Here’s a quick and easy update. I tend to think of frames in animation and rarely do I think of milliseconds. I’m going to make a var called fps and it will be used to calculate our animation rate. interactive physics animations via javascript & canvas | 09.
[cc lang=”javascript”]
$(function () {
var canvas, context, width, height, x, y, radius = 25, clickX, clickY, drag = false;
var total_dots = 25;
var fps = 24;
canvas = $(“#canvas”)[0];
context = canvas.getContext(“2d”);
var dots = new Array();
var drag_i = -1;
var this_dot = {};
for (var i=0; i < total_dots; i++){
var this_dot = {
x: Math.random()*canvas.width,
y: Math.random()*canvas.height,
width:canvas.width,
height: canvas.height,
radius:Math.random()*20+10
};
dots.push(this_dot);
}
draw();
$("#canvas").mousedown(function (event) {
var dx, dy, dist;
for (var i=0; i < dots.length; i++){
dx = event.pageX - this.offsetLeft - dots[i].x;
dy = event.pageY - this.offsetTop - dots[i].y;
dist = Math.sqrt(dx * dx + dy * dy);
if(dist < radius) {
drag = true;
drag_i = i
clickX = dx;
clickY = dy;
continue;
}
}
});
$("#canvas").mouseup(function (event) {
drag = false;
drag_i = -1;
});
$("#canvas").mousemove(function (event) {
if(drag) {
dots[drag_i].x = event.pageX - this.offsetLeft - clickX;
dots[drag_i].y = event.pageY - this.offsetTop - clickY;
draw();
}
});
function update(){
for (var i=0; i < dots.length; i++){
if (drag_i != i){
var this_dot = dots[i];
this_dot.x += Math.random() * 10 - 5;
this_dot.y += Math.random() * 10 - 5;
}
}
}
function draw() {
context.clearRect(0, 0, canvas.width, canvas.height);
for (var i=0; i < dots.length; i++){
context.beginPath();
context.arc(dots[i].x, dots[i].y, dots[i].radius, 0, Math.PI * 2, false);
context.fill();
context.closePath();
}
}
setInterval(function() {
update();
draw();
}, 1000/fps);
});
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