Overlay confetti jaravascript, without blocking clicks and such - javascript

I've been using a few different javascript tools to generate confetti and celebration effect. All of those are some kind of overlay graphics. which block clicks of buttons, links and so on. Is there any way to keep a layer in front but ignore the actual clicks on that element, or allow clicks through the animated layer.
Script example im trying to use now is: http://codepen.io/iprodev/full/azpWBr/
html example
<canvas height='1' id='confetti' width='1'></canvas>
css
html, body {
margin: 0;
padding: 0;
background: #000;
height: 100%;
width: 100%;
}
#confetti{
position: absolute;
left: 0;
top: 0;
height: 100%;
width: 100%;
}
Javascript
var retina = window.devicePixelRatio,
// Math shorthands
PI = Math.PI,
sqrt = Math.sqrt,
round = Math.round,
random = Math.random,
cos = Math.cos,
sin = Math.sin,
// Local WindowAnimationTiming interface
rAF = window.requestAnimationFrame,
cAF = window.cancelAnimationFrame || window.cancelRequestAnimationFrame,
_now = Date.now || function () {return new Date().getTime();};
// Local WindowAnimationTiming interface polyfill
(function (w) {
/**
* Fallback implementation.
*/
var prev = _now();
function fallback(fn) {
var curr = _now();
var ms = Math.max(0, 16 - (curr - prev));
var req = setTimeout(fn, ms);
prev = curr;
return req;
}
/**
* Cancel.
*/
var cancel = w.cancelAnimationFrame
|| w.webkitCancelAnimationFrame
|| w.clearTimeout;
rAF = w.requestAnimationFrame
|| w.webkitRequestAnimationFrame
|| fallback;
cAF = function(id){
cancel.call(w, id);
};
}(window));
document.addEventListener("DOMContentLoaded", function() {
var speed = 50,
duration = (1.0 / speed),
confettiRibbonCount = 11,
ribbonPaperCount = 30,
ribbonPaperDist = 8.0,
ribbonPaperThick = 8.0,
confettiPaperCount = 95,
DEG_TO_RAD = PI / 180,
RAD_TO_DEG = 180 / PI,
colors = [
["#df0049", "#660671"],
["#00e857", "#005291"],
["#2bebbc", "#05798a"],
["#ffd200", "#b06c00"]
];
function Vector2(_x, _y) {
this.x = _x, this.y = _y;
this.Length = function() {
return sqrt(this.SqrLength());
}
this.SqrLength = function() {
return this.x * this.x + this.y * this.y;
}
this.Add = function(_vec) {
this.x += _vec.x;
this.y += _vec.y;
}
this.Sub = function(_vec) {
this.x -= _vec.x;
this.y -= _vec.y;
}
this.Div = function(_f) {
this.x /= _f;
this.y /= _f;
}
this.Mul = function(_f) {
this.x *= _f;
this.y *= _f;
}
this.Normalize = function() {
var sqrLen = this.SqrLength();
if (sqrLen != 0) {
var factor = 1.0 / sqrt(sqrLen);
this.x *= factor;
this.y *= factor;
}
}
this.Normalized = function() {
var sqrLen = this.SqrLength();
if (sqrLen != 0) {
var factor = 1.0 / sqrt(sqrLen);
return new Vector2(this.x * factor, this.y * factor);
}
return new Vector2(0, 0);
}
}
Vector2.Lerp = function(_vec0, _vec1, _t) {
return new Vector2((_vec1.x - _vec0.x) * _t + _vec0.x, (_vec1.y - _vec0.y) * _t + _vec0.y);
}
Vector2.Distance = function(_vec0, _vec1) {
return sqrt(Vector2.SqrDistance(_vec0, _vec1));
}
Vector2.SqrDistance = function(_vec0, _vec1) {
var x = _vec0.x - _vec1.x;
var y = _vec0.y - _vec1.y;
return (x * x + y * y + z * z);
}
Vector2.Scale = function(_vec0, _vec1) {
return new Vector2(_vec0.x * _vec1.x, _vec0.y * _vec1.y);
}
Vector2.Min = function(_vec0, _vec1) {
return new Vector2(Math.min(_vec0.x, _vec1.x), Math.min(_vec0.y, _vec1.y));
}
Vector2.Max = function(_vec0, _vec1) {
return new Vector2(Math.max(_vec0.x, _vec1.x), Math.max(_vec0.y, _vec1.y));
}
Vector2.ClampMagnitude = function(_vec0, _len) {
var vecNorm = _vec0.Normalized;
return new Vector2(vecNorm.x * _len, vecNorm.y * _len);
}
Vector2.Sub = function(_vec0, _vec1) {
return new Vector2(_vec0.x - _vec1.x, _vec0.y - _vec1.y, _vec0.z - _vec1.z);
}
function EulerMass(_x, _y, _mass, _drag) {
this.position = new Vector2(_x, _y);
this.mass = _mass;
this.drag = _drag;
this.force = new Vector2(0, 0);
this.velocity = new Vector2(0, 0);
this.AddForce = function(_f) {
this.force.Add(_f);
}
this.Integrate = function(_dt) {
var acc = this.CurrentForce(this.position);
acc.Div(this.mass);
var posDelta = new Vector2(this.velocity.x, this.velocity.y);
posDelta.Mul(_dt);
this.position.Add(posDelta);
acc.Mul(_dt);
this.velocity.Add(acc);
this.force = new Vector2(0, 0);
}
this.CurrentForce = function(_pos, _vel) {
var totalForce = new Vector2(this.force.x, this.force.y);
var speed = this.velocity.Length();
var dragVel = new Vector2(this.velocity.x, this.velocity.y);
dragVel.Mul(this.drag * this.mass * speed);
totalForce.Sub(dragVel);
return totalForce;
}
}
function ConfettiPaper(_x, _y) {
this.pos = new Vector2(_x, _y);
this.rotationSpeed = (random() * 600 + 800);
this.angle = DEG_TO_RAD * random() * 360;
this.rotation = DEG_TO_RAD * random() * 360;
this.cosA = 1.0;
this.size = 5.0;
this.oscillationSpeed = (random() * 1.5 + 0.5);
this.xSpeed = 40.0;
this.ySpeed = (random() * 60 + 50.0);
this.corners = new Array();
this.time = random();
var ci = round(random() * (colors.length - 1));
this.frontColor = colors[ci][0];
this.backColor = colors[ci][1];
for (var i = 0; i < 4; i++) {
var dx = cos(this.angle + DEG_TO_RAD * (i * 90 + 45));
var dy = sin(this.angle + DEG_TO_RAD * (i * 90 + 45));
this.corners[i] = new Vector2(dx, dy);
}
this.Update = function(_dt) {
this.time += _dt;
this.rotation += this.rotationSpeed * _dt;
this.cosA = cos(DEG_TO_RAD * this.rotation);
this.pos.x += cos(this.time * this.oscillationSpeed) * this.xSpeed * _dt
this.pos.y += this.ySpeed * _dt;
if (this.pos.y > ConfettiPaper.bounds.y) {
this.pos.x = random() * ConfettiPaper.bounds.x;
this.pos.y = 0;
}
}
this.Draw = function(_g) {
if (this.cosA > 0) {
_g.fillStyle = this.frontColor;
} else {
_g.fillStyle = this.backColor;
}
_g.beginPath();
_g.moveTo((this.pos.x + this.corners[0].x * this.size) * retina, (this.pos.y + this.corners[0].y * this.size * this.cosA) * retina);
for (var i = 1; i < 4; i++) {
_g.lineTo((this.pos.x + this.corners[i].x * this.size) * retina, (this.pos.y + this.corners[i].y * this.size * this.cosA) * retina);
}
_g.closePath();
_g.fill();
}
}
ConfettiPaper.bounds = new Vector2(0, 0);
function ConfettiRibbon(_x, _y, _count, _dist, _thickness, _angle, _mass, _drag) {
this.particleDist = _dist;
this.particleCount = _count;
this.particleMass = _mass;
this.particleDrag = _drag;
this.particles = new Array();
var ci = round(random() * (colors.length - 1));
this.frontColor = colors[ci][0];
this.backColor = colors[ci][1];
this.xOff = (cos(DEG_TO_RAD * _angle) * _thickness);
this.yOff = (sin(DEG_TO_RAD * _angle) * _thickness);
this.position = new Vector2(_x, _y);
this.prevPosition = new Vector2(_x, _y);
this.velocityInherit = (random() * 2 + 4);
this.time = random() * 100;
this.oscillationSpeed = (random() * 2 + 2);
this.oscillationDistance = (random() * 40 + 40);
this.ySpeed = (random() * 40 + 80);
for (var i = 0; i < this.particleCount; i++) {
this.particles[i] = new EulerMass(_x, _y - i * this.particleDist, this.particleMass, this.particleDrag);
}
this.Update = function(_dt) {
var i = 0;
this.time += _dt * this.oscillationSpeed;
this.position.y += this.ySpeed * _dt;
this.position.x += cos(this.time) * this.oscillationDistance * _dt;
this.particles[0].position = this.position;
var dX = this.prevPosition.x - this.position.x;
var dY = this.prevPosition.y - this.position.y;
var delta = sqrt(dX * dX + dY * dY);
this.prevPosition = new Vector2(this.position.x, this.position.y);
for (i = 1; i < this.particleCount; i++) {
var dirP = Vector2.Sub(this.particles[i - 1].position, this.particles[i].position);
dirP.Normalize();
dirP.Mul((delta / _dt) * this.velocityInherit);
this.particles[i].AddForce(dirP);
}
for (i = 1; i < this.particleCount; i++) {
this.particles[i].Integrate(_dt);
}
for (i = 1; i < this.particleCount; i++) {
var rp2 = new Vector2(this.particles[i].position.x, this.particles[i].position.y);
rp2.Sub(this.particles[i - 1].position);
rp2.Normalize();
rp2.Mul(this.particleDist);
rp2.Add(this.particles[i - 1].position);
this.particles[i].position = rp2;
}
if (this.position.y > ConfettiRibbon.bounds.y + this.particleDist * this.particleCount) {
this.Reset();
}
}
this.Reset = function() {
this.position.y = -random() * ConfettiRibbon.bounds.y;
this.position.x = random() * ConfettiRibbon.bounds.x;
this.prevPosition = new Vector2(this.position.x, this.position.y);
this.velocityInherit = random() * 2 + 4;
this.time = random() * 100;
this.oscillationSpeed = random() * 2.0 + 1.5;
this.oscillationDistance = (random() * 40 + 40);
this.ySpeed = random() * 40 + 80;
var ci = round(random() * (colors.length - 1));
this.frontColor = colors[ci][0];
this.backColor = colors[ci][1];
this.particles = new Array();
for (var i = 0; i < this.particleCount; i++) {
this.particles[i] = new EulerMass(this.position.x, this.position.y - i * this.particleDist, this.particleMass, this.particleDrag);
}
}
this.Draw = function(_g) {
for (var i = 0; i < this.particleCount - 1; i++) {
var p0 = new Vector2(this.particles[i].position.x + this.xOff, this.particles[i].position.y + this.yOff);
var p1 = new Vector2(this.particles[i + 1].position.x + this.xOff, this.particles[i + 1].position.y + this.yOff);
if (this.Side(this.particles[i].position.x, this.particles[i].position.y, this.particles[i + 1].position.x, this.particles[i + 1].position.y, p1.x, p1.y) < 0) {
_g.fillStyle = this.frontColor;
_g.strokeStyle = this.frontColor;
} else {
_g.fillStyle = this.backColor;
_g.strokeStyle = this.backColor;
}
if (i == 0) {
_g.beginPath();
_g.moveTo(this.particles[i].position.x * retina, this.particles[i].position.y * retina);
_g.lineTo(this.particles[i + 1].position.x * retina, this.particles[i + 1].position.y * retina);
_g.lineTo(((this.particles[i + 1].position.x + p1.x) * 0.5) * retina, ((this.particles[i + 1].position.y + p1.y) * 0.5) * retina);
_g.closePath();
_g.stroke();
_g.fill();
_g.beginPath();
_g.moveTo(p1.x * retina, p1.y * retina);
_g.lineTo(p0.x * retina, p0.y * retina);
_g.lineTo(((this.particles[i + 1].position.x + p1.x) * 0.5) * retina, ((this.particles[i + 1].position.y + p1.y) * 0.5) * retina);
_g.closePath();
_g.stroke();
_g.fill();
} else if (i == this.particleCount - 2) {
_g.beginPath();
_g.moveTo(this.particles[i].position.x * retina, this.particles[i].position.y * retina);
_g.lineTo(this.particles[i + 1].position.x * retina, this.particles[i + 1].position.y * retina);
_g.lineTo(((this.particles[i].position.x + p0.x) * 0.5) * retina, ((this.particles[i].position.y + p0.y) * 0.5) * retina);
_g.closePath();
_g.stroke();
_g.fill();
_g.beginPath();
_g.moveTo(p1.x * retina, p1.y * retina);
_g.lineTo(p0.x * retina, p0.y * retina);
_g.lineTo(((this.particles[i].position.x + p0.x) * 0.5) * retina, ((this.particles[i].position.y + p0.y) * 0.5) * retina);
_g.closePath();
_g.stroke();
_g.fill();
} else {
_g.beginPath();
_g.moveTo(this.particles[i].position.x * retina, this.particles[i].position.y * retina);
_g.lineTo(this.particles[i + 1].position.x * retina, this.particles[i + 1].position.y * retina);
_g.lineTo(p1.x * retina, p1.y * retina);
_g.lineTo(p0.x * retina, p0.y * retina);
_g.closePath();
_g.stroke();
_g.fill();
}
}
}
this.Side = function(x1, y1, x2, y2, x3, y3) {
return ((x1 - x2) * (y3 - y2) - (y1 - y2) * (x3 - x2));
}
}
ConfettiRibbon.bounds = new Vector2(0, 0);
confetti = {};
confetti.Context = function(id) {
var i = 0;
var canvas = document.getElementById(id);
var canvasParent = canvas.parentNode;
var canvasWidth = canvasParent.offsetWidth;
var canvasHeight = canvasParent.offsetHeight;
canvas.width = canvasWidth * retina;
canvas.height = canvasHeight * retina;
var context = canvas.getContext('2d');
var interval = null;
var confettiRibbons = new Array();
ConfettiRibbon.bounds = new Vector2(canvasWidth, canvasHeight);
for (i = 0; i < confettiRibbonCount; i++) {
confettiRibbons[i] = new ConfettiRibbon(random() * canvasWidth, -random() * canvasHeight * 2, ribbonPaperCount, ribbonPaperDist, ribbonPaperThick, 45, 1, 0.05);
}
var confettiPapers = new Array();
ConfettiPaper.bounds = new Vector2(canvasWidth, canvasHeight);
for (i = 0; i < confettiPaperCount; i++) {
confettiPapers[i] = new ConfettiPaper(random() * canvasWidth, random() * canvasHeight);
}
this.resize = function() {
canvasWidth = canvasParent.offsetWidth;
canvasHeight = canvasParent.offsetHeight;
canvas.width = canvasWidth * retina;
canvas.height = canvasHeight * retina;
ConfettiPaper.bounds = new Vector2(canvasWidth, canvasHeight);
ConfettiRibbon.bounds = new Vector2(canvasWidth, canvasHeight);
}
this.start = function() {
this.stop()
var context = this;
this.update();
}
this.stop = function() {
cAF(this.interval);
}
this.update = function() {
var i = 0;
context.clearRect(0, 0, canvas.width, canvas.height);
for (i = 0; i < confettiPaperCount; i++) {
confettiPapers[i].Update(duration);
confettiPapers[i].Draw(context);
}
for (i = 0; i < confettiRibbonCount; i++) {
confettiRibbons[i].Update(duration);
confettiRibbons[i].Draw(context);
}
this.interval = rAF(function() {
confetti.update();
});
}
}
var confetti = new confetti.Context('confetti');
confetti.start();
window.addEventListener('resize', function(event){
confetti.resize();
});
});

You can use the pointer-events css property, try:
pointer-events: none

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}
drawWire(len=50) {
this.cx += this.dx * len;
this.cy += this.dy * len;
this.ctx.lineTo(this.cx, this.cy);
}
power(len=50, n=2, label="") {
var space = 5;
var wl = (len - (2*n-1)*space)/2;
this.newelement(len);
this.ctx.lineTo(wl,0);
this.ctx.fillText(label, wl, 4*space);
while (n--) {
this.ctx.moveTo(wl+space*(2*n+1), -space);
this.ctx.lineTo(wl+space*(2*n+1), space);
this.ctx.moveTo(wl+space*(2*n), -2*space);
this.ctx.lineTo(wl+space*(2*n), 2*space);
}
this.ctx.moveTo(len-wl, 0);
this.ctx.lineTo(len,0);
this.endelement(len);
}
drawPower(len=50, n=2, label="") {
var space = 5;
var wl = (len - (2*n-1)*space)/2;
this.drawWire(wl);
this.ctx.fillText(label, this.cx + 30 * this.dy, this.cy + 30 * this.dx);
while (n--) {
this.ctx.moveTo(this.cx + 15 * this.dy, this.cy + 15 * this.dx);
this.ctx.lineTo(this.cx - 15 * this.dy, this.cy - 15 * this.dx);
this.cx += this.dx * space;
this.cy += this.dy * space;
this.ctx.moveTo(this.cx + 2*space * this.dy, this.cy + 2*space * this.dx);
this.ctx.lineTo(this.cx - 2*space * this.dy, this.cy - 2*space * this.dx);
if (n != 0) {
this.cx += this.dx * space;
this.cy += this.dy * space;
}
}
this.ctx.moveTo(this.cx, this.cy);
this.drawWire(wl);
}
capacitor(len=50, label="") {
var space=5;
var hh = space*1.8;
var cl = (len-space)/2;
this.newelement(len);
this.ctx.lineTo(cl,0);
this.ctx.fillText(label, cl, hh+10)
this.ctx.moveTo(cl, -hh);
this.ctx.lineTo(cl, hh);
this.ctx.moveTo(cl+space, -hh);
this.ctx.lineTo(cl+space, hh);
this.ctx.moveTo(cl+space, 0);
this.ctx.lineTo(len,0);
this.endelement(len);
}
drawCapacitor(len=50, label="") {
var space=5;
var cl = (len-space)/2;
this.drawWire(cl);
this.ctx.fillText(label, this.cx + 20 * this.dy, this.cy + 20 * this.dx )
this.ctx.moveTo(this.cx + 10 * this.dy, this.cy + 10 * this.dx);
this.ctx.lineTo(this.cx - 10 * this.dy, this.cy - 10 * this.dx);
this.cx += this.dx * space;
this.cy += this.dy * space;
this.ctx.moveTo(this.cx + 10 * this.dy, this.cy + 10 * this.dx);
this.ctx.lineTo(this.cx - 10 * this.dy, this.cy - 10 * this.dx);
this.ctx.moveTo(this.cx, this.cy);
this.drawWire(cl);
}
inductor(len=50, n=4, label="") {
var xs, ys;
xs = 1;
ys = 2;
var space = 6;
var wl = (len-(n+1)*space)/2;
this.newelement(len);
this.ctx.lineTo(wl, 0);
this.ctx.fillText(label, wl, 25);
this.ctx.scale(xs, ys);
while (n--) {
this.ctx.moveTo(wl+space*(n+2), 0);
this.ctx.arc(wl+space*(n+1), 0, space, 0, Math.PI, 1);
this.ctx.moveTo(wl+space*(n), 0);
if (n>0) {
this.ctx.arc(wl+space*(n+1/2), 0, space/2, Math.PI,0, 1);
}
}
this.ctx.scale(1/xs, 1/ys);
this.ctx.moveTo(len-wl,0);
this.ctx.lineTo(len,0);
this.endelement(len);
}
drawInductor(len=50, n=4, label="") {
var xs, ys;
xs = 1 + Math.abs(this.dy);
ys = 1 + Math.abs(this.dx);
var space = 6;
var wl = (len-n*space)/2;
this.drawWire(len);
this.ctx.fillText(label, this.cx+(10+space)*this.dy, this.cy+(10+space)*this.dx)
this.cx += this.dx * space;
this.cy += this.dy * space;
this.ctx.scale(xs, ys);
while (n--) {
//ctx.moveTo(x/xs+5*Math.abs(dx),y/ys+5*dy);
this.ctx.moveTo(this.cx / xs + space * Math.abs(this.dx), this.cy / ys + space * this.dy);
this.ctx.arc(this.cx / xs, this.cy / ys, space, Math.PI / 2 * this.dy, Math.PI + Math.PI / 2 * this.dy, 1);
this.cx += space * this.dx;
this.cy += space * this.dy;
if (n != 0) {
if (this.dx >= 0) {
this.ctx.moveTo(this.cx / xs - space * this.dx, this.cy / ys - space * this.dy);
}
this.ctx.moveTo(this.cx / xs - space * this.dx, this.cy / ys - space * this.dy);
this.ctx.arc(this.cx / xs - space / 2 * this.dx, this.cy / ys - space / 2 * this.dy, 1.5, Math.PI + Math.PI / 2 * this.dy, Math.PI / 2 * this.dy, 1);
}
}
this.ctx.moveTo(this.cx / xs - 1.75 * this.dx, this.cy / ys - 1.75 * this.dy);
this.ctx.scale(1 / xs, 1 / ys);
this.ctx.lineTo(this.cx, this.cy);
this.drawWire(len);
}
trimmer(len=50, label="") {
//capacitor
var space=5;
var hh = space * 1.8;
var cl = (len-space)/2;
var size=1.4*hh;
var psize = size*Math.cos(Math.PI/4);
this.newelement(len);
//draw capacitor
this.ctx.moveTo(0,0);
this.ctx.lineTo(cl,0);
this.ctx.fillText(label, cl, hh+10)
this.ctx.moveTo(cl, -hh);
this.ctx.lineTo(cl, hh);
this.ctx.moveTo(cl+space, -hh);
this.ctx.lineTo(cl+space, hh);
this.ctx.moveTo(cl+space, 0);
this.ctx.lineTo(len,0);
var x = len/2-psize;
var y = 0+psize;
this.ctx.moveTo(x,y);
var x1 = len/2+psize;
var y1 = 0-psize;
this.ctx.lineTo(x1,y1);
//short line
psize /= 3;
x = x1-psize;
y = y1-psize;
this.ctx.moveTo(x,y);
x = x1+psize;
y = y1+psize;
this.ctx.lineTo(x,y);
this.endelement(len);
}
drawTrimmer(len=50, label="") {
var size=12;
var psize = size*Math.cos(Math.PI/4);
var x = this.cx+len/2*this.dx;
var y = this.cy+len/2*this.dy;
var x1 = x-psize*Math.abs(this.dx-this.dy);
var y1 = y+psize*Math.abs(this.dy-this.dx);
this.ctx.moveTo(x1,y1);
x1 = x+psize*Math.abs(this.dx-this.dy);
y1 = y-psize*Math.abs(this.dy-this.dx);
this.ctx.lineTo(x1,y1);
//short line
psize /= 3;
x = x1-psize*Math.abs(this.dx-this.dy);
y = y1-psize*Math.abs(this.dy-this.dx);
this.ctx.moveTo(x,y);
x = x1+psize*Math.abs(this.dx-this.dy);
y = y1+psize*Math.abs(this.dy-this.dx);
this.ctx.lineTo(x,y);
this.ctx.moveTo(this.cx, this.cy);
this.drawCapacitor(len, label);
}
resistor(len=50, n=5, style=1, label="") {
var size = 5;
var wl = (len-(n+1)*size)/2;
this.newelement(len);
this.ctx.lineTo(wl,0);
this.ctx.fillText(label, wl, size+15);
if (style == 1) {
var x = wl+size;
var y = -size;
while (n--) {
this.ctx.lineTo(x,y);
this.ctx.lineTo(x,y+2*size);
x += size;
}
this.ctx.lineTo(len-wl, 0);
} else {
this.ctx.rect(wl,-size, size*(n+1), 2*size);
}
this.ctx.moveTo(len-wl, 0);
this.ctx.lineTo(len,0);
this.endelement(len);
}
drawResistor(len=50, n=5, style=1, label="") {
var size = 5;
var wl = (len-(n+1)*size)/2;
this.drawWire(wl);
this.ctx.fillText(label, this.cx+this.dy*(size+15), this.cy+this.dx*(size+15));
if (style == 1) {
this.cx += this.dx * size;
this.cy += this.dy * size;
while (n--) {
this.ctx.lineTo(this.cx - size * this.dy, this.cy - size * this.dx);
this.ctx.lineTo(this.cx + size * this.dy, this.cy + size * this.dx);
this.cx += size * this.dx;
this.cy += size * this.dy;
}
this.ctx.lineTo(this.cx, this.cy);
} else {
this.ctx.rect(this.cx-size*this.dy, this.cy-size*this.dx, size*(n+1)*this.dx+2*size*this.dy, size*(n+1)*this.dy+2*size*this.dx);
this.cx += this.dx * size*(n+1);
this.cy += this.dy * size*(n+1) ;
this.ctx.moveTo(this.cx, this.cy);
}
this.drawWire(wl);
}
drawSwitch(len=50, open=true, label="S") {
var size=len/2;
var wl = (len-size)/2;
this.drawWire(wl);
var x = this.cx;
var y = this.cy;
this.ctx.fillText(label, x - 15*this.dy, y+15*this.dx);
//this.ctx.arc(x,y,2, 0, Math.PI*2);
x += size*this.dx;
y += size*this.dy;
if (open) {
this.ctx.lineTo(x-size/2*this.dy, y-size/2*this.dx);
} else {
this.ctx.lineTo(x, y);
}
this.ctx.arc(this.cx, this.cy, 2, 0, Math.PI*2);
this.ctx.moveTo(x, y);
this.ctx.arc(x,y, 2,0, Math.PI*2);
this.ctx.moveTo(x, y);
this.cx = x;
this.cy = y;
this.drawWire(wl);
}
switch(len=50, open=true, label="S") {
var size=len/2;
var circle = 2;
var wl = (len-size)/2;
this.newelement(len);
this.ctx.lineTo(wl,0);
this.ctx.moveTo(wl+circle,0);
this.ctx.fillText(label, wl+circle, circle+15);
this.ctx.arc(wl+circle,0, circle, 0, Math.PI*2);
this.ctx.moveTo(wl+size-circle, 0);
this.ctx.arc(wl+size-circle,0,circle, 0, Math.PI*2);
this.ctx.moveTo(wl+circle,-circle);
if (open) {
this.ctx.lineTo(wl+size, -circle-size/2);
} else {
this.ctx.lineTo(wl+size, -circle);
}
this.ctx.moveTo(len-wl,0);
this.ctx.lineTo(len,0);
this.endelement(len);
}
turnClockwise() {
this.d++;
this.dx = Math.cos(Math.PI/2 * this.d);
this.dy = Math.sin(Math.PI/2 * this.d);
}
turnCounterClockwise() {
this.d--;
this.dx = Math.cos(Math.PI/2 * this.d);
this.dy = Math.sin(Math.PI/2 * this.d);
}
}
var cc = new Circuit("canvas",100, 100);
cc.ctx.lineWidth = 2;
cc.start(100, 300);
cc.wire();
cc.power(50, 2, "E");
cc.resistor(50,4,1,"R");
cc.switch(50,false)
//cc.wire();
//cc.turnCounterClockwise();
cc.capacitor(50,"C");
cc.trimmer(50,"T");
cc.wire();
cc.turnClockwise();
//cc.wire();
cc.trimmer(50,"T");
cc.inductor(50, 4, "Inductor");
cc.wire();
cc.turnClockwise();
//cc.wire();
cc.capacitor(50,"CC");
//cc.trimmer(50,"T2");
cc.inductor(50,5,"Ind");
//cc.wire();
cc.resistor(50,4,2,"R");
cc.switch();
cc.save();
cc.turnCounterClockwise();
cc.wire(20);
cc.turnClockwise();
cc.resistor(50,6,1,"R6");
cc.turnClockwise();
cc.wire(20);
cc.restore();
cc.turnClockwise();
cc.wire(20);
cc.turnCounterClockwise();
cc.resistor(50,5,1,"R5");
cc.turnCounterClockwise();
cc.wire(20);
cc.turnClockwise();
cc.wire();
cc.resistor(50,4,1,"R");
cc.turnClockwise();
cc.wire();
//cc.drawSwitch(50,false, "S3");
cc.power(50, 1, "E2");
cc.finish();
cc.start(100,250);
cc.wire();
cc.capacitor();
cc.turnClockwise();
cc.wire(20);
cc.turnCounterClockwise();
cc.capacitor();
cc.turnCounterClockwise();
cc.wire(20);
cc.save();
cc.wire(20);
cc.turnCounterClockwise();
cc.capacitor();
cc.turnCounterClockwise();
cc.wire(20);
cc.restore();
cc.turnClockwise();
cc.wire();
cc.turnCounterClockwise();
cc.wire(20);
cc.switch();
cc.wire(20);
cc.turnCounterClockwise();
cc.resistor();
cc.wire();
cc.trimmer();
cc.inductor();
cc.turnCounterClockwise();
cc.power();
cc.finish();
<canvas style="position:fixed;top:0;left:0;border:1px;" width="500" height="500" id="canvas">
Create a registry for your switches. It stores bounding boxes and states.
Calculate the position and size of each switch upon its creation (so that you can get x1,y1 & x2,y2, for a bounding box).
Enter each switch into the registry upon its creation via a "register" method.
Create a Click or MouseUp handler for the canvas. On Click or MouseUp, report the position of the mouse to the registry, via a "handleClick" method.
If the mouse location reported to the registry is within the bounding box of a switch, toggle that switch (both graphically and functionally).
Something like this:
class SwitchRegister {
var x1, x2, y1, y2; // float
var state; // boolean
constructor(x1, y1, x2, y2, state) {
this.x1 = x1; this.y1 = y1; this.x2 = x2; this.y2 = y2;
this.state = new Boolean(state);
}
}
class SwitchRegistry {
var registers; // array of SwitchRegister
register(x1, y1, x2, y2, state) {
this.registers[this.registers.length] = new SwitchRegister(x1, y1, x2, y2, state);
}
handleClick(x, y) {
for (i = 0; i < this.registers.length; i++) {
if (x >= this.registers[i].x1 && x <= this.registers[i].x2
&& y >= this.registers[i].y1 && y <= this.registers[i].y2) {
this.registers[i].state = !this.registers[i].state; // toggle state
// redraw the switch
// toggle its function within the sim
}
}
}
}

Delayed transformations in JavaScript?

I'm working on a simple DHTML application, nothing strange: I have around 500 balls colliding with each other with different speeds and by clicking a button they stack based on their velocities creating a Maxwell-Boltzmann distribution(but that's another talk).
Well, for switching from the first to the second case I'm changing every single x and y coordinate for every single ball, to move them and pile them in that way.
Now, my question is: is it possible to have a sort of an animation in which balls from the first chaotic case, instead of jumping into the chart-configuration in one frame(as soon as the button gets clicked), gradually stack on top of each other in a much fancier and "graphical" animation? For example with transitions or transformations, but I couldn't manage to find a way to do that... I'm quite new to programming.
By the way, here's the full code:
FULL CODE:
class Ball {
constructor(x, y, dx, dy, radius, color){
this.radius = radius;
this.x = x;
this.y = y;
this.dx = dx;
this.dy = dy;
// mass is that of a sphere as opposed to circle
// it *does* make a difference in how realistic it looks
this.mass = this.radius * this.radius * this.radius;
this.color = color;
};
draw() {
ctx.beginPath();
ctx.arc(Math.round(this.x), Math.round(this.y), this.radius, 0, 2 * Math.PI);
ctx.fillStyle = this.color;
ctx.fill();
// ctx.strokeStyle = this.color;
ctx.stroke();
ctx.closePath();
};
speed() {
// magnitude of velocity vector
return Math.sqrt(this.dx * this.dx + this.dy * this.dy);
};
angle() {
// velocity's angle with the x axis
return Math.atan2(this.dy, this.dx);
};
onGround() {
return (this.y + this.radius >= canvas.height)
};
};
//FUNCTIONS
//will remove
function randomColor() {
let red = Math.floor(Math.random() * 3) * 127;
let green = Math.floor(Math.random() * 3) * 127;
let blue = Math.floor(Math.random() * 3) * 127;
// dim down the small balls
if (!bigBalls){
red *= 0.65
green *= 0.65
blue *= 0.65
}
let rc = "rgb(" + red + ", " + green + ", " + blue + ")";
return rc;
}
function randomX() {
let x = Math.floor(Math.random() * canvas.width);
if (x < 30) {
x = 30;
} else if (x + 30 > canvas.width) {
x = canvas.width - 30;
}
return x;
}
function randomY() {
let y = Math.floor(Math.random() * canvas.height);
if (y < 30) {
y = 30;
} else if (y + 30 > canvas.height) {
y = canvas.height - 30;
}
return y;
}
//will remove
function randomRadius() {
if (bigBalls) {
let r = Math.ceil(Math.random() * 10 + 20);
return r;
} else {
let r = Math.ceil(Math.random() * 2 + 2);
//let r = 5;
return r;
}
}
//will remove
function randomDx() {
let r = Math.floor(Math.random() * 10 - 4);
return r;
}
//will remove
function randomDy() {
let r = Math.floor(Math.random() * 10 - 3);
return r;
}
function distanceNextFrame(a, b) {
return Math.sqrt((a.x + a.dx - b.x - b.dx)**2 + (a.y + a.dy - b.y - b.dy)**2) - a.radius - b.radius;
}
function distance(a, b) {
return Math.sqrt((a.x - b.x)**2 + (a.y - b.y)**2);
}
let canvas = document.getElementById("myCanvas");
let ctx = canvas.getContext("2d");
let objArray = [];
let probArray = [];
let paused = false;
let bumped = false;
let leftHeld = false;
let upHeld = false;
let rightHeld = false;
let downHeld = false;
let arrowControlSpeed = .25;
let gravityOn = false;
let clearCanv = true;
let bigBalls = false;
let lastTime = (new Date()).getTime();
let currentTime = 0;
let dt = 0;
let numStartingSmallBalls = 500;
let numStartingBigBalls = 0;
document.addEventListener("keydown", keyDownHandler);
function clearCanvas() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
function keyDownHandler(event) {
if (event.keyCode == 80) { // p
paused = !paused;
} else if (event.keyCode == 82) { // r
objArray = [];
} else if (event.keyCode == 75) { // k
clearCanv = !clearCanv;
} else if (event.keyCode == 88) { // x
bigBalls = !bigBalls;
}
}
function canvasBackground() {
canvas.style.backgroundColor = "rgb(215, 235, 240)";
}
function wallCollision(ball) {
if (ball.x - ball.radius + ball.dx < 0 ||
ball.x + ball.radius + ball.dx > canvas.width) {
ball.dx *= -1;
}
if (ball.y - ball.radius + ball.dy < 0 ||
ball.y + ball.radius + ball.dy > canvas.height) {
ball.dy *= -1;
}
if (ball.y + ball.radius > canvas.height) {
ball.y = canvas.height - ball.radius;
}
if (ball.y - ball.radius < 0) {
ball.y = ball.radius;
}
if (ball.x + ball.radius > canvas.width) {
ball.x = canvas.width - ball.radius;
}
if (ball.x - ball.radius < 0) {
ball.x = ball.radius;
}
}
function ballCollision() {
for (let i=0; i<objArray.length-1; i++) {
for (let j=i+1; j<objArray.length; j++) {
let ob1 = objArray[i]
let ob2 = objArray[j]
let dist = distance(ob1, ob2)
if (dist < ob1.radius + ob2.radius) {
let theta1 = ob1.angle();
let theta2 = ob2.angle();
let phi = Math.atan2(ob2.y - ob1.y, ob2.x - ob1.x);
let m1 = ob1.mass;
let m2 = ob2.mass;
let v1 = ob1.speed();
let v2 = ob2.speed();
let dx1F = (v1 * Math.cos(theta1 - phi) * (m1-m2) + 2*m2*v2*Math.cos(theta2 - phi)) / (m1+m2) * Math.cos(phi) + v1*Math.sin(theta1-phi) * Math.cos(phi+Math.PI/2);
let dy1F = (v1 * Math.cos(theta1 - phi) * (m1-m2) + 2*m2*v2*Math.cos(theta2 - phi)) / (m1+m2) * Math.sin(phi) + v1*Math.sin(theta1-phi) * Math.sin(phi+Math.PI/2);
let dx2F = (v2 * Math.cos(theta2 - phi) * (m2-m1) + 2*m1*v1*Math.cos(theta1 - phi)) / (m1+m2) * Math.cos(phi) + v2*Math.sin(theta2-phi) * Math.cos(phi+Math.PI/2);
let dy2F = (v2 * Math.cos(theta2 - phi) * (m2-m1) + 2*m1*v1*Math.cos(theta1 - phi)) / (m1+m2) * Math.sin(phi) + v2*Math.sin(theta2-phi) * Math.sin(phi+Math.PI/2);
ob1.dx = dx1F;
ob1.dy = dy1F;
ob2.dx = dx2F;
ob2.dy = dy2F;
/* if(ob1.speed() * 160 < 400)
ob1.color = 'lightblue';
else if(ob1.speed() * 160 > 800)
ob1.color = 'red';
else
ob1.color = 'orange';
if(ob2.speed() * 160 < 400)
ob2.color = 'lightblue';
else if(ob2.speed() * 160 > 800)
ob2.color = 'red';
else
ob2.color = 'orange';*/
staticCollision(ob1, ob2);
}
}
wallCollision(objArray[i]);
}
if (objArray.length > 0)
wallCollision(objArray[objArray.length - 1])
}
function staticCollision(ob1, ob2, emergency = false)
{
let overlap = ob1.radius + ob2.radius - distance(ob1, ob2);
let smallerObject = ob1.radius < ob2.radius ? ob1 : ob2;
let biggerObject = ob1.radius > ob2.radius ? ob1 : ob2;
// When things go normally, this line does not execute.
// "Emergency" is when staticCollision has run, but the collision
// still hasn't been resolved. Which implies that one of the objects
// is likely being jammed against a corner, so we must now move the OTHER one instead.
// in other words: this line basically swaps the "little guy" role, because
// the actual little guy can't be moved away due to being blocked by the wall.
if (emergency) [smallerObject, biggerObject] = [biggerObject, smallerObject]
let theta = Math.atan2((biggerObject.y - smallerObject.y), (biggerObject.x - smallerObject.x));
smallerObject.x -= overlap * Math.cos(theta);
smallerObject.y -= overlap * Math.sin(theta);
if (distance(ob1, ob2) < ob1.radius + ob2.radius) {
// we don't want to be stuck in an infinite emergency.
// so if we have already run one emergency round; just ignore the problem.
if (!emergency) staticCollision(ob1, ob2, true)
}
}
function moveObjects() {
for (let i=0; i<objArray.length; i++) {
let ob = objArray[i];
ob.x += ob.dx * 1;
ob.y += ob.dy * 1;
}
}
function drawObjects() {
for (let obj in objArray) {
objArray[obj].draw();
}
}
let begin = true;
let temperature;
document.getElementById("temp").oninput = function()
{
temperature = parseInt(document.getElementById("temp").value);
generateBalls(temperature);
}
function drawChart()
{
let index = 0
let cx = 10 , cy;
for(let i = 0; i < 59; i++) {
cy = canvas.height - 6;
if(probArray[i] != 0) {
n = 0;
while(n < probArray[i]) {
objArray[index + n].x = cx;
objArray[index + n].y = cy;
cy -= 12;
n++;
}
index += n;
}
cx += 20;
}
chart = !chart;
}
function draw() {
/*currentTime = (new Date()).getTime();
dt = (currentTime - lastTime) / 1000; // delta time in seconds
// dirty and lazy solution
// instead of scaling down every velocity vector
// we decrease the speed of time
dt *= 20;*/
if(begin) {
generateBalls(300);
begin = false;
}
//work in progress
if(chart) {
drawChart();
}
if (clearCanv) clearCanvas();
canvasBackground();
if (!paused) {
moveObjects();
ballCollision();
}
drawObjects();
lastTime = currentTime;
window.requestAnimationFrame(draw);
}
//work in progress
function setColor(vel)
{
let red = 255, green = 255, blue = 255;
let rc;
green /= (vel * 0.001);
blue /= (vel * 0.01);
return rc = "rgb(" + red + ", " + green + ", " + blue + ")";
}
let N = 550;
let m = 2.66e-26;
let T = 5;
let dV = 50;
let k = 1.38e-23;
let v = 50;
let balls;
let angolox;
let vel;
let color;
function generateBalls(T)
{
paused = false;
v = 50;
objArray = [];
for(let i = 0; i < 59; i++)
{ //each 50m/s, with dv = 50, until 2000m/s
//molecules number between v and v+50
probArray[i] = Math.floor(4 * Math.PI * N * (((m) / (2 * Math.PI * k * T))**1.5) * (v**2) * Math.exp((-m) / (2 * k * T) * (v**2)) * dV);
v += 50;
}
v = 50;
let l;
for(let i = 0; i < 59; i++)
{
let n = 0;
balls = 0;
while(n < probArray[i])
{
angolox = ((Math.random() * 360) * Math.PI) / 180; //converted in radians;
vel = Math.round((Math.random() * 50) + v) / 160;
if(vel * 160 < 400)
color = 'lightblue';
else if(vel * 160 > 800)
color = 'red';
else
color = 'orange';
l = objArray.length;
objArray[objArray.length] = new Ball(randomX(), randomY(), Math.cos(angolox) * vel, Math.sin(angolox) * vel, 5, color);
balls++;
n++;
}
v += 50;
}
}
let chart = false
function drawChart_bool() {
chart = !chart;
paused = !paused;
}
draw();
body {
background-color: khaki;
text-align: center;
font-family: Ubuntu Mono;
}
#title {
color: black;
font-size: 200%;
font-style: normal;
margin: 1px;
border: 1px;
}
#balls {
margin-top: 5px;
}
#myCanvas {
margin-top: -20px;
}
section.footer {
color: black;
font-family: Ubuntu Mono;
font-style: normal;
font-size: small;
}
#disclaimer {
font-size: 74%;
color: gray;
}
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>2d collision</title>
<link rel="stylesheet" type="text/css" href="gas.css">
</head>
<body style="text-align: center">
<canvas onload="generateBalls()" id="myCanvas" width="1225%" height="500" style="border:1px solid black; margin-top: 10px;"></canvas>
<p>
<input type="range" min="50" max="2050" value="300" step="100" id="temp">
<input type="button" onclick="drawChart_bool()">
<strong>[K]</strong> to toggle clearCanvas(); <br>
<strong>[P]</strong>: pause/unpause || <strong>[R]</strong>: [RESET]
</p>
<div id="disclaimer" align="center" style="word-break: break-word; width: 350px; display:inline-block;">
<p>
Make sure to press a few buttons and play around.<br>Made with pure javascript.
</p>
</div>
</section>
</body>
<script src="gas.js"></script>
</html>
FUNCTION I USE TO DRAW CHART(objArray is an ascending ordered one, based on speeds)
function drawChart()
{
let index = 0
let cx = 10 , cy;
for(let i = 0; i < 59; i++) {
cy = canvas.height - 6;
if(probArray[i] != 0) {
n = 0;
while(n < probArray[i]) {
objArray[index + n].x = cx;
objArray[index + n].y = cy;
cy -= 12;
n++;
}
index += n;
}
cx += 20;
}
chart = !chart;
}
FUNCTION I USE TO GENERATE BALLS:
function generateBalls(T)
{
paused = false;
v = 50;
objArray = [];
for(let i = 0; i < 59; i++)
{ //each 50m/s, with dv = 50, until 2000m/s
//molecules number between v and v+50
probArray[i] = Math.floor(4 * Math.PI * N * (((m) / (2 * Math.PI * k * T))**1.5) * (v**2) * Math.exp((-m) / (2 * k * T) * (v**2)) * dV);
v += 50;
}
v = 50;
let l;
for(let i = 0; i < 59; i++)
{
let n = 0;
balls = 0;
while(n < probArray[i])
{
angolox = ((Math.random() * 360) * Math.PI) / 180; //converted in radians;
vel = Math.round((Math.random() * 50) + v) / 160;
if(vel * 160 < 400)
color = 'lightblue';
else if(vel * 160 > 800)
color = 'red';
else
color = 'orange';
l = objArray.length;
objArray[objArray.length] = new Ball(randomX(), randomY(), Math.cos(angolox) * vel, Math.sin(angolox) * vel, 5, color);
balls++;
n++;
}
v += 50;
}
}
Heartfelt thanks in advance for any answer,
Greg.🙏

How do I simulate a gas behavior in JavaScript?

I'm still currently at high-school, and my self-taught programming knowledge isn't that accurate at all.
By the way, I worked on many projects(I code in C, C++, Python, HTML, JavaScript) and the one I'm currently working on has been giving me a hard time: a simulator for a gas sample's behavior(following Maxwell-Boltzmann's law of distribution for speeds).
M-B distribution is a kinda hard and advanced physics argument especially for my high-school standards, but I still managed to understand its functioning and found out the equation that gives the number of molecules with a velocity between v and v+dv:M-B equationhere.
Now, programming JS part takes place, and in the following snippet I inserted the
balls constructor part, the draw() core function and the part where I spawn balls(100, just as a test, since they should be around 1000) according to M-B equation; now, I think everything should be fine, but spawned balls behave very strangely changing direction whenever they want to, and sometimes getting stuck with each other instead of elastically bouncing off... could you please take a look at the "spawning" part and see if somethings wrong? Then, I also uploaded the whole HTML+JS+CSS code so you can try it, and also verify JS functions for ball-to-ball and ball-to-wall collisions and all that kind of stuff.
I would extremely appreciate it if someone could please help me... I'm confused.
Heartfelt thanks in advance for any answer,
Greg🙏.
class Ball {
constructor(x, y, dx, dy, radius){
this.radius = radius;
this.x = x;
this.y = y;
this.dx = dx;
this.dy = dy;
// mass is that of a sphere as opposed to circle
// it *does* make a difference in how realistic it looks
this.mass = this.radius * this.radius * this.radius;
this.color = 'red';
};
draw() {
ctx.beginPath();
ctx.arc(Math.round(this.x), Math.round(this.y), this.radius, 0, 2 * Math.PI);
ctx.fillStyle = this.color;
ctx.fill();
ctx.strokeStyle = this.color;
ctx.stroke();
ctx.closePath();
};
speed() {
// magnitude of velocity vector
return Math.sqrt(this.dx * this.dx + this.dy * this.dy);
};
angle() {
// velocity's angle with the x axis
return Math.atan2(this.dy, this.dx);
};
onGround() {
return (this.y + this.radius >= canvas.height)
};
};
function draw() {
currentTime = (new Date()).getTime();
dt = (currentTime - lastTime) / 1000; // delta time in seconds
// dirty and lazy solution
// instead of scaling down every velocity vector
// we decrease the speed of time
dt *= 0.1;
if (clearCanv) clearCanvas();
canvasBackground();
if (!paused) {
moveObjects();
ballCollision();
}
drawObjects();
//logger();
lastTime = currentTime;
window.requestAnimationFrame(draw);
}
let N = 500;
let m = 2.66e-26;
let T = 300;
let dV = 50;
let k = 1.38e-23;
let v = 50;
let balls = 0;
let anglex;
for(let i = 0; i < 29; i++) { //each 50m/s, with dv = 50, until 1500m/s,
probArray[i] = Math.floor(4 * Math.PI * N * (((m) / (2 * Math.PI * k * T))**1.5) * (v**2) * Math.exp((-m) / (2 * k * T) * (v**2)) * dV);//molecules num between v e v+50
v += 50;
}
v = 50;
for(let i = 0; i < 29; i++){
let n = 0;
while(n < probArray[i] && balls < 100) {
anglex = ((Math.random() * 360) * Math.PI) / 180; //converted in radians;
vel = Math.round((Math.random() * 50) + v);
objArray[objArray.length] = new Ball(randomX(), randomY(), Math.cos(anglex) * vel, Math.sin(anglex) * vel, 3);
n++;
balls++;
}
v += 50;
}
class Ball {
constructor(x, y, dx, dy, radius){
this.radius = radius;
this.x = x;
this.y = y;
this.dx = dx;
this.dy = dy;
// mass is that of a sphere as opposed to circle
// it *does* make a difference in how realistic it looks
this.mass = this.radius * this.radius * this.radius;
this.color = 'red';
};
draw() {
ctx.beginPath();
ctx.arc(Math.round(this.x), Math.round(this.y), this.radius, 0, 2 * Math.PI);
ctx.fillStyle = this.color;
ctx.fill();
ctx.strokeStyle = this.color;
ctx.stroke();
ctx.closePath();
};
speed() {
// magnitude of velocity vector
return Math.sqrt(this.dx * this.dx + this.dy * this.dy);
};
angle() {
// velocity's angle with the x axis
return Math.atan2(this.dy, this.dx);
};
onGround() {
return (this.y + this.radius >= canvas.height)
};
};
//FUNCTIONS
//will remove
function randomColor() {
let red = Math.floor(Math.random() * 3) * 127;
let green = Math.floor(Math.random() * 3) * 127;
let blue = Math.floor(Math.random() * 3) * 127;
// dim down the small balls
if (!bigBalls){
red *= 0.65
green *= 0.65
blue *= 0.65
}
let rc = "rgb(" + red + ", " + green + ", " + blue + ")";
return rc;
}
function randomX() {
let x = Math.floor(Math.random() * canvas.width);
if (x < 30) {
x = 30;
} else if (x + 30 > canvas.width) {
x = canvas.width - 30;
}
return x;
}
function randomY() {
let y = Math.floor(Math.random() * canvas.height);
if (y < 30) {
y = 30;
} else if (y + 30 > canvas.height) {
y = canvas.height - 30;
}
return y;
}
//will remove
function randomRadius() {
if (bigBalls) {
let r = Math.ceil(Math.random() * 10 + 20);
return r;
} else {
let r = Math.ceil(Math.random() * 2 + 2);
//let r = 5;
return r;
}
}
//will remove
function randomDx() {
let r = Math.floor(Math.random() * 10 - 4);
return r;
}
//will remove
function randomDy() {
let r = Math.floor(Math.random() * 10 - 3);
return r;
}
function distanceNextFrame(a, b) {
return Math.sqrt((a.x + a.dx - b.x - b.dx)**2 + (a.y + a.dy - b.y - b.dy)**2) - a.radius - b.radius;
}
function distance(a, b) {
return Math.sqrt((a.x - b.x)**2 + (a.y - b.y)**2);
}
let canvas = document.getElementById("myCanvas");
let ctx = canvas.getContext("2d");
let objArray = [];
let probArray = [];
let paused = false;
let bumped = false;
let leftHeld = false;
let upHeld = false;
let rightHeld = false;
let downHeld = false;
let arrowControlSpeed = .25;
let gravityOn = false;
let clearCanv = true;
let bigBalls = false;
let lastTime = (new Date()).getTime();
let currentTime = 0;
let dt = 0;
let numStartingSmallBalls = 500;
let numStartingBigBalls = 0;
document.addEventListener("keydown", keyDownHandler);
function clearCanvas() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
function keyDownHandler(event) {
if (event.keyCode == 80) { // p
paused = !paused;
} else if (event.keyCode == 82) { // r
objArray = [];
} else if (event.keyCode == 75) { // k
clearCanv = !clearCanv;
} else if (event.keyCode == 88) { // x
bigBalls = !bigBalls;
}
}
function canvasBackground() {
canvas.style.backgroundColor = "rgb(215, 235, 240)";
}
function wallCollision(ball) {
if (ball.x - ball.radius + ball.dx < 0 ||
ball.x + ball.radius + ball.dx > canvas.width) {
ball.dx *= -1;
}
if (ball.y - ball.radius + ball.dy < 0 ||
ball.y + ball.radius + ball.dy > canvas.height) {
ball.dy *= -1;
}
if (ball.y + ball.radius > canvas.height) {
ball.y = canvas.height - ball.radius;
}
if (ball.y - ball.radius < 0) {
ball.y = ball.radius;
}
if (ball.x + ball.radius > canvas.width) {
ball.x = canvas.width - ball.radius;
}
if (ball.x - ball.radius < 0) {
ball.x = ball.radius;
}
}
function ballCollision() {
for (let i=0; i<objArray.length-1; i++) {
for (let j=i+1; j<objArray.length; j++) {
let ob1 = objArray[i]
let ob2 = objArray[j]
let dist = distance(ob1, ob2)
if (dist < ob1.radius + ob2.radius) {
let theta1 = ob1.angle();
let theta2 = ob2.angle();
let phi = Math.atan2(ob2.y - ob1.y, ob2.x - ob1.x);
let m1 = ob1.mass;
let m2 = ob2.mass;
let v1 = ob1.speed();
let v2 = ob2.speed();
let dx1F = (v1 * Math.cos(theta1 - phi) * (m1-m2) + 2*m2*v2*Math.cos(theta2 - phi)) / (m1+m2) * Math.cos(phi) + v1*Math.sin(theta1-phi) * Math.cos(phi+Math.PI/2);
let dy1F = (v1 * Math.cos(theta1 - phi) * (m1-m2) + 2*m2*v2*Math.cos(theta2 - phi)) / (m1+m2) * Math.sin(phi) + v1*Math.sin(theta1-phi) * Math.sin(phi+Math.PI/2);
let dx2F = (v2 * Math.cos(theta2 - phi) * (m2-m1) + 2*m1*v1*Math.cos(theta1 - phi)) / (m1+m2) * Math.cos(phi) + v2*Math.sin(theta2-phi) * Math.cos(phi+Math.PI/2);
let dy2F = (v2 * Math.cos(theta2 - phi) * (m2-m1) + 2*m1*v1*Math.cos(theta1 - phi)) / (m1+m2) * Math.sin(phi) + v2*Math.sin(theta2-phi) * Math.sin(phi+Math.PI/2);
ob1.dx = dx1F;
ob1.dy = dy1F;
ob2.dx = dx2F;
ob2.dy = dy2F;
staticCollision(ob1, ob2)
}
}
wallCollision(objArray[i]);
}
if (objArray.length > 0)
wallCollision(objArray[objArray.length - 1])
}
function staticCollision(ob1, ob2, emergency = false)
{
let overlap = ob1.radius + ob2.radius - distance(ob1, ob2);
let smallerObject = ob1.radius < ob2.radius ? ob1 : ob2;
let biggerObject = ob1.radius > ob2.radius ? ob1 : ob2;
// When things go normally, this line does not execute.
// "Emergency" is when staticCollision has run, but the collision
// still hasn't been resolved. Which implies that one of the objects
// is likely being jammed against a corner, so we must now move the OTHER one instead.
// in other words: this line basically swaps the "little guy" role, because
// the actual little guy can't be moved away due to being blocked by the wall.
if (emergency) [smallerObject, biggerObject] = [biggerObject, smallerObject]
let theta = Math.atan2((biggerObject.y - smallerObject.y), (biggerObject.x - smallerObject.x));
smallerObject.x -= overlap * Math.cos(theta);
smallerObject.y -= overlap * Math.sin(theta);
if (distance(ob1, ob2) < ob1.radius + ob2.radius) {
// we don't want to be stuck in an infinite emergency.
// so if we have already run one emergency round; just ignore the problem.
if (!emergency) staticCollision(ob1, ob2, true)
}
}
function moveObjects() {
for (let i=0; i<objArray.length; i++) {
let ob = objArray[i];
ob.x += ob.dx * dt;
ob.y += ob.dy * dt;
}
}
function drawObjects() {
for (let obj in objArray) {
objArray[obj].draw();
}
}
function draw() {
currentTime = (new Date()).getTime();
dt = (currentTime - lastTime) / 1000; // delta time in seconds
// dirty and lazy solution
// instead of scaling down every velocity vector
// we decrease the speed of time
dt *= 0.1;
if (clearCanv) clearCanvas();
canvasBackground();
if (!paused) {
moveObjects();
ballCollision();
}
drawObjects();
//logger();
lastTime = currentTime;
window.requestAnimationFrame(draw);
}
/*
for (i = 0; i<numStartingSmallBalls; i++) {
objArray[objArray.length] = new Ball(randomX(), randomY(), 3);
}*/
let N = 500;
let m = 2.66e-26;
let T = 300;
let dV = 50;
let k = 1.38e-23;
let v = 50;
let balls = 0;
let angolox;
for(let i = 0; i < 29; i++) { //ogni 50 velocità, con dv = 50, fino a 1500m/s,
probArray[i] = Math.floor(4 * Math.PI * N * (((m) / (2 * Math.PI * k * T))**1.5) * (v**2) * Math.exp((-m) / (2 * k * T) * (v**2)) * dV);//num molecole tra v e v+50
v += 50;
}
v = 50;
for(let i = 0; i < 29; i++){
let n = 0;
while(n < probArray[i] && balls < 100) {
angolox = ((Math.random() * 360) * Math.PI) / 180; //converted in radians;
vel = Math.round((Math.random() * 50) + v);
objArray[objArray.length] = new Ball(randomX(), randomY(), Math.cos(angolox) * vel, Math.sin(angolox) * vel, 3);
n++;
balls++;
}
v += 50;
}
draw();
body {
background-color: khaki;
text-align: center;
font-family: Ubuntu Mono;
}
#title {
color: black;
font-size: 200%;
font-style: normal;
margin: 1px;
border: 1px;
}
#balls {
margin-top: 5px;
}
#myCanvas {
margin-top: -20px;
}
section.footer {
color: black;
font-family: Ubuntu Mono;
font-style: normal;
font-size: small;
}
#disclaimer {
font-size: 74%;
color: gray;
}
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>2d collision</title>
<link rel="stylesheet" type="text/css" href="gas.css">
</head>
<body style="text-align: center">
<canvas id="myCanvas" width="1225%" height="650%" style="border:1px solid black; margin-top: 10px;"></canvas>
<script src="gas.js"></script>
<p>
<strong>[X]</strong> to toggle SIZE of future balls <br>
<strong>[K]</strong> to toggle clearCanvas(); <br>
<strong>[P]</strong>: pause/unpause || <strong>[R]</strong>: [RESET]
</p>
<p>
source code on github
</p>
<div id="disclaimer" align="center" style="word-break: break-word; width: 350px; display:inline-block;">
<p>
Make sure to press a few buttons and play around.<br>Made with pure javascript.
</p>
</div>
</section>
</body>
</html>

Error reading 'Cannot read property 'x' of undefined' in HTML5 Canvas code

I am having a problem with my JavaScript code. Since I made it so that you could delete shapes from the canvas an error is appearing when I try adding additional shapes to the canvas. The error reads: 'Cannot read property 'x' of undefined'. When the error appears, it quotes line 116 of the code, which reads: 'var dx = tmpRingB.x - tmpRing.x;'. I need to make it so this error does not appear. The code is as below.
var shapeObj = function (counter, context, canvas, settingsBox) {
//Where sound info goes (freq, vol, amp, adsr etc)
this.id = "shape"+counter;
this.ctx = context;
this.canvas = canvas;
this.sBox = settingsBox;
this.audioProperties = {
duration: Math.random()*1-0.1,
frequency: Math.random()*44000-220
}
this.x = Math.random()*this.ctx.canvas.width;
this.y = Math.random()*this.ctx.canvas.height;
this.radius = 40;
this.vx = Math.random()*6-3;
this.vy = Math.random()*6-3;
this.draw = function () {
this.ctx.beginPath();
this.ctx.arc(this.x, this.y, this.radius, 0, Math.PI*2, false);
this.ctx.closePath();
this.ctx.stroke();
}
this.clickTest = function (e) {
var canvasOffset = this.canvas.offset();
var canvasX = Math.floor(e.pageX-canvasOffset.left);
var canvasY = Math.floor(e.pageY-canvasOffset.top);
var dX = this.x-canvasX;
var dY = this.y-canvasY;
var distance = Math.sqrt((dX*dX)+(dY*dY));
if (distance <= this.radius) {
this.manageClick();
}
};
this.manageClick = function(){
alert('this is ' + this.id);
this.sBox.populate(this.audioProperties, this);
this.radius -= 10;
}
this.update = function(newProps){
// repopulate the shapes with new settings
}
}
var settingsBox = function (){
this.populate = function(props, obj){
for (a in props){
alert(props[a]);
}
}
}
$(document).ready(function() {
var canvas = $('#myCanvas');
var ctx = canvas.get(0).getContext("2d");
var canvasWidth = canvas.width();
var canvasHeight = canvas.height();
$(window).resize(resizeCanvas);
function resizeCanvas() {
canvas.attr("width", $(window).get(0).innerWidth - 2);
canvas.attr("height", $(window).get(0).innerHeight - 124);
canvasWidth = canvas.width();
canvasHeight = canvas.height();
};
resizeCanvas();
canvas.onselectstart = function () { return false; }
ctx.strokeStyle = "rgb(255, 255, 255)";
ctx.lineWidth = 5;
var playAnimation = true;
$(canvas).click(function(e) {
for (i = 0; i < objects.length; i++) {
objects[i].clickTest(e);
}
});
objects = [];
sBox = new settingsBox();
for (var i = 0; i < 4; i++) {
var ring = new shapeObj(i, ctx, canvas, sBox);
objects[i] = ring;
objects[i].draw();
}
$("#button4").click(function() {
var ring = new shapeObj(i, ctx, canvas, sBox);
objects[i] = ring;
objects[i++].draw();
playSoundA();
});
function animate() {
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
deadObjects = [];
for (var i = 0; i < objects.length; i++) {
var tmpRing = objects[i];
for (var j = i+1; j < objects.length; j++) {
var tmpRingB = objects[j];
var dx = tmpRingB.x - tmpRing.x;
var dy = tmpRingB.y - tmpRing.y;
var dist = Math.sqrt((dx * dx) + (dy * dy));
if(dist < tmpRing.radius + tmpRingB.radius) {
playSound();
//Put collision animations here!!!
var angle = Math.atan2(dy, dx);
var sine = Math.sin(angle);
var cosine = Math.cos(angle);
var x = 0;
var y = 0;
var xb = dx * cosine + dy * sine;
var yb = dy * cosine - dx * sine;
var vx = tmpRing.vx * cosine + tmpRing.vy * sine;
var vy = tmpRing.vy * cosine - tmpRing.vx * sine;
var vxb = tmpRingB.vx * cosine + tmpRingB.vy * sine;
var vyb = tmpRingB.vy * cosine - tmpRingB.vx * sine;
vx *= -1;
vxb *= -1;
xb = x + (tmpRing.radius + tmpRingB.radius);
tmpRing.x = tmpRing.x + (x * cosine - y * sine);
tmpRing.y = tmpRing.y + (y * cosine + x * sine);
tmpRingB.x = tmpRing.x + (xb * cosine - yb * sine);
tmpRingB.y = tmpRing.y + (yb * cosine + xb * sine);
tmpRing.vx = vx * cosine - vy * sine;
tmpRing.vy = vy * cosine + vx * sine;
tmpRingB.vx = vxb * cosine - vyb * sine;
tmpRingB.vy = vyb * cosine + vxb * sine;
tmpRing.loop = true;
};
};
tmpRing.x += tmpRing.vx;
tmpRing.y += tmpRing.vy;
if (tmpRing.x - tmpRing.radius < 0) {
playSound();
tmpRing.x = tmpRing.radius;
tmpRing.vx *= -1;
} else if (tmpRing.x + tmpRing.radius > ctx.canvas.width) {
playSound();
tmpRing.x = ctx.canvas.width - tmpRing.radius;
tmpRing.vx *= -1;
};
if (tmpRing.y - tmpRing.radius < 0) {
playSound();
tmpRing.y = tmpRing.radius;
tmpRing.vy *= -1;
} else if (tmpRing.y + tmpRing.radius > ctx.canvas.height) {
playSound();
tmpRing.y = ctx.canvas.height - tmpRing.radius;
tmpRing.vy *= -1;
};
if(tmpRing.radius <= 0) {
deadObjects.push(tmpRing);
}
objects[i].draw();
};
if (deadObjects.length > 0) {
for (var d = 0; d < deadObjects.length; d++) {
var tmpDeadObject = deadObjects[d];
objects.splice(objects.indexOf(tmpDeadObject), 1);
}
}
if(playAnimation) {
setTimeout(animate, 33);
};
};
animate();
});
Any ideas?
Thanks for the help.
Your object is undefined because you've deleted it. A simple solution is to check to see if the object is still defined.
insert the following line just before the line with the error.
if(!(tmpRingB && tmpRing)) continue;
a better solution is to clean house on your array when you delete it.

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