I'm using this code to complete a project for my webdev course for school. I've been staring at this for hours trying different things and cannot see where i've gone wrong. Any help here would be hot.
//Initial Setup
var canvas = document.querySelector('canvas');
var c = canvas.getContext('2d');
canvas.width = innerWidth;
canvas.height = innerHeight;
//Variables
const mouse = {
x: innerWidth / 2,
y: innerHeight / 2
};
const colors = ['#2185C5', '#7ECEFD', '#FFF6E5', '#FF7F66'];
// Event Listeners
addEventListener('mousemove', event => {
mouse.x = event.clientX;
mouse.y = event.clientY;
});
addEventListener('resize', () => {
canvas.width = innerWidth
canvas.height = innerHeight
init();
})
//Utility Functions
function randomIntFromRange(min, max) {
return Math.floor(Math.random() * (max - min + 1) + min);
}
function randomColor(colors) {
return colors [Math.floor(Math.random() * colors.length)];
}
// Objects
function Particle(x, y, radius, color) {
this.x = x
this.y = y
this.radius = radius
this.color = color;
this.radians = Math.random() * Math.PI * 2;
this.velocity = 0.05;
this.distanceFromCenter = randomIntFromRange(50, 120);
this.lastMouse = {x: x, y: y};
this.update = () => {
const lastPoint = {x: this.x, y: this.y};
//move points over time
this.radians += this.velocity;
//Drag Effect
this.lastMouse.x += (mouse.x - this.lastMouse.x) * 0.05;
this.lastMouse.y += (mouse.y - this.lastMouse.y) * 0.05;
//Circuler Motion
this.x = this.lastMouse.x + Math.cos(this.radians) * this.distanceFromCenter;
this.y = this.lastMouse.y + Math.sin(this.radians) * this.distanceFromCenter;
this.draw(lastPoint);
};
}
this.draw = lastPoint => {
c.beginPath();
c.strokestyle = this.color;
c.lineWidth = this.radius;
c.moveTo(lastPoint.x, lastPoint.y);
c.lineTo(this.x, this.y);
c.stroke();
c.closePath();
}
// Implementation
let particles;
function init() {
particles = []
for (let i = 0; i < 10; i++) {
const radius = (Math.random() * 2) + 1;
particles.push(new Particle(canvas.width / 2, canvas.height / 2, radius, randomColor(colors)));
}
}
// Animation Loop
function animate() {
requestAnimationFrame(animate);
c.fillstyle = 'rgba (255, 255, 255, 0.05)';
c.fillRect(0, 0, canvas.width, canvas.height)
particles.forEach(particle => {
particle.update();
})
}
init();
animate();
I keep running into the error of..."Uncaught TypeError: this.draw is not a function." I have been wracking my brain trying to make this work. Can someone please put another set of eyes on this for some relief? Thank you!
This is my HTML for running the JS.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>TEST</title>
<style type="text/css">
canvas {
border: 1px solid black;
}
body {
margin: 0;
}
</style>
</head>
<body>
<canvas></canvas>
<script src="java/project.js"></script>
</body>
</html>
In the animate() function your code has fallen in an infinite loop. check this with this chunk of code:
function animate() {
requestAnimationFrame(animate);
c.fillstyle = 'rgba (255, 255, 255, 0.05)';
c.fillRect(0, 0, canvas.width, canvas.height)
particles.forEach(particle => {
particle.update();
console.log("run")
})
}
This may sound like a silly answer, but have you tried renaming this.draw function to just draw()? Seeing the this.draw() function, it looks like there is no reason for the 'this' in the functions name. And don't forget to change the this.draw(lastPoint) to just draw(lastPoint). I really hopes this helps. Your code is really beautiful!
Related
i have made a an animations in canvas html but now i want to make the origin from where the balls originate move around the canvas according to my mouse position. i want to add mouse event function but i can't seem to get the logic straightand add added to the code , any help would be appreciated !
function runParticles () {
var canvas = document.createElement("canvas");
c = canvas.getContext("2d");
var particles = {};
var particleIndex = 0;
var particleNum = 15;
// set canvas size
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
// add canvas to body
document.body.appendChild(canvas);
// style the canvas
c.fillStyle = "black";
c.fillRect(0, 0, canvas.width, canvas.height);
function Particle() {
this.x = canvas.width / 2;
this.y = canvas.height / 2;
this.vx = Math.random() * 10 - 5;
this.vy = Math.random() * 10 - 5;
this.gravity = 0.3;
particleIndex++;
particles[particleIndex] = this;
this.id = particleIndex;
this.life = 0;
this.maxLife = Math.random() * 30 + 60;
this.color = "hsla(" + parseInt(Math.random() * 360, 10) + ",90%,60%,0.5";
}
Particle.prototype.draw = function() {
this.x += this.vx;
this.y += this.vy;
if (Math.random() < 0.1) {
this.vx = Math.random() * 10 - 5;
this.vy = Math.random() * 10 - 5;
}
this.life++;
if (this.life >= this.maxLife) {
delete particles[this.id];
}
c.fillStyle = this.color;
//c.fillRect(this.x, this.y, 5, 10);
c.beginPath();
c.arc(this.x, this.y, 2.5, degToRad(0), degToRad(360));
c.fill();
};
setInterval(function() {
//normal setting before drawing over canvas w/ black background
c.globalCompositeOperation = "source-over";
c.fillStyle = "rgba(0,0,0,0.5)";
c.fillRect(0, 0, canvas.width, canvas.height);
for (var i = 0; i < particleNum; i++) {
new Particle();
}
// c.globalCompositeOperation = "darken";
for (var i in particles) {
particles[i].draw();
}
}, 30);
}
function degToRad(deg) {
var radians = (deg * Math.PI / 180) - Math.PI / 2;
return radians;
}
<!DOCTYPE html5>
<html>
<head>
<title>disturbed</title>
<script src="toto.js" type="text/javascript"></script>
<script>
window.onload = () => runParticles();
</script>
</head>
<body>
</body>
</html>
I've added a function to detect the mouse position:
function oMousePos(canvas, evt) {
var ClientRect = canvas.getBoundingClientRect();
return { //objeto
x: Math.round(evt.clientX - ClientRect.left),
y: Math.round(evt.clientY - ClientRect.top)
}
}
I've declared a variable m (the mouse).
var m = {x:canvas.width/2,y:canvas.height/2};
and I've changed the origin of the particles from this.x = canvas.width / 2;
this.y = canvas.height / 2;to this.x = m.x; this.y = m.y;
This is the position when the mouse do not move over the canvas
I've added an event "mousemove". When the mouse move over the canvas it's position change.
canvas.addEventListener("mousemove", (evt)=>{
m = oMousePos(canvas, evt);
})
I've also added an event "mouseleave". When the mouse leaves the canvas, the mouse goes back in the center.
canvas.addEventListener("mouseleave", (evt)=>{
m = {x:canvas.width/2,y:canvas.height/2};
})
Also I've changed the setInterval for requestAnimationFrame ( much more efficient ). The code inside is your code.
function runParticles () {
var canvas = document.createElement("canvas");
c = canvas.getContext("2d");
var particles = {};
var particleIndex = 0;
var particleNum = 8;
// set canvas size
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
var m = {x:canvas.width/2,y:canvas.height/2};///////
// add canvas to body
document.body.appendChild(canvas);
// style the canvas
c.fillStyle = "black";
c.fillRect(0, 0, canvas.width, canvas.height);
function Particle() {
this.x = m.x;//////////
this.y = m.y;//////////
this.vx = Math.random() * 10 - 5;
this.vy = Math.random() * 10 - 5;
this.gravity = 0.3;
particleIndex++;
particles[particleIndex] = this;
this.id = particleIndex;
this.life = 0;
this.maxLife = Math.random() * 30 + 60;
this.color = "hsla(" + parseInt(Math.random() * 360, 10) + ",90%,60%,0.5";
}
Particle.prototype.draw = function() {
this.x += this.vx;
this.y += this.vy;
if (Math.random() < 0.1) {
this.vx = Math.random() * 10 - 5;
this.vy = Math.random() * 10 - 5;
}
this.life++;
if (this.life >= this.maxLife) {
delete particles[this.id];
}
c.fillStyle = this.color;
//c.fillRect(this.x, this.y, 5, 10);
c.beginPath();
c.arc(this.x, this.y, 2.5, degToRad(0), degToRad(360));
c.fill();
};
function Draw() {
window.requestAnimationFrame(Draw);
c.globalCompositeOperation = "source-over";
c.fillStyle = "rgba(0,0,0,0.5)";
c.fillRect(0, 0, canvas.width, canvas.height);
for (var i = 0; i < particleNum; i++) {
new Particle();
}
// c.globalCompositeOperation = "darken";
for (var i in particles) {
particles[i].draw();
}
}
Draw();
///////////////////
canvas.addEventListener("mousemove", (evt)=>{
m = oMousePos(canvas, evt);
})
canvas.addEventListener("mouseleave", (evt)=>{
m = {x:canvas.width/2,y:canvas.height/2};
})
///////////////////
}
function degToRad(deg) {
var radians = (deg * Math.PI / 180) - Math.PI / 2;
return radians;
}
runParticles();
function oMousePos(canvas, evt) {
var ClientRect = canvas.getBoundingClientRect();
return { //objeto
x: Math.round(evt.clientX - ClientRect.left),
y: Math.round(evt.clientY - ClientRect.top)
}
}
body,canvas{margin:0;padding:0;}
I hope this helps.
I am trying to get the spin function to work with an instance of a ball i have created below.
i cant access the spin function from ball1 for some reason.
If ive tested logging to the console from the spin function and it is working but i cant figure out how to get get the ball rotating.
i had it working in earlier versions but not not fully.
Any help would be greatly appreciated.
Please see below for my code.
<!DOCTYPE html>
<hmtl>
<head>
<meta charset="UTF-8">
<title>Canvas</title>
<style type="text/css">
canvas{
border: 1px solid black;
}
</style>
</head>
<body>
<canvas id="canvasOne" ></canvas>
<script type="text/javascript">
// Gets a handle to the element with id canvasOne.
var canvas = document.getElementById("canvasOne");
// Set the canvas up for drawing in 2D.
var ctx = canvas.getContext("2d");
canvas.width = 500;
canvas.height = 500;
function Ball(xpos, ypos, r) {
this.xpos = xpos;
this.ypos = ypos;
this.r = r;
this.move = function(addx, addy) {
this.xpos = this.xpos + addx;
this.ypos = this.ypos + addy;
};
this.resize = function(setr) {
this.r = setr;
};
this.draw = function() {
for (var i = 0; i < 7; i++) {
ctx.beginPath();
ctx.moveTo(this.xpos, this.ypos);
ctx.arc(this.xpos, this.ypos, this.r, i * (2 * Math.PI / 7), (i + 1) * (2 * Math.PI / 7));
ctx.lineWidth = 2;
ctx.stroke();
}
ctx.beginPath();
ctx.moveTo(this.xpos, this.ypos);
ctx.arc(this.xpos, this.ypos, this.r - 10, 0, 2 * Math.PI);
ctx.lineWidth = 2;
ctx.stroke();
};
this.spin = function() {
var angle = 0;
this.angle = (this.angle + 1) % 360;
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.save();
ctx.translate(this.xpos,this.ypos);
ctx.rotate( this.angle*Math.PI/180 );
ctx.translate(-this.xpos,-this.ypos);
ctx.beginPath();
this.draw();
ctx.restore();
};
this.contains = function(x, y) {
this.x = this.x;
this.y = this.y;
if (Math.sqrt((x - this.xpos) * (x - this.xpos) + (y - this.ypos) * (y - this.ypos)) <= this.r) {
return true;
} else {
return false;
}
};
//put "ball" as a paremeter
//ball will be the foreign Ball to test intersection against
this.intersect = function(ball) {
var productX = this.xpos - ball.xpos;
var productY = this.ypos - ball.ypos;
var distance = Math.sqrt(productX * productX + productY * productY);
if (distance <= (this.r + ball.r)) {
return true;
} else {
return false;
}
};
}
var ball1 = new Ball(100, 100, 100);
ball1.draw();
ball1.spin();
setInterval(ball1.spin,100);
</script>
</body>
</html>
I am trying to detect if two balls are intersecting on a HTML5 canvas.
I need a function called intersect as a part of a constructor object called Ball.
This function will take one Ball object as an argument and return true if the two balls on the canvas are touching/ intersecting. and false otherwise.
I cant figure out how to pass in a new instance of a ball to the intersect function and then compare it to another ball on the canvas.
The function I'm working on the is the final function intersect at the end of the Ball Object.
Please see below for the code i have so far.
Any help would be greatly appreciated.
<!DOCTYPE html>
<hmtl>
<head>
<meta charset="UTF-8">
<title>Canvas</title>
<style type="text/css">
canvas{
border: 1px solid black;
}
</style>
</head>
<body>
<canvas id="canvasOne" ></canvas>
<script type="text/javascript">
// Gets a handle to the element with id canvasOne.
var canvas = document.getElementById("canvasOne");
// Set the canvas up for drawing in 2D.
var ctx = canvas.getContext("2d");
canvas.width = 500;
canvas.height = 500;
function Ball(xpos,ypos,r) {
this.xpos = xpos;
this.ypos = ypos;
this.r = r;
this.move = function(addx,addy){
this.xpos = this.xpos + addx;
this.ypos = this.ypos + addy;
};
this.resize = function(setr){
this.r = setr;
};
this.draw = function(){
for (var i = 0; i < 7; i++) {
ctx.beginPath();
ctx.moveTo(ball.xpos, ball.ypos);
ctx.arc(ball.xpos, ball.ypos, ball.r, i*(2 * Math.PI / 7), (i+1)*(2 * Math.PI / 7));
ctx.lineWidth = 2;
ctx.strokeStyle = '#444';
ctx.stroke();
}
ctx.beginPath();
ctx.moveTo(ball.xpos, ball.ypos);
ctx.arc(ball.xpos,ball.ypos,ball.r-10,0,2*Math.PI);
ctx.lineWidth = 2;
ctx.strokeStyle = '#444';
ctx.stroke();
};
this.rotate = function(){
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Move registration point to the center of the canvas
ctx.translate(ball.xpos, ball.ypos);
// Rotate 1 degree
ctx.rotate(Math.PI / 180);
// Move registration point back to the top left corner of canvas
ctx.translate(-ball.xpos, -ball.ypos);
ball.draw();
ctx.restore();
};
this.contains = function(x, y){
this.x = this.x;
this.y = this.y;
if(Math.sqrt((x-ball.xpos)*(x-ball.xpos) + (y-ball.ypos)*(y-ball.ypos)) <= ball.r)
{
return true;
}else{
return false;
}
};
this.intersect = function(){
this.ball1 = this.ball1;
var distance = (ball.xpos * ball.xpos) + (ball.ypos *ball.ypos);
if(distance <= (ball.r + ball.r)*(ball.r + ball.r)){
return true;
}else{
return false;
}
};
}
var ball = new Ball(100,100,100);
ball.draw();
</script>
</body>
</html>
First off, if you aren't going to use the this keyword in your class, then why make it a class?
You can setup your intersect to take a Ball as a parameter. From here you can calculate the collision between this and the parameter Ball.
You distance function was off, as it only looked on the this object, and i fixed the this problem in your code:
var canvas = document.body.appendChild(document.createElement("canvas"));
// Set the canvas up for drawing in 2D.
var ctx = canvas.getContext("2d");
canvas.width = 500;
canvas.height = 500;
function Ball(xpos, ypos, r) {
this.xpos = xpos;
this.ypos = ypos;
this.r = r;
this.move = function(addx, addy) {
this.xpos = this.xpos + addx;
this.ypos = this.ypos + addy;
};
this.resize = function(setr) {
this.r = setr;
};
this.draw = function() {
for (var i = 0; i < 7; i++) {
ctx.beginPath();
ctx.moveTo(this.xpos, this.ypos);
ctx.arc(this.xpos, this.ypos, this.r, i * (2 * Math.PI / 7), (i + 1) * (2 * Math.PI / 7));
ctx.lineWidth = 2;
ctx.stroke();
}
ctx.beginPath();
ctx.moveTo(this.xpos, this.ypos);
ctx.arc(this.xpos, this.ypos, this.r - 10, 0, 2 * Math.PI);
ctx.lineWidth = 2;
ctx.stroke();
};
this.rotate = function() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Move registration point to the center of the canvas
ctx.translate(this.xpos, this.ypos);
// Rotate 1 degree
ctx.rotate(Math.PI / 180);
// Move registration point back to the top left corner of canvas
ctx.translate(-this.xpos, -this.ypos);
this.draw();
ctx.restore();
};
this.contains = function(x, y) {
this.x = this.x;
this.y = this.y;
if (Math.sqrt((x - this.xpos) * (x - this.xpos) + (y - this.ypos) * (y - this.ypos)) <= this.r) {
return true;
} else {
return false;
}
};
//put "ball" as a paremeter
//ball will be the foreign Ball to test intersection against
this.intersect = function(ball) {
var productX = this.xpos - ball.xpos;
var productY = this.ypos - ball.ypos;
var distance = Math.sqrt(productX * productX + productY * productY);
if (distance <= (this.r + ball.r)) {
return true;
} else {
return false;
}
};
}
var ball1 = new Ball(100, 100, 100);
var ball2 = new Ball(240, 140, 40);
function update(evt) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
if (evt !== void 0) {
ball2.xpos = evt.offsetX;
ball2.ypos = evt.offsetY;
}
//Pass the ball as an argument to the method
ctx.strokeStyle = ball1.intersect(ball2) ? "red" : '#444';
ball1.draw();
ball2.draw();
}
update();
canvas.onmousemove = update;
I cant figure out how to pass in a new instance of a ball to the
intersect function
Well to pass anything really it should have an argument.
this.intersect = function(otherball){
// then compare the two ball objects
Then...
var ball1 = new Ball(100,100,100);
var ball2 = new Ball(100,100,100);
ball1.draw();
ball2.draw();
console.log(ball1.intersect(ball2));
I am trying to design an animated word web similar to the one found here. The goal is to have a center word bubble that is fixed in one location and to have other word bubbles around it that are moving around.
I was hoping to use the bubble chart from chartjs as a base and remove the legend, gridlines, axies, etc. to get the bubbles. However except for the tooltips included in the documentation, I have not been able to find a way to add text to one of the bubbles. Is there a way to add the text inside the bubble so that it is always visible? Or can anyone point me in the direction of a better library to accomplish this?
I am crazy but i coded that in Canvas. Was bored haha. Test it by pasting to a new html file :D You can play with parametrs, colors, shapes and new bubbles with new texts. Have fun!
<!DOCTYPE html>
<html>
<head>
<title></title>
</head>
<body>
<canvas id="canvas"></canvas>
<script>
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
canvas.width = 400;
canvas.height = 400;
var r = 0;
var bubbles = [];
bubbles.push(new Bubble(canvas.width/2, canvas.height/2, "Apple", "rgb(0,0,120)", 30, 20));
bubbles.push(new Bubble(canvas.width/2 + 100, canvas.height/2, "Store", "rgb(0,0,200)", 30, 20));
bubbles.push(new Bubble(canvas.width/2 - 100, canvas.height/2, "Ipad", "rgb(0,0,200)", 30, 20));
bubbles.push(new Bubble(canvas.width/2, canvas.height/2 + 100, "iMac", "rgb(120,0,0)", 30, 20));
setInterval(function(){update();}, 20);
function update()
{
ctx.clearRect(0,0,canvas.width, canvas.height);
for (var i=bubbles.length-1; i>=0; i--)
{
bubbles[i].update();
}
}
function Vector(x,y)
{
this.x = x;
this.y = y;
this.startX = x;
this.startY = y;
this.add = function (v)
{
this.x += v.x;
this.y += v.y;
}
this.mult = function(p)
{
this.x *= p;
this.y *= p;
}
this.rotate = function(ang)
{
this.x = (this.startX - bubbles[0].position.x) * Math.cos(ang)
- (this.startY - bubbles[0].position.y) * Math.sin(ang)
+ bubbles[0].position.x;
this.y = (this.startX - bubbles[0].position.x) * Math.sin(ang)
+ (this.startY - bubbles[0].position.y) * Math.cos(ang)
+ bubbles[0].position.y;
}
}
function Bubble(x,y,text, color, width, height)
{
this.position = new Vector(x,y);
this.velocity = new Vector(0,0);
this.acceleration = new Vector(0,0);
this.text = text;
this.color = color;
this.width = width;
this.height = height;
this.draw = function()
{ ctx.beginPath();
if(this.text != "Apple")
{
ctx.lineTo(bubbles[0].position.x, bubbles[0].position.y);
}
ctx.font = "bold 13pt Arial";
ctx.fillStyle = this.color;
ctx.strokeStyle = this.color;
ctx.arc(this.position.x,this.position.y, this.width, 0, 2 * Math.PI, false);
ctx.fill();
ctx.fillStyle = "black";
ctx.stroke();
ctx.fillText(this.text, this.position.x - this.width / 2 - 6, this.position.y + this.height / 4);
}
this.update = function()
{
if(this.text != "Apple")
{
r--;
if (r < -1440)
r = 1;
this.position.rotate( Math.PI / 720 * r);
}
this.draw();
}
}
</script>
</body>
</html>
I'm trying to set up a background in canvas and have some small circles just flow throughout the background, eventually I'll change the shapes and add more details in, but I'm just having trouble with the set up.
I know my code is janky, but are there any suggestions to the structure of the code?
var dx = 1;
var dy = 2;
var circle=new Circle(400,30,10);
var timer;
function Circle(x,y,r){
this.x=x;
this.y=y;
this.r=r;
}
function init() {
// Get the canvas element.
canvas = document.getElementById("canvas");
if (canvas.getContext) {
ctx = canvas.getContext("2d");
ctx.fillStyle = "black";
}
timer=setInterval(draw, 10);
return timer;
}
function gradient (){
var my_gradient=ctx.createLinearGradient(0,0,1000,0);
my_gradient.addColorStop(0,"black");
my_gradient.addColorStop(1,"white");
ctx.fillStyle=my_gradient;
ctx.fillRect(0,0,1000,1000);
ctx.rect(0, 0, 1000, 1000);
stars();
}
function stars(){
for (i = 0; i <= 50; i++) {
// Get random positions for stars
var x = Math.floor(Math.random() * 1000)
var y = Math.floor(Math.random() * 1000)
ctx.fillStyle = "yellow";
//if (x < 30 || y < 30) ctx.fillStyle = "black";
ctx.beginPath();
ctx.arc(x, y, 3, 0, Math.PI * 2, true);
ctx.closePath();
ctx.fill();
}
}
function move(){
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = gradient.my_gradient;
ctx.fillRect(0,0,canvas.width,canvas.height);
ctx.fillStyle = "#003300";
drawBall(circle);
if (circle.x +dx > canvas.width || circle.x +dx < 0)
dx=-dx;
if(circle.y+dy>bar.y && circle.x>bar.x && circle.x<bar.x+barImg.width)
dy=-dy;
if (circle.y +dy > canvas.height || circle.y +dy < 0)
dy=-dy;
circle.x += dx;
circle.y += dy;
}
I tried to code a working exemple. Here stars are popping up continuously.
HTML
<!DOCTYPE html>
<html>
<head>
<title>Exemple</title>
</head>
<body>
<canvas id="viewport"></canvas>
<script src='test.js'></script>
</body>
</html>
JS
var doc = document;
var canvas = doc.getElementById('viewport');
var ctx = canvas.getContext('2d');
var settings = {
area : {
height : 100,
width : 100
}
};
canvas.width = settings.area.width;
canvas.height = settings.area.height;
function draw() {
for (var i = 10; i--;) {
var x = Math.floor(Math.random() * 1000)
var y = Math.floor(Math.random() * 1000)
ctx.beginPath();
ctx.arc(x, y, 3, 0, Math.PI * 2, true);
ctx.fillStyle = "yellow";
ctx.closePath();
ctx.fill();
}
}
function gameLoop (render, element) {
var running, lastFrame = +new Date;
function loop( now ) {
// stop the loop if render returned false
if ( running !== false ) {
requestAnimationFrame( loop, element );
running = render( now - lastFrame );
lastFrame = now;
}
}
loop( lastFrame );
}
gameLoop (function (deltaT) {
draw();
}, canvas );
Here is the fiddle : https://jsfiddle.net/q4q0uLht/
----- EDIT -----
/*
Basic config
*/
var doc = document,
canvas = doc.getElementById('viewport'),
ctx = canvas.getContext('2d');
var settings = {
canvas: {
height: 200,
width: 300
}
}
canvas.height = settings.canvas.height;
canvas.width = settings.canvas.width;
canvas.style.border = '1px #000 solid';
/*
easy gets a random number, inside a range of [0, x);
*/
function getRandomNumber(x) {
return parseInt(Math.random() * x, 10);
}
/*
Checks if the obj passed in argument is still in the canvas limits
*/
function incorrectPosition(obj) {
return obj.x < 0 || obj.y < 0 || obj.x > settings.canvas.width || obj.y > settings.canvas.height;
}
/*
stars array and Star object.
*/
var stars = [];
function Star(r) {
this.x = getRandomNumber(canvas.width);
this.y = getRandomNumber(canvas.height);
this.r = r || 10;
this.move = function(dx, dy) {
this.x += dx;
this.y += dy;
};
}
/*
This function adds new stars,
calculates new coordinates of each star,
and removes them from the stars array
when they are out of the canvas limits.
*/
function update() {
var len = stars.length;
if (len < 10) {
stars.push(new Star());
}
for (var i = len; i--;) {
var star = stars[i];
star.move(1, 2);
if (incorrectPosition(star)) {
stars.splice(i, 1);
}
}
}
/*
This function clears the canvas each turn and
draws each star which is stored inside the stores array.
*/
function draw() {
ctx.clearRect(0, 0, settings.canvas.width, settings.canvas.height);
var len = stars.length;
for (var i = len; i--;) {
var star = stars[i];
ctx.beginPath();
ctx.arc(star.x, star.y, 3, 0, Math.PI * 2, true);
ctx.fillStyle = "yellow";
ctx.closePath();
ctx.fill();
}
}
// Here is the loop inside which are called functions
setInterval(loop, 33);
function loop() {
update(); // update first
draw(); // then draw
}
<!DOCTYPE html>
<html>
<head>
<title>Exemple</title>
</head>
<body>
<canvas id="viewport"></canvas>
<script src='test.js'></script>
</body>
</html>