 4 = 45Deg and Math.PI / 180 = 1deg. You dont have to remember the digits just Math.PI is half a circle.
quadWidth from above is a constant defined as const quadWidth = Math.PI / 2; which is 90deg.
The for loop
The for loop only draws the (Math.PI / 2) 90deg section around the mouseDir, from 45 deg left to 45 right. or whatever you set quadWidth to.
for (var a = 0; a < 1; a += 1 / steps) {
I loop from 0 to 1 the number of steps that give a reasonably smooth curve. We can find what part of the noisy arc we are drawing by multiplying the value a *
quadWidth and adding that to the mouseDir - quadWidth / 2. This means that we start at mouseDir - 45deg and move clock wise to mouseDir + 45deg
var angle = (mouseDir - quadWidth / 2) + a * quadWidth;
Next i find how far that angle is from the mouseDir (could optimize it here a bit here but this way is a little more flexible, if you want to draw more noise on the other part of the arc)
var angDist = Math.abs(angle - mouseDir);
If that number is less than quadWidth / 2 convert the value to the range 0 to 1 where 0 is at the angle furthest from the mouse direction and 1 closest.
if (angDist < quadWidth / 2) {
amp = 1 - angDist / (quadWidth / 2);
} else {
amp = 0;
}
The sin wave
Now we calculate the radius of the circle at the current angle and add a sin wave to it. First the radius then the sin wave multiplied by the amp calculated in the last step. Where amp is zero none of the sin wave is added, where amp is 1 (in the direction of the mouse) the full sin wave is added.
var dist = radius + Math.sin(wavePos + noiseWaveFreq * angle) * noiseAmpMax * amp
The values wavePos, noiseWaveFreq, and noiseAmpMax control the animation of the sin wave. Play around with these values to get a feel of what they do, wavePos is calculated based on the time at the start of the function.
With dist we can calculate the x,y position for the next line of the circle
var x = cx + dist * Math.cos(angle);
var y = cy + dist * Math.sin(angle);
ctx.lineTo(x, y);
Experiment
I added some constants
const quadWidth = Math.PI / 2; // area of effect PI/2 is 90 degree
const steps = radius / quadWidth; // number steps around the circle matches 1 pixel per step,
const noiseAmpMax = 5; // in pixels
const noiseWaveMoveSpeed = 2; // speed of waves on circle in radians per second
const noiseWaveFreq = 16; // how many waves per 360 deg
To get a understanding what they do experiment and change the numbers to see what happens.

Raphael.js has weird behavior on drag

I have circle with a line from the center to the edge of the circle. The user can click on and drag the line and get the degrees from wherever they set the line. I'm using the code from the answer here and have adjusted the code accordingly.
Everything works fine, but the farther down the page the element affected by raphael is, the farther outside of the circle the mouse has to be in order to drag the line. jsfiddle
var canvas = Raphael('pivot', 0, 0, 320, 320);
var clock = canvas.circle(200, 150, 100).attr("stroke-width", 2);
canvas.circle(200, 150, 3).attr("fill", "#000");
var angleplus = 360,
rad = Math.PI / 180,
cx = 200,
cy = 150,
r = 90,
startangle = -90,
angle = 90,
x, y, endangle;
for (i = 1; i < 5; i++) {
endangle = startangle + angle;
x = cx + r * Math.sin(endangle * rad);
y = cy - r * Math.cos(endangle * rad);
canvas.text(x, y, endangle);
startangle = endangle;
}
var hand = canvas.path("M200 50L200 150").attr("stroke-width", 5);
hand.drag( move, start, end );
function move (dx,dy,x,y) {
var pt = this.node.ownerSVGElement.createSVGPoint();
pt.x = x;
pt.y = y;
var angle = ( 90 + Math.atan2(pt.y - clock.attr('cy') - 5, pt.x - clock.attr('cx') - 5 ) * 180 / Math.PI + 360) % 360;
this.rotate(angle, 200,150);
this.angle = angle;
}
function start() {
};
function end() {
alert(parseInt(this.angle));
}
I'm wondering why this happens and if it's even fixable?
Here is an updated original one, a bit added and another bit of redundancy removed, and I've added an extra fiddle to the original answer to reflect it.
The key bits I've added are...
var cpt = clock.node.ownerSVGElement.createSVGPoint();
cpt.x = clock.attr('cx');
cpt.y = clock.attr('cy');
cpt = cpt.matrixTransform(clock.node.getScreenCTM());
The centre of the clock has now moved, so using cx of the circle alone, doesn't really make sense relative to the mouse event. We need to take into account any offset and transforms on the screen to the clock.
We can get this with getScreenCTM (get the matrix from element to the screen), and we can use that matrix with the original cx, cy to figure out where it is on the screen.
Then later, instead of cx, cy, we use the new adjusted coordinates cpt.x/y
var angle = ( 90 + Math.atan2(y - cpt.y - 5, x - cpt.x - 5 ) * 180 / Math.PI + 360)
jsfiddle - drag any hand

Circular animation in javascript, greensock tweenlite

I have a point drawn in an canvas (html5). Then I want this point to animate in a circular path.
I saw an example using time differences to set the x and y variables, in respect to time. Some of the variables and formulas used are quite vague, I have forgotten my physics, d*mn. But I have researched quite a bit on circular motion, so I can understand some of it. Here is my codepen on how it was done.
Basically here are the parts I have identified so far:
this.orbit = 100; // this is the radius of the circular orbit
this.radius = 5; // orbiting object's radius
this.velocity = 50; // yeah velocity but without direction, should be speed (agree?)
var angle = 0; starting angle of the point in the orbit inside the canvas's quadrant,
set x and y coordinates with respect to the coordinates of the canvas
first get the center of the canvas by dividing the width and the height by 2
then adding to the product of the orbit's radius and the position of x and y
with respect to the initial position in the orbit(angle), and since Math trigonometric
functions uses radians, we should multiply it to the quotient of PI and 180.
this.x = _width / 2 + this.orbit * Math.cos(angle * Math.PI / 180)
this.y = _height / 2 + this.orbit * Math.sin(angle * Math.PI / 180)
// by doing the above, we now get the initial position of x and y in the orbit.
What is quite trivial to me are the next variables _dx and _dy and also the _magnitude.
Here is how the point is animated:
Point.prototype.update = function(dt) {
var dps = this.orbit * 2 * Math.PI / this.velocity;
var angle = (360 / dps) * dt / 1000 * -1;
this.vx = this.vx * Math.cos(angle * Math.PI / 180) - this.vy*Math.sin(angle * Math.PI / 180);
this.vy = this.vx * Math.sin(angle * Math.PI / 180) + this.vy*Math.cos(angle * Math.PI / 180);
var _magnitude = Math.sqrt( this.vx * this.vx + this.vy * this.vy);
this.vx = this.vx / _magnitude * this.velocity;
this.vy = this.vy / _magnitude * this.velocity;
this.x += this.vx * dt / 1000;
this.y += this.vy * dt / 1000;
}
And here is the execution of the script:
function animate () {
dt = new Date() - ldt;
if (dt < 500) {
// context.clearRect(0, 0, canvas.width, canvas.height);
point.update(dt);
point.draw(context);
};
ldt = new Date();
setTimeout(function() {
window.requestAnimationFrame(animate);
}, 1000 / 30)
}
ldt = new Date();
animate();
With the unclear variables, like _dx _dy _magnitude I cannot understand how it works and how the computation of variables, vx vy which I assume the velocity with respect to x and y respectively.
I wanted to use greensock tweenlite for the animation and it is done like so:
Point.prototype.update = function(p){
var _to = {
x: , // change the value of x
y: , // change the value of y
ease: Cubic.easeInOut,
onComplete: function () { this.update(p) }
}
TweenLite.to(point, 2, _to)
}
As you can see the first parameter is the current object (point), then the second parameter is the time, I assume this to be the velocity and the the third parameter is the change in the object's properties, x and y.
Question
I made the codepen, now How do I use gsap tweenlite to animate the circle like what I did, I suppose using tweenlite will make it a little simple.
In your case you are trying to use TweenLite to animate point as the crow flies, and you trigger TweenLite.to() function for each new position of point. This method of using TweenLite.to() function has no sense and performance, because distance between 2 position of point is too short. So, this method will only slow down your animation because instead of just draw point in new position you want to animate it.
The best solution in this case is trying to use TweenLite's methods to animate whole circle.
Take a look on this article: Tween around circle
Especially on these examples:
1) http://codepen.io/GreenSock/pen/jCdbq (not canvas, but it displays the main idea)
TweenMax.to("#logo", 4, {rotation:360, transformOrigin:"40px -100px", repeat:10, ease:Linear.easeNone});
2) and http://codepen.io/rhernando/pen/kjmDo

Drawing a spiral on an HTML canvas using JavaScript

I have searched and haven't found anything really on how to draw spirals in canvas using JavaScript.
I thought it might be possible to do it with the bezier curve and if that didn't work use lineTo(), but that seemed a lot harder.
Also, to do that I'm guessing I would have to use trigonometry and graphing with polar coordinates and its been a while since I did that. If that is the case could you point me in the right direction on the math.
The Archimedean spiral is expressed as r=a+b(angle). Convert that into x, y coordinate, it will be expressed as x=(a+b*angle)*cos(angle), y=(a+b*angle)*sin(angle). Then you can put angle in a for loop and do something like this:
for (i=0; i< 720; i++) {
angle = 0.1 * i;
x=(1+angle)*Math.cos(angle);
y=(1+angle)*Math.sin(angle);
context.lineTo(x, y);
}
Note the above assumes a = 1 and b = 1.
Here is a jsfiddle link: http://jsfiddle.net/jingshaochen/xJc7M/
This is a slightly-changed, javascript-ified version of a Java spiral I once borrowed from here
It uses lineTo() and its not all that hard.
<!DOCTYPE HTML>
<html><body>
<canvas id="myCanvas" width="300" height="300" style="border:1px solid #c3c3c3;"></canvas>
<script type="text/javascript">
var c=document.getElementById("myCanvas");
var cxt=c.getContext("2d");
var centerX = 150;
var centerY = 150;
cxt.moveTo(centerX, centerY);
var STEPS_PER_ROTATION = 60;
var increment = 2*Math.PI/STEPS_PER_ROTATION;
var theta = increment;
while( theta < 40*Math.PI) {
var newX = centerX + theta * Math.cos(theta);
var newY = centerY + theta * Math.sin(theta);
cxt.lineTo(newX, newY);
theta = theta + increment;
}
cxt.stroke();
</script></body></html>
Here's a function I wrote for drawing Archimedean spirals:
CanvasRenderingContext2D.prototype.drawArchimedeanSpiral =
CanvasRenderingContext2D.prototype.drawArchimedeanSpiral ||
function(centerX, centerY, stepCount, loopCount,
innerDistance, loopSpacing, rotation)
{
this.beginPath();
var stepSize = 2 * Math.PI / stepCount,
endAngle = 2 * Math.PI * loopCount,
finished = false;
for (var angle = 0; !finished; angle += stepSize) {
// Ensure that the spiral finishes at the correct place,
// avoiding any drift introduced by cumulative errors from
// repeatedly adding floating point numbers.
if (angle > endAngle) {
angle = endAngle;
finished = true;
}
var scalar = innerDistance + loopSpacing * angle,
rotatedAngle = angle + rotation,
x = centerX + scalar * Math.cos(rotatedAngle),
y = centerY + scalar * Math.sin(rotatedAngle);
this.lineTo(x, y);
}
this.stroke();
}
there is a fine free tool that will help if you have illustrator
ai2canvas
it will create all the curves to javascript in html canvas tag for you!
(if you are looking for archmedes spiral than you will first have to get it from coreldraw and copy that to illustrator, because the default spiral tool enlarges the angle with each point)
this is example of drawing spiral using function below:
spiral(ctx, {
start: {//starting point of spiral
x: 200,
y: 200
},
angle: 30 * (Math.PI / 180), //angle from starting point
direction: false,
radius: 100, //radius from starting point in direction of angle
number: 3 // number of circles
});
spiral drawing code:
spiral = function(ctx,obj) {
var center, eAngle, increment, newX, newY, progress, sAngle, tempTheta, theta;
sAngle = Math.PI + obj.angle;
eAngle = sAngle + Math.PI * 2 * obj.number;
center = {
x: obj.start.x + Math.cos(obj.angle) * obj.radius,
y: obj.start.y + Math.sin(obj.angle) * obj.radius
};
increment = 2 * Math.PI / 60/*steps per rotation*/;
theta = sAngle;
ctx.beginPath();
ctx.moveTo(center.x, center.y);
while (theta <= eAngle + increment) {
progress = (theta - sAngle) / (eAngle - sAngle);
tempTheta = obj.direction ? theta : -1 * (theta - 2 * obj.angle);
newX = obj.radius * Math.cos(tempTheta) * progress;
newY = obj.radius * Math.sin(tempTheta) * progress;
theta += increment;
ctx.lineTo(center.x + newX, center.y + newY);
}
ctx.stroke();
};
The following code approximates a spiral as a collection of quarters of a circle each with a slightly larger radius. It might look worse than an Archimedes spiral for small turning numbers but it should run faster.
function drawSpiral(ctx, centerx, centery, innerRadius, outerRadius, turns=2, startAngle=0){
ctx.save();
ctx.translate(centerx, centery);
ctx.rotate(startAngle);
let r = innerRadius;
let turns_ = Math.floor(turns*4)/4;
let dr = (outerRadius - innerRadius)/turns_/4;
let cx = 0, cy = 0;
let directionx = 0, directiony = -1;
ctx.beginPath();
let angle=0;
for(; angle < turns_*2*Math.PI; angle += Math.PI/2){
//draw a quarter arc around the center point (x, cy)
ctx.arc( cx, cy, r, angle, angle + Math.PI/2);
//move the center point and increase the radius so we can draw a bigger arc
cx += directionx*dr;
cy += directiony*dr;
r+= dr;
//rotate direction vector by 90 degrees
[directionx, directiony] = [ - directiony, directionx ];
}
//draw the remainder of the last quarter turn
ctx.arc( cx, cy, r, angle, angle + 2*Math.PI*( turns - turns_ ))
ctx.stroke();
ctx.restore();
}
Result:

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