In javascript, is there a way I can create a variable and a function that "simulates" smooth mouse movement? i.e., say the function simulates a user starts from lower left corner of the browser window, and then moves mouse in a random direction slowly...
The function would return x and y value of the next position the mouse would move each time it is called (would probably use something like setInterval to keep calling it to get the next mouse position). Movement should be restricted to the width and height of the screen, assuming the mouse never going off of it.
What I don't want is the mouse to be skipping super fast all over the place. I like smooth movements/positions being returned.
A "realistic mouse movement" doesn't mean anything without context :
Every mouse user have different behaviors with this device, and they won't even do the same gestures given what they have on their screen.
If you take an FPS game, the movements will in majority be in a small vertical range, along the whole horizontal screen.
Here is a "drip painting" I made by recording my mouse movements while playing some FPS game.
If we take the google home page however, I don't even use the mouse. The input is already focused, and I just use my keyboard.
On some infinite scrolling websites, my mouse can stay at the same position for dozens of minutes and just go to a link at some point.
I think that to get the more realistic mouse movements possible, you would have to record all your users' gestures, and repro them.
Also, a good strategy could be to get the coordinates of the elements that will attract user's cursor the more likely (like the "close" link under SO's question) and make movements go to those elements' coordinates.
Anyway, here I made a snippet which uses Math.random() and requestAnimationFrame() in order to make an object move smoothly, with some times of pausing, and variable speeds.
// Canvas is here only to show the output of function
var canvas = document.createElement('canvas');
var ctx = canvas.getContext('2d');
document.body.appendChild(canvas);
var maxX = canvas.width = window.innerWidth;
var maxY = canvas.height = window.innerHeight;
window.onresize = function(){
maxX = canvas.width = window.innerWidth;
maxY = canvas.height = window.innerHeight;
}
gc.onclick = function(){
var coords = mouse.getCoords();
out.innerHTML = 'x : '+coords.x+'<br>y : '+coords.y;
}
var Mouse = function() {
var that = {},
size = 15,
border = size / 2,
maxSpeed = 50, // pixels per frame
maxTimePause = 5000; // ms
that.draw = function() {
if (that.paused)
return;
that.update();
// just for the example
ctx.clearRect(0, 0, canvas.width, canvas.height);
if(show.checked){
ctx.drawImage(that.img, that.x - border, that.y - border, size, size)
}
// use requestAnimationFrame for smooth update
requestAnimationFrame(that.draw);
}
that.update = function() {
// take a random position, in the same direction
that.x += Math.random() * that.speedX;
that.y += Math.random() * that.speedY;
// if we're out of bounds or the interval has passed
if (that.x <= border || that.x >= maxX - border || that.y <= 0 || that.y >= maxY - border || ++that.i > that.interval)
that.reset();
}
that.reset = function() {
that.i = 0; // reset the counter
that.interval = Math.random() * 50; // reset the interval
that.speedX = (Math.random() * (maxSpeed)) - (maxSpeed / 2); // reset the horizontal direction
that.speedY = (Math.random() * (maxSpeed)) - (maxSpeed / 2); // reset the vertical direction
// we're in one of the corner, and random returned farther out of bounds
if (that.x <= border && that.speedX < 0 || that.x >= maxX - border && that.speedX > 0)
// change the direction
that.speedX *= -1;
if (that.y <= border && that.speedY < 0 || that.y >= maxY - border && that.speedY > 0)
that.speedY *= -1;
// check if the interval was complete
if (that.x > border && that.x < maxX - border && that.y > border && that.y < maxY - border) {
if (Math.random() > .5) {
// set a pause and remove it after some time
that.paused = true;
setTimeout(function() {
that.paused = false;
that.draw();
}, (Math.random() * maxTimePause));
}
}
}
that.init = function() {
that.x = 0;
that.y = 0;
that.img = new Image();
that.img.src ="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAB4AAAAeCAYAAAA7MK6iAAABJUlEQVRIic2WXbHEIAyFI6ESKgEJkVIJlYCTSqiESIiESqiEb19gL9Od3f5R5mbmPPHwBTgnIPJfChiAGbCkCQgtG7BpmgAWIALaDDyOI2bGuq40BasqIoKZATgwNAWHEEjHbkBsBhYRVJUYIwBNwVlFaVOwiDDPMylmQ1OwquY7d0CBrglYkuEeidoeOKt61I6Cq0ftKFhqR+0MOKuo2BQsInnndvnOr4JvR+0qWO5G7Q44K0XtOXDf96jqh9z9WXAy1FJ8l0qd+zbtvU7lWs7wIzkuh8SvpqqDi3zGndPQauDkzvdESm8xZvbh4mVZ7k8ud/+aR0C3YPk7mVvgkCZPVrdZV3dHVem6bju1roMPNmbAmq8kG+/ynD7ZwNsAVVz9dL0AhBrZq7F+CSQAAAAASUVORK5CYII=";
that.reset();
}
that.getCoords = function(){
return {x: that.x, y:that.y};
}
that.init()
return that;
}
var mouse = new Mouse()
mouse.draw();
html,body {margin: 0}
canvas {position: absolute; top:0; left:0;z-index:-1}
#out{font-size: 0.8em}
<label for="show">Display cursor</label><input name="show" type="checkbox" id="show" checked="true"/><br>
<button id="gc">get cursor Coords</button>
<p id="out"></p>
Last I heard the browser's mouse position cannot be altered with JavaScript, so the question really has no answer "as is". The mouse position can be locked though. I'm not certain whether it would be possible to implement a custom cursor that allows setting the position. This would include hiding and perhaps locking the stock cursor.
Having something smoothly follow the cursor is quite straight forward. You may be able to reverse this process to achieve what you need. Here's a code snippet which simply calculates the distance between the cursor and a div every frame and then moves the div 10% of that distance towards the cursor:
http://jsfiddle.net/hpp0qb0d/
var p = document.getElementById('nextmove')
var lastX,lastY,cursorX,cursorY;
window.addEventListener('mousemove', function(e){
cursorX = e.pageX;
cursorY = e.pageY;
})
setInterval(function(){
var newX = p.offsetLeft + (cursorX - lastX)/10
var newY = p.offsetTop + (cursorY - lastY)/10
p.style.left = newX+'px'
p.style.top = newY+'px'
lastX = p.offsetLeft
lastY = p.offsetTop
},20)
Related
I'm using the svg-pan-zoom code https://github.com/ariutta/svg-pan-zoom to make an svg map of some kind, now it is time to add a feature to pan & zoom to an art component of the svg on a click event. However, I'm not sure how to use the panBy() function to get to a desired svg art item: I tried to use the getBBox() on the group I'm looking to pan to and use that with the panZoomInstance.getPan() and getSizes() information, but my experiments are not working out.
I'd like to accomplish the same king of animation as their example (http://ariutta.github.io/svg-pan-zoom/demo/simple-animation.html) but center the viewport to the item.
Against all odds I was able to figure out this part of it!
function customPanByZoomAtEnd(amount, endZoomLevel, animationTime){ // {x: 1, y: 2}
if(typeof animationTime == "undefined"){
animationTime = 300; // ms
}
var animationStepTime = 15 // one frame per 30 ms
, animationSteps = animationTime / animationStepTime
, animationStep = 0
, intervalID = null
, stepX = amount.x / animationSteps
, stepY = amount.y / animationSteps;
intervalID = setInterval(function(){
if (animationStep++ < animationSteps) {
panZoomInstance.panBy({x: stepX, y: stepY})
} else {
// Cancel interval
if(typeof endZoomLevel != "undefined"){
var viewPort = $(".svg-pan-zoom_viewport")[0];
viewPort.style.transition = "all " + animationTime / 1000 + "s ease";
panZoomInstance.zoom(endZoomLevel);
setTimeout(function(){
viewPort.style.transition = "none";
$("svg")[0].style.pointerEvents = "all"; // re-enable the pointer events after auto-panning/zooming.
panZoomInstance.enablePan();
panZoomInstance.enableZoom();
panZoomInstance.enableControlIcons();
panZoomInstance.enableDblClickZoom();
panZoomInstance.enableMouseWheelZoom();
}, animationTime + 50);
}
clearInterval(intervalID)
}
}, animationStepTime)
}
function panToElem(targetElem) {
var initialSizes = panZoomInstance.getSizes();
var initialLoc = panZoomInstance.getPan();
var initialBounds = targetElem.getBoundingClientRect();
var initialZoom = panZoomInstance.getZoom();
var initialCX = initialBounds.x + (initialBounds.width / 2);
var initialCY = initialBounds.y + (initialBounds.height / 2);
var dX = (initialSizes.width / 2) - initialCX;
var dY = (initialSizes.height / 2) - initialCY;
customPanByZoomAtEnd({x: dX, y: dY}, 2, 700);
}
The key was in calculating the difference between the center of the viewport width & height from panZoomInstance.getSizes() and the center of the target element's client bounding rectangle.
Now the issue is trying to make an animated zoom. For now I've made it do a zoom to a specified location with a command at the end of the panning animation and set some css to make the zoom a smooth transition. The css gets removed after some time interval so normal zooming and panning isn't affected. In my attempts to make the zoom a step animation it always appeared to zoom past the intended max point.
I am building a custom tooltip functionality where I am supposed to show a video as a tooltipo over an image. Now, I have some initial thing working, but I am stuck at finding the area around mouse pointer where I should display the tooltip.
I am having the tooltip always visible at the bottom right of mouse cursor, no matter where mouse currently is in screen, this is what I have so far :
window.onmousemove = function (e) {
var x = e.clientX, y = e.clientY;
tooltipSpan.style.top = (y + 10) + 'px';
tooltipSpan.style.left = (x + 10) + 'px';
};
where tooltip is my target element.
What I am looking for, is, that my code should find the largest area around mouse available on screen, and adjust the tooltip to display there. Any pointers for this would help a lot.
Note: jQuery is not an option, I have to build in core JS.
You can get the width and the dimensions of the viewport using window.innerWidth and window.innerHeight (in my example below this refers to window because the code is running inside window)
Using viewport dimensions and the mouse position using ev.clientX/Y you can determine the pixel space on the left/right and top/bottom side of the cursor as in example below.
Using property offsetWidth and offsetHeight we get the dimensions of the tooltip and we can use that to set the tooltip position relative to cursor position. For example if the topLeft quadrant is the largest, the tooltip will show top left relatively to cursor (meaning the bottom right corner of the tooltip will "touch" the cursor).
I hope this example helps :).
var tooltip = this.document.getElementsByClassName("tooltip")[0];
window.onmousemove = function(ev) {
// Getting pixel space
var leftPixelSpace = ev.clientX;
var rightPixelSpace = this.innerWidth - leftPixelSpace;
var topPixelSpace = ev.clientY;
var bottomPixelSpace = this.innerHeight - topPixelSpace;
// Determining the position of topleft corner of the tooltip
var tooltipPosX = leftPixelSpace > rightPixelSpace ? leftPixelSpace - tooltip.offsetWidth : leftPixelSpace;
var tooltipPosY = topPixelSpace > bottomPixelSpace ? topPixelSpace - tooltip.offsetHeight : topPixelSpace;
// Setting tooltip position
tooltip.style.left = tooltipPosX+"px";
tooltip.style.top = tooltipPosY+"px";
};
.tooltip {
width: 150px;
height: 100px;
border: 1px solid black;
background-color : lightblue;
text-align: center;
position: absolute
}
<div class="tooltip">floating tooltip</div>
Something like this? A switch with conditions for calculating in which quadrant the mouse cursor is.
var wM = window.innerWidth / 2;
var hM = window.innerHeight / 2;
document.addEventListener('mousemove', function(e) {
var w = e.clientX;
var h = e.clientY;
var pos;
switch (true) {
case (w <= wM && h <= hM):
pos = 'top-left';
break;
case (w <= wM && h >= hM):
pos = 'bottom-left';
break;
case (w > wM && h < hM):
pos = 'top-right';
break;
case (w > wM && h > hM):
pos = 'bottom-right';
break;
default:
pos = undefined;//Here you could even assign a default quadrant to relay on, in case any condition is met.
}
console.log(pos);
});
wM for widthMiddle, the middle point in the window's width.
hM: same, but with the height.
w for the mouse width/X position; h for height/Y.
A switch based on conditions according to a quadrant system.
Closed. This question needs debugging details. It is not currently accepting answers.
Edit the question to include desired behavior, a specific problem or error, and the shortest code necessary to reproduce the problem. This will help others answer the question.
Closed 7 years ago.
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I am making a game and there is a wall that I don't want the player to pass. I am using html5 canvas and have a player object to hold the x and y values. The wall is at x: 650 and y: 0. Since the player is 20x20 pixels when its x coordinate is 630, it touches the wall.
if(player.x > 630 && player.y <= 500) {
player.x = 630;
}
What is wrong with this code? I appreciate any help!
Answer
The code you have give is OK, there is nothing wrong with it. So I suspect the problem is elsewhere in the code, most likely in the movement code. If you are moving the player after the wall test and then display it, the player may start to creep into the wall, but without the rest of the code it is hard to know what is wrong with your code.
I have included more details on the correct way to do collision tests as there are two answers showing only a partial solution. It is there as a general guide to collision testing and may not be directly applicable to the question.
Inter frame movement
The correct way to reflect an object from a surface.
You must take into account that the ball is moving between frames and that the collision may have happened at any time during the previous frame. The ball's distance from the wall after the collision is dependent on when during the previous frame it hit the wall. This is important if the ball moves slowly or quickly.
var dx = 10; // delta x velocity of object in pixels
var wx = 10; // width of object in pixels
var px = 90; // position of object in pixels
var wallX = 105; // position of wall
px += dx; // move the ball. Its position is now 100.
// its right side is at px + wx = 110.
// test if it has it the wall
if(px+wx > wallX){
dx = -dx; // reflect delta x
// The object is 5 pixel into the wall.
// The object has hit the wall some time during the last frame
// We need to adjust the position as the ball may have been
// traveling away from the wall for some time during the last frame.
var dist = (px+wx)-wallX; // get the distance into the wall
px -= dist*2; // the object hit the wall at position 95 and has been
// traveling away since then so it is easy to just
// subtract 2 times the distance the ball entered the wall
// the above two lines can be done in one
// px -= ((px+wx)-wallX)*2;
}
Why it matters
Below is a simulation of a ball bouncing inside the canvas.
To illustrate that the ball is moving between frames it has been motion blurred to show its motion between frames. Please note this is not the perfect solution as the bounce is assumed to occur while the ball is in linear motion while infact it is in freefall and under constant acceleration. But it still conserves energy.
In the correct test the height the ball bounces back to, stays around the same over time. No energy is lost or gained.
Right click to turn off the inter frame adjustment and you will notice that the ball begins to decrease its height each frame. This is because at each collision the ball loses a little energy because it motion during the previous frame is not taken into account when positioning it after the collision test. It will settle down to a constant rate when the collision occurres at precisely the frame time. When that will be is very hard to determine in advance.
Left click to slow the simulation frame rate, left click again to return to normal.
The code below is not really part of the answer, it is there to demonstrate the effect of not correctly adjusting the position during collision test on the overall accuracy of the simulation.
// helper functions. NOT part of the answer
var canvas = document.getElementById("canV");
var ctx = canvas.getContext("2d");
var mouseButton = 0;
canvas.addEventListener('mousedown',function(event){mouseButton = event.which;});
canvas.addEventListener('mouseup' ,function(){mouseButton = 0;});
canvas.addEventListener("contextmenu", function(e){ e.preventDefault();}, false);
var currentSurface = ctx;
var createImage = function (w, h) {// create an canvas image of size w,h and attach context 2d
var image = document.createElement("canvas");
image.width = w;
image.height = h !== undefined?h:w;
currentSurface = image.ctx = image.getContext("2d");
return image;
}
var setColour = function (fillC, strokeC, lineW) {
currentSurface.fillStyle = fillC !== undefined ? fillC : currentSurface.fillStyle;
currentSurface.strokeStyle = strokeC !== undefined ? strokeC : currentSurface.strokeStyle;
currentSurface.lineWidth = lineW !== undefined ? lineW : currentSurface.lineWidth;
}
var circle = function(x,y,r,how){
currentSurface.beginPath();
currentSurface.arc(x,y,r,0,Math.PI*2);
how = how.toLowerCase().replace(/[os]/g,"l"); // how to draw
switch(how){
case "f": // fill
currentSurface.fill();
break;
case "l":
currentSurface.stroke();
break;
case "lf":
currentSurface.stroke();
currentSurface.fill();
break;
case "fl":
currentSurface.fill();
currentSurface.stroke();
break;
}
}
function createGradImage(size,col1,col2){
var image = createImage(size);
var g = currentSurface.createLinearGradient(0,0,0,currentSurface.canvas.height);
g.addColorStop(0,col1);
g.addColorStop(1,col2);
currentSurface.fillStyle = g;
currentSurface.fillRect(0,0,currentSurface.canvas.width,currentSurface.canvas.height);
return image;
}
function createColouredBall (ballR,col) {
var ball = createImage(ballR*2);
var unit = ballR/100;
setColour("black");
circle(ballR,ballR,ballR,"f");
setColour("hsl("+col+",100%,30%)");
circle(ballR-unit*3,ballR-unit*3,ballR-unit*7,"f");
setColour("hsl("+col+",100%,50%)");
circle(ballR-unit*10,ballR-unit*10,ballR-unit*16,"f");
setColour("White");
circle(ballR-unit*50,ballR-unit*50,unit*16,"f");
return ball;
}
//===================================
// _
// /_\ _ _ ____ __ _____ _ _
// / _ \| ' \(_-< V V / -_) '_|
// /_/ \_\_||_/__/\_/\_/\___|_|
//
// ==================================
// Answer code
// lazy coder variables
var w = canvas.width;
var h = canvas.height;
// ball is simulated 5cm
var pixSize = 0.24; // in millimeters for simulation
// Gravity is 9.8 ms^2 so convert to pixels per frame squared
// Assuming constant 60 frames per second. ()
var gravity = 9800*pixSize/60;
gravity *= 0.101; // because Earth's gravity is stupidly large let's move to Pluto
// ball 5cm
var ballR = (25/pixSize)/2; // radius is 2.5cm for 5cm diamiter ball
var ballX = w/2; // get center of canvas
var ballY = ballR+3; // start at the top
var ballDX = (Math.random()-0.5)*15; // start with random x speed
ballDX += ballDX < 0 ? -5 : 5; // make sure it's not too slow
var ballDY = 0; // star with no downward speed;
var ballLastX = ballX;
var ballLastY = ballY;
//create an image of the Ball
var ball = createColouredBall(ballR,Math.floor(Math.random()*360)); // create an image of ball
// create a background. Image is small as it does not have much detail in it
var background = createGradImage(16,"#5af","#08C");
// time to run for
var runFor = 10*60; // ten secons yimes 60 frames per second
// draws the ball motion blured. This introduces extra complexity
var drawMotionBlur = function(image,px,py,dx,dy,steps){
var i,sx,sy;
sx = dx / steps;
sy = dy / steps;
px -= dx; // move back to start position
py -= dy;
ctx.globalAlpha = 1/(steps*0.8); // set alpha to slightly higher for each step
for(i = 0; i < steps; i+= 1){
ctx.drawImage(image,px+i*sx,py+i*sy);
}
ctx.globalAlpha = 1; // reset alpha
}
// style for text
ctx.fillStyle = "white";
ctx.strokeStyle = "black";
ctx.textAlign = "center";
ctx.lineJoin = "round"; // stop some letters getting ears.
ctx.lineWidth = 3;
ctx.textBaseline = "bottom";
var textCenterX = w/2;
var maxHeight = Infinity;
var lastMaxHeight = ballY;
var slowMotion = false; // slow motion flag
var frameTravel = true; // use frame travel in collision test
var update = function(){
var blurSteps = 10; // motion blur ball render steps
const bSteps = 10;
if(mouseButton === 1){
slowMotion = ! slowMotion;
mouseButton = 0;
}
if(mouseButton === 3){
frameTravel = ! frameTravel;
ballX = w/2; // get center of canvas
ballY = ballR+3; // start at the top
ballDY = 0; // start at 0 y speed
mouseButton = 0;
}
// clear the canvas with background canvas image
ctx.drawImage(background,0,0,w,h);
ballDY += gravity; // accelrate due to grav
// add deltas to ball position
ballX += ballDX;
ballY += ballDY;
// test for collison on left and right walls. Need to
// ajust for motion blur
if (ballX < ballR) {
ballDX = -ballDX; // refect delta x
if (frameTravel) { // if using frame travel time
// blur the outward traveling ball only for the time it has been traveling away
blurSteps = Math.ceil(10 * ((ballX - ballR) / -ballDX));
// get position it should have traveled since
ballX -= (ballX - ballR) * 2;
}else{
ballX = ballR; // move ball to touching wall
blurSteps = 1; // there is no outward motion
}
} else
if (ballX > w - ballR) {
ballDX = -ballDX;
if (frameTravel) { // if using frame travel time
// blur the outward traveling ball only for the time it has been traveling away
blurSteps = Math.ceil(10 * ((ballX - (w - ballR)) / -ballDX));
ballX -= (ballX - (w - ballR)) * 2;
}else{
ballX = w - ballR; // move ball to touching wall
blurSteps = 1; // there is no outward motion
}
}
if (ballY > h - ballR) {
ballDY = -ballDY;
// to show max height
lastMaxHeight = maxHeight;
maxHeight = Infinity;
if (frameTravel) { // if using frame travel time
// blur the outward traveling ball only for the time it has been traveling away
blurSteps = Math.ceil(10 * ((ballY - (h - ballR)) / -ballDY));
ballY -= (ballY - (h - ballR)) * 2;
}else{
ballY = h - ballR; // move ball to touching wall
blurSteps = 1; // there is no outward motion
}
}
// draw the ball motion blured
drawMotionBlur(
ball, // image to draw
ballX - ballR, // offset radius
ballY - ballR,
ballDX * (blurSteps / bSteps), // speed and adjust for bounced
ballDY * (blurSteps / bSteps),
blurSteps // number of blurs
);
// show max height. Yes it is min but everything is upside down.
maxHeight = Math.min(maxHeight,ballY);
lastMaxHeight = Math.min(ballY,lastMaxHeight);
// show max height
ctx.font = "12px arial black";
ctx.beginPath();
ctx.moveTo(0,lastMaxHeight - ballR);
ctx.lineTo(w,lastMaxHeight - ballR);
ctx.stroke();
ctx.fillText("Max height.",40,lastMaxHeight - ballR + 6);
var str = ""; // display status string
if(slowMotion){ // show left click help
str += "10fps."
ctx.fillText("click for 60fps.",textCenterX,43);
}else{
str += "60fps."
ctx.fillText("click for 10fps.",textCenterX,43);
}
if(frameTravel){ // show mode and right click help
str += " Mid frame collision.";
ctx.fillText("Right click for Simple collision",textCenterX,55);
}else{
str += " Simple collision.";
ctx.fillText("Right click for mid frame collision",textCenterX,55);
}
// display help text
ctx.font = "18px arial black";
ctx.strokeText(str,textCenterX,30);
ctx.fillText(str,textCenterX,28);
if(slowMotion){
setTimeout(update,100); // show in slow motion
}else{
requestAnimationFrame(update); // request next frame (1/60) seconds from now
}
// all done
}
update(); // to start the ball rolling
.canC { width:500px; height:500px;}
<canvas class="canC" id="canV" width=500 height=500></canvas>
For a wall running along the X axis at the bottom (Y = 0) of a 650 x 650 field, we would want:
if (player.y <= 20) {
player.y = 20;
}
For a wall running along the Y axis at the left side (X = 0) of a 650 x 650 field, we would want:
if (player.x <= 20) {
player.x = 20;
}
For a wall running along the Y axis at the right side (X = 650) of a 650 x 650 field, we would want:
if (player.x >= 630) {
player.x = 630;
}
For a wall running along the X axis at the top (Y = 650) of a 650 x 650 field, we would want:
if (player.y >= 630) {
player.y = 630;
}
This code is similar to the code I use, if we attach horizontal (h) and vertical (v) velocity attributes to the player object we can multiply them by negative one to get them to bounce off of the wall if the player is going to go beyond the bounds. Or if you want it to stop, set them equal to zero at the wall.
//player.x+player.h gives us the future position of the player
if (player.x+player.h>630||player.x+player.h<0)
{
player.h*=-1;//bounce
//stop player.h=0;
}
if (player.y+player.v>500||player.y+player.v<0)
{
player.v*=-1;
//stop player.v=0;
}
//new player coordinates
player.x+=player.h;
player.y+=player.v;
Hope this helps.
I have a HTML5 canvas that generates a bouncing box every time you click on it. The box array stores the x-value, y-value, x-velocity, and y-velocity of each box created. The box will travel in a random direction at first and will bounce of the sides of the canvas but if it hits a corner the box dissappears instead of bouncing back. EDIT: I answered my own question noticing that the soundY and soundX functions were causing the problem.
var box = new Array();
var width = window.innerWidth;
var height = window.innerHeight;
var field = document.getElementById('canvas');
field.width = width;
field.height = height;
field.ctx = field.getContext('2d');
field.ctx.strokeStyle = 'rgba(255,255,255,1)';
setInterval('redraw()', 200);
addEventListener('click', createBox, false);
function createBox(e) { // this box will always fail collision detection at the upper-left corner
box.push(100); // x-value is normally mouse position
box.push(100); // y-value is normally mouse position
box.push(-5); // x-speed is normally random
box.push(-5); // y-speed is normally random
}
function redraw() {
field.ctx.clearRect(0,0,width,height);
for(var i = 0; i < box.length; i+=4) {
if(box[i] < 0) { box[i+2] *= -1; soundY(box[i+1]); } // parameter of soundY is less than 0
else if(box[i] > width) { box[i+2] *= -1; soundY(box[i+1]); } // which is invalid and causes this to break
if(box[i+1] < 0) { box[i+3] *= -1; soundX(box[i]); }
else if(box[i+1] > height) { box[i+3] *= -1; soundX(box[i]); }
box[i] += box[i+2];
box[i+1] += box[i+3];
field.ctx.strokeRect(box[i], box[i+1], 4, 4);
}
}
function soundX(num) {
// play a sound file based on a number between 0 and width
}
function soundY(num) {
// play a sound file based on a number between 0 and height
}
The only way I could recreate the problem was by generating the box in one of the corners so that with the right x and y velocity the box was initially created outside the bounds of the canvas. When that happens, the inversion of the velocity isn't enough to bring the item back in bounds and so on the next frame the velocity is inverted again (and so on).
I think this might solve your problem:
var boxes = [];
var boxSize = 4;
var width = window.innerWidth;
var height = window.innerHeight;
var field = document.getElementById('canvas');
function redraw() {
field.ctx.clearRect(0, 0, width, height);
var box;
for (var i = 0; i < boxes.length; i++) {
box = boxes[i];
field.ctx.strokeRect(box.x, box.y, boxSize, boxSize);
if (box.x < 0) {
box.x = 0;
box.dx *= -1;
} else if (box.x > width - boxSize) {
box.x = width - boxSize;
box.dx *= -1;
}
if (box.y < 0) {
box.y = 0;
box.dy *= -1;
} else if (box.y > height - boxSize) {
box.y = height - boxSize;
box.dy *= -1;
}
box.x += box.dx;
box.y += box.dy;
}
}
field.width = width;
field.height = height;
field.ctx = field.getContext('2d');
field.ctx.strokeStyle = 'rgba(0,0,0,1)';
setInterval(redraw, 200);
addEventListener('click', createBox, false);
function createBox(e) {
boxes.push({
x: e.clientX - 10,
y: e.clientY - 10, // arbitrary offset to place the new box under the mouse
dx: Math.floor(Math.random() * 8 - boxSize),
dy: Math.floor(Math.random() * 8 - boxSize)
});
}
I fixed a few errors in your code and made some changes to make it a bit more readable (I hope). Most importantly, I extended your collision detection so that it resets the coordinates of the box to the bounds of your canvas should the velocity take it outside.
Created a jsfiddle which might be handy if further discussion is needed.
It was additional code (see edit) that I left out assuming it was unrelated to the issue, but removing the code solved the problem as it appears this use-case would cause an invalid input in this part of the code.
I'm programming a HTML5 < canvas > project that involves zooming in and out of images using the scroll wheel.
I want to zoom towards the cursor like google maps does but I'm completely lost on how to calculate the movements.
What I have: image x and y (top-left corner); image width and height; cursor x and y relative to the center of the canvas.
In short, you want to translate() the canvas context by your offset, scale() it to zoom in or out, and then translate() back by the opposite of the mouse offset. Note that you need to transform the cursor position from screen space into the transformed canvas context.
ctx.translate(pt.x,pt.y);
ctx.scale(factor,factor);
ctx.translate(-pt.x,-pt.y);
Demo: http://phrogz.net/tmp/canvas_zoom_to_cursor.html
I've put up a full working example on my website for you to examine, supporting dragging, click to zoom in, shift-click to out, or scroll wheel up/down.
The only (current) issue is that Safari zooms too fast compared to Chrome or Firefox.
I hope, these JS libraries will help you:
(HTML5, JS)
Loupe
http://www.netzgesta.de/loupe/
CanvasZoom
https://github.com/akademy/CanvasZoom
Scroller
https://github.com/zynga/scroller
As for me, I'm using loupe. It's awesome!
For you the best case - scroller.
I recently needed to archive same results as Phrogz had already done but instead of using context.scale(), I calculated each object size based on ratio.
This is what I came up with. Logic behind it is very simple. Before scaling, I calculate point distance from edge in percentages and later adjust viewport to correct place.
It took me quite a while to come up with it, hope it saves someones time.
$(function () {
var canvas = $('canvas.main').get(0)
var canvasContext = canvas.getContext('2d')
var ratio = 1
var vpx = 0
var vpy = 0
var vpw = window.innerWidth
var vph = window.innerHeight
var orig_width = 4000
var orig_height = 4000
var width = 4000
var height = 4000
$(window).on('resize', function () {
$(canvas).prop({
width: window.innerWidth,
height: window.innerHeight,
})
}).trigger('resize')
$(canvas).on('wheel', function (ev) {
ev.preventDefault() // for stackoverflow
var step
if (ev.originalEvent.wheelDelta) {
step = (ev.originalEvent.wheelDelta > 0) ? 0.05 : -0.05
}
if (ev.originalEvent.deltaY) {
step = (ev.originalEvent.deltaY > 0) ? 0.05 : -0.05
}
if (!step) return false // yea..
var new_ratio = ratio + step
var min_ratio = Math.max(vpw / orig_width, vph / orig_height)
var max_ratio = 3.0
if (new_ratio < min_ratio) {
new_ratio = min_ratio
}
if (new_ratio > max_ratio) {
new_ratio = max_ratio
}
// zoom center point
var targetX = ev.originalEvent.clientX || (vpw / 2)
var targetY = ev.originalEvent.clientY || (vph / 2)
// percentages from side
var pX = ((vpx * -1) + targetX) * 100 / width
var pY = ((vpy * -1) + targetY) * 100 / height
// update ratio and dimentsions
ratio = new_ratio
width = orig_width * new_ratio
height = orig_height * new_ratio
// translate view back to center point
var x = ((width * pX / 100) - targetX)
var y = ((height * pY / 100) - targetY)
// don't let viewport go over edges
if (x < 0) {
x = 0
}
if (x + vpw > width) {
x = width - vpw
}
if (y < 0) {
y = 0
}
if (y + vph > height) {
y = height - vph
}
vpx = x * -1
vpy = y * -1
})
var is_down, is_drag, last_drag
$(canvas).on('mousedown', function (ev) {
is_down = true
is_drag = false
last_drag = { x: ev.clientX, y: ev.clientY }
})
$(canvas).on('mousemove', function (ev) {
is_drag = true
if (is_down) {
var x = vpx - (last_drag.x - ev.clientX)
var y = vpy - (last_drag.y - ev.clientY)
if (x <= 0 && vpw < x + width) {
vpx = x
}
if (y <= 0 && vph < y + height) {
vpy = y
}
last_drag = { x: ev.clientX, y: ev.clientY }
}
})
$(canvas).on('mouseup', function (ev) {
is_down = false
last_drag = null
var was_click = !is_drag
is_drag = false
if (was_click) {
}
})
$(canvas).css({ position: 'absolute', top: 0, left: 0 }).appendTo(document.body)
function animate () {
window.requestAnimationFrame(animate)
canvasContext.clearRect(0, 0, canvas.width, canvas.height)
canvasContext.lineWidth = 1
canvasContext.strokeStyle = '#ccc'
var step = 100 * ratio
for (var x = vpx; x < width + vpx; x += step) {
canvasContext.beginPath()
canvasContext.moveTo(x, vpy)
canvasContext.lineTo(x, vpy + height)
canvasContext.stroke()
}
for (var y = vpy; y < height + vpy; y += step) {
canvasContext.beginPath()
canvasContext.moveTo(vpx, y)
canvasContext.lineTo(vpx + width, y)
canvasContext.stroke()
}
canvasContext.strokeRect(vpx, vpy, width, height)
canvasContext.beginPath()
canvasContext.moveTo(vpx, vpy)
canvasContext.lineTo(vpx + width, vpy + height)
canvasContext.stroke()
canvasContext.beginPath()
canvasContext.moveTo(vpx + width, vpy)
canvasContext.lineTo(vpx, vpy + height)
canvasContext.stroke()
canvasContext.restore()
}
animate()
})
<!DOCTYPE html>
<html>
<head>
<title></title>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
</head>
<body>
<canvas class="main"></canvas>
</body>
</html>
I took #Phrogz's answer as a basis and made a small library that enables canvas with dragging, zooming and rotating.
Here is the example.
var canvas = document.getElementById('canvas')
//assuming that #param draw is a function where you do your main drawing.
var control = new CanvasManipulation(canvas, draw)
control.init()
control.layout()
//now you can drag, zoom and rotate in canvas
You can find more detailed examples and documentation on the project's page
Faster
Using ctx.setTransform gives you more performance than multiple matrix calls ctx.translate, ctx.scale, ctx.translate.
No need for complex transformation inversions as and expensive DOM matrix calls tp converts point between zoomed and screen coordinate systems.
Flexible
Flexibility as you don't need to use ctx.save and ctx.restore if you are rendering content at using different transforms. Returning to the transform with ctx.setTransform rather than the potentially frame rate wreaking ctx.restorecall
Easy to invert the transform and get the world coordinates of a (screen) pixel position and the other way round.
Examples
Using mouse and mouse wheel to zoom in and out at mouse position
An example using this method to scale page content at a point (mouse) via CSS transform CSS Demo at bottom of answer also has a copy of the demo from the next example.
And an example of this method used to scale canvas content at a point using setTransform
How
Given a scale and pixel position you can get the new scale as follow...
const origin = {x:0, y:0}; // canvas origin
var scale = 1; // current scale
function scaleAt(x, y, scaleBy) { // at pixel coords x, y scale by scaleBy
scale *= scaleBy;
origin.x = x - (x - origin.x) * scaleBy;
origin.y = y - (y - origin.y) * scaleBy;
}
To position the canvas and draw content
ctx.setTransform(scale, 0, 0, scale, origin.x, origin.y);
ctx.drawImage(img, 0, 0);
To use if you have the mouse coordinates
const zoomBy = 1.1; // zoom in amount
scaleAt(mouse.x, mouse.y, zoomBy); // will zoom in at mouse x, y
scaleAt(mouse.x, mouse.y, 1 / zoomBy); // will zoom out by same amount at mouse x,y
To restore the default transform
ctx.setTransform(1,0,0,1,0,0);
The inversions
To get the coordinates of a point in the zoomed coordinate system and the screen position of a point in the zoomed coordinate system
Screen to world
function toWorld(x, y) { // convert to world coordinates
x = (x - origin.x) / scale;
y = (y - origin.y) / scale;
return {x, y};
}
World to screen
function toScreen(x, y) {
x = x * scale + origin.x;
y = y * scale + origin.y;
return {x, y};
}