Interactive Physics Animations Javascript Canvas 11

Well, the last iteration was fun, but the animation went so quick. Now we’re going to do something to contain these dots in our canvas. Let’s have them bounce off the edges of the canvas. We’ll multiply the velocity by a bounce variable. This will reverse the direction the dot is going. We’ll have a series of conditional statements that will check a dots coordinates against the canvas width and height, factoring in it’s own radius so it the edge of the circle kisses the edge of the canvas rather than letting the center of the circle be what bounces on the walls. I hope it’s not too much for one iteration, I know I started with the premise of babysteps, but I’m getting anxious. interactive physics animations via javascript & canvas | 11.

[cc lang=”javascript”]
$(function () {
var canvas, context, width, height, x, y, radius = 25, clickX, clickY, drag = false;
var total_dots = 25;
var fps = 24;
var bounce = -1;

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, vx: Math.random()*30-10, vy: Math.random()*30-10, 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 += this_dot.vx; this_dot.y += this_dot.vy; if (this_dot.x > canvas.width – this_dot.radius){
this_dot.x = canvas.width – this_dot.radius;
this_dot.vx = this_dot.vx * bounce;
}
else if(this_dot.x < 0 + this_dot.radius){ this_dot.x = this_dot.radius; this_dot.vx = this_dot.vx * bounce; } if (this_dot.y > canvas.height – this_dot.radius){
this_dot.y = canvas.height – this_dot.radius;
this_dot.vy = this_dot.vy * bounce;
}
else if(this_dot.y < 0 + this_dot.radius){ this_dot.y = this_dot.radius; this_dot.vy = this_dot.vy * bounce; } } } } 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.

One thought on “Interactive Physics Animations Javascript Canvas 11

  1. Thanks for the lessons :)
    I have a question.
    How to put a picture a soccer ball instead of a circle drawn ?

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