Interactive Physics Animations Javascript Canvas 09

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); }); [/cc]Follow the whole Interactive Physics Animations via Javascript & Canvas series.