Drawing circle and keeping the first uploaded sprite - javascript

So first, I uploaded a car to the canvas and gave it turning and motion properties. I tried to draw a circle to go alongside the car but it is not working properly. The circle is alone and flickering for some reason. I removed the timeout completely, and both the circle and car disappeared. Adjusting the timeout rate doesn't remove the flicker. Help me get them on the screen and keep them there together please?
http://jsbin.com/zogeraduze/1/edit?html,js,output

I don't have your car image, but it seems like you have a setInterval set to 30ms and you call a timeout every 10ms (which is equivalent to a setInterval), each time clearing the canvas, hence creating a flickering. You should have only one repaint function that should clear the canvas, draw the car and then draw the circle.
try
//Setting the canvas and context
var canvas = document.getElementById('gameCanvas');
var context = canvas.getContext('2d');
//Uploading car
var car = new Image();
car.src = "file:///H:/Desktop/Game/img/car.png";
//Setting properties of car
var x = 450;
var y = 730;
var speed = 10;
var angle = 990;
var mod = 0;
//Event listeners for keys
window.addEventListener("keydown", keypress_handler, false);
window.addEventListener("keyup", keyup_handler, false);
//Drawing the car turning and changing speed
function draw() {
x += (speed * mod) * Math.cos(Math.PI / 180 * angle);
y += (speed * mod) * Math.sin(Math.PI / 180 * angle);
context.save();
context.translate(x, y);
context.rotate(Math.PI / 180 * angle);
context.drawImage(car, -(car.width / 2), -(car.height / 2));
context.restore();
}
//Setting the keys
function keyup_handler(event) {
console.log('a');
if (event.keyCode == 38 || event.keyCode == 40) {
mod = 0;
}
}
//Setting all of the keys
function keypress_handler(event) {
console.log(event.keyCode);
if (event.keyCode == 38) {
mod = 1;
}
if (event.keyCode == 40) {
mod = -1;
}
if (event.keyCode == 37) {
angle -= 5;
}
if (event.keyCode == 39) {
angle += 5;
}
}
var context = $('#gameCanvas')[0].getContext('2d');
var width = $('#gameCanvas').width();
var height = $('#gameCanvas').height();
var circleX = width / 2;
var circleY = height / 2;
var circleVX = 1.0;
var circleVY = 0.0;
var circleR = 30;
function update() {
context.clearRect(0, 0, width, height);
/*
circleX = Math.random() * (width - 2 * circleR) + circleR;
circleY = Math.random() * (height - 2 * circleR) + circleR;
*/
draw();
drawCircle(circleX, circleY, circleR);
setTimeout(update, 10);
}
function canvasClick(event) {
var clickX = event.pageX;
var clickY = event.pageY;
var edgeX = clickX - circleX;
var edgeY = clickY - circleY;
var r = Math.sqrt(edgeX * edgeX + edgeY * edgeY);
if (r < circleR) {
context.clearRect(0, 0, width, height);
}
}
function drawCircle(x, y, r) {
context.beginPath();
context.arc(x, y, r, 0, 2 * Math.PI, false);
context.fillStyle = 'red';
context.fill();
context.lineWidth = 3;
context.strokeStyle = 'black';
context.stroke();
}
$('#gameCanvas').click(canvasClick);
update();
Also, look into https://developer.mozilla.org/en-US/docs/Web/API/window.requestAnimationFrame instead of using timeouts

Related

Canvas onClick add to array

I got this HTML5 canvas project I'm struggling with.
Basically I'm trying to add a new particle on click.
And the particles is pushed to the particles array, but
the particle does not show. I can see that the particle is pushed to the array with the mouse coordinates, but it doesn't seem like the last particle is drawn.
What am I doing wrong?
See example.
// Request animation frame
var requestAnimationFrame = window.requestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.msRequestAnimationFrame;
// Canvas
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
// Set full-screen
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
// Options
var num = 100; // Number of particles to draw
var size = 2; // Particle size
var color = '#dd64e6'; // Particle color
var min_speed = .3; // Particle min speed
var max_speed = 2; // Particle max speed
var dist = 100; // Max distance before line gets cut
var dist_sq = dist * dist; // Dist squared
var line_width = 2; // Line width
var background = '#181b23'; // Background color
var line_color = '#1d2631'; // Line color
var fps = 60;
var now, delta;
var then = Date.now();
var interval = 1000 / fps;
if (/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent)) {
num = 10;
fps = 29;
}
// Particles array
var particles = [];
for (var i = 0; i < num; i++) {
particles.push(
new create_particle(false, false)
);
}
// Lets animate the particle
function draw() {
// Loop
requestAnimationFrame(draw);
now = Date.now();
delta = now - then;
if (delta > interval) {
then = now - (delta % interval);
// Background
ctx.fillStyle = background;
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Lets draw particles from the array now
draw_particles();
}
}
// Draw particles
function draw_particles() {
for (var t = 0; t < num; t++) {
// This particle
var p = particles[t];
for (var q = t + 1; q < num; q++) {
// Check X first, maybe we don't need to
// calculate Y
var x = particles[q].x - p.x;
if ((x *= x) < dist_sq) {
// Check passed, calculate Y
var y = particles[q].y - p.y;
if (x + (y * y) < dist_sq) {
// Check passed, draw line
draw_line(p.x, p.y, particles[q].x, particles[q].y);
}
}
}
// Color
ctx.fillStyle = color;
// Circle path
ctx.beginPath();
ctx.arc(p.x, p.y, p.radius, Math.PI * 2, false);
ctx.fill();
// Lets use the velocity now
p.x += p.vx;
p.y += p.vy;
// If there is only 1 particle
// show X, Y, and velocity
if (num === 1) {
ctx.fillText('Y:' + p.y, 20, 20);
ctx.fillText('X:' + p.x, 20, 40);
ctx.fillText('YV:' + p.vy, 20, 60);
ctx.fillText('XV:' + p.vx, 20, 80);
}
// To prevent the balls from moving out of the canvas
if (p.x < size) p.vx *= (p.vx / -p.vx);
if (p.y < size) p.vy *= (p.vy / -p.vy);
if (p.x > canvas.width - size) p.vx *= (-p.vx / p.vx);
if (p.y > canvas.height - size) p.vy *= (-p.vy / p.vy);
}
}
// Return a particle object
function create_particle(xPos, yPos) {
// Position
if (xPos == false && yPos == false) {
this.x = Math.random() * canvas.width;
this.y = Math.random() * canvas.height;
} else {
this.x = xPos;
this.y = yPos;
}
// Velocity
this.vx = random_int_between(min_speed, max_speed);
this.vy = random_int_between(min_speed, max_speed);
// Size
this.radius = size;
console.log('particle created at: ' + this.x + ', ' + this.y);
}
// Returns an random integer, positive or negative
// between the given value
function random_int_between(min, max) {
var num = Math.floor(Math.random() * max) - min;
num *= Math.floor(Math.random() * 2) == 1 ? 1 : -1;
return num;
}
// Draw a line between 2 particles
// given the particles x and y position
function draw_line(p_x, p_y, p2_x, p2_y) {
ctx.beginPath();
ctx.lineWidth = line_width;
ctx.strokeStyle = line_color;
ctx.moveTo(p_x, p_y);
ctx.lineTo(p2_x, p2_y);
ctx.stroke();
}
// When the canvas is clicked
// add new particle
function clicked(e) {
var mouseXpos, mouseYpos;
if (e.offsetX) {
mouseXpos = e.offsetX;
mouseYpos = e.offsetY;
} else if (e.layerX) {
mouseXpos = e.layerX;
mouseYpos = e.layerY;
}
particles.push(
new create_particle(mouseXpos, mouseYpos)
);
}
canvas.addEventListener('click', function(e) {
clicked(e);
}, false);
draw();
<!DOCTYPE html>
<html>
<head>
<style>
* {margin:0;padding:0;overflow:hidden;}
</style>
</head>
<body>
<canvas id="canvas">{{-- The background --}}</canvas>
</body>
</html>
Well since no one else answered this other than in a comment, I thought I would answer it so that others might not wonder about the same thing.
The problem is that you use a variable "num" to hold the number of particles. If you instead use "particles.length" you can
// Request animation frame
var requestAnimationFrame = window.requestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.msRequestAnimationFrame;
// Canvas
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
// Set full-screen
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
// Options
var num = 100; // Number of particles to draw
var size = 2; // Particle size
var color = '#dd64e6'; // Particle color
var min_speed = .3; // Particle min speed
var max_speed = 2; // Particle max speed
var dist = 100; // Max distance before line gets cut
var dist_sq = dist * dist; // Dist squared
var line_width = 2; // Line width
var background = '#181b23'; // Background color
var line_color = '#1d2631'; // Line color
var fps = 60;
var now, delta;
var then = Date.now();
var interval = 1000 / fps;
if (/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent)) {
num = 10;
fps = 29;
}
// Particles array
var particles = [];
for (var i = 0; i < num; i++) {
particles.push(
new create_particle(false, false)
);
}
// Lets animate the particle
function draw() {
// Loop
requestAnimationFrame(draw);
now = Date.now();
delta = now - then;
if (delta > interval) {
then = now - (delta % interval);
// Background
ctx.fillStyle = background;
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Lets draw particles from the array now
draw_particles();
}
}
// Draw particles
function draw_particles() {
for (var t = 0; t < particles.length; t++) {
// This particle
var p = particles[t];
for (var q = t + 1; q < particles.length; q++) {
// Check X first, maybe we don't need to
// calculate Y
var x = particles[q].x - p.x;
if ((x *= x) < dist_sq) {
// Check passed, calculate Y
var y = particles[q].y - p.y;
if (x + (y * y) < dist_sq) {
// Check passed, draw line
draw_line(p.x, p.y, particles[q].x, particles[q].y);
}
}
}
// Color
ctx.fillStyle = color;
// Circle path
ctx.beginPath();
ctx.arc(p.x, p.y, p.radius, Math.PI * 2, false);
ctx.fill();
// Lets use the velocity now
p.x += p.vx;
p.y += p.vy;
// If there is only 1 particle
// show X, Y, and velocity
if (num === 1) {
ctx.fillText('Y:' + p.y, 20, 20);
ctx.fillText('X:' + p.x, 20, 40);
ctx.fillText('YV:' + p.vy, 20, 60);
ctx.fillText('XV:' + p.vx, 20, 80);
}
// To prevent the balls from moving out of the canvas
if (p.x < size) p.vx *= (p.vx / -p.vx);
if (p.y < size) p.vy *= (p.vy / -p.vy);
if (p.x > canvas.width - size) p.vx *= (-p.vx / p.vx);
if (p.y > canvas.height - size) p.vy *= (-p.vy / p.vy);
}
}
// Return a particle object
function create_particle(xPos, yPos) {
// Position
if (xPos == false && yPos == false) {
this.x = Math.random() * canvas.width;
this.y = Math.random() * canvas.height;
} else {
this.x = xPos;
this.y = yPos;
}
// Velocity
this.vx = random_int_between(min_speed, max_speed);
this.vy = random_int_between(min_speed, max_speed);
// Size
this.radius = size;
console.log('particle created at: ' + this.x + ', ' + this.y);
}
// Returns an random integer, positive or negative
// between the given value
function random_int_between(min, max) {
var num = Math.floor(Math.random() * max) - min;
num *= Math.floor(Math.random() * 2) == 1 ? 1 : -1;
return num;
}
// Draw a line between 2 particles
// given the particles x and y position
function draw_line(p_x, p_y, p2_x, p2_y) {
ctx.beginPath();
ctx.lineWidth = line_width;
ctx.strokeStyle = line_color;
ctx.moveTo(p_x, p_y);
ctx.lineTo(p2_x, p2_y);
ctx.stroke();
}
// When the canvas is clicked
// add new particle
function clicked(e) {
var mouseXpos, mouseYpos;
if (e.offsetX) {
mouseXpos = e.offsetX;
mouseYpos = e.offsetY;
} else if (e.layerX) {
mouseXpos = e.layerX;
mouseYpos = e.layerY;
}
particles.push(
new create_particle(mouseXpos, mouseYpos)
);
}
canvas.addEventListener('click', function(e) {
clicked(e);
}, false);
draw();
<!DOCTYPE html>
<html>
<head>
<style>
* {margin:0;padding:0;overflow:hidden;}
</style>
</head>
<body>
<canvas id="canvas">{{-- The background --}}</canvas>
</body>
</html>
I will dare to go outside the scope of our problem because you could prevent such issues in the future by utilizing Array.prototype.forEach, and move the drawing of the dots and constrain them to new functions. With the added benefit of simplifying your code.
// Draw particles
function draw_particles() {
particles.forEach(function(p,pi){
particles.forEach(function(p2,p2i){
if(pi === p2i){
return;
}
// Check X first, maybe we don't need to
// calculate Y
var x = p2.x - p.x;
if ((x *= x) < dist_sq) {
// Check passed, calculate Y
var y = p2.y - p.y;
if (x + (y * y) < dist_sq) {
// Check passed, draw line
draw_line(p.x, p.y, p2.x, p2.y);
draw_dot(p);
constrain(p);
}
}
});
});
}
// Draw particle
function draw_dot(p){
// Color
ctx.fillStyle = color;
// Circle path
ctx.beginPath();
ctx.arc(p.x, p.y, p.radius, Math.PI * 2, false);
ctx.fill();
ctx.closePath();
// Lets use the velocity now
p.x += p.vx;
p.y += p.vy;
// If there is only 1 particle
// show X, Y, and velocity
if (particles.length === 1) {
ctx.fillText('Y:' + p.y, 20, 20);
ctx.fillText('X:' + p.x, 20, 40);
ctx.fillText('YV:' + p.vy, 20, 60);
ctx.fillText('XV:' + p.vx, 20, 80);
}
}
// Constrain particle movement
function constrain(p){
// To prevent the balls from moving out of the canvas
if (p.x < size) p.vx *= (p.vx / -p.vx);
if (p.y < size) p.vy *= (p.vy / -p.vy);
if (p.x > canvas.width - size) p.vx *= (-p.vx / p.vx);
if (p.y > canvas.height - size) p.vy *= (-p.vy / p.vy);
}
Using Array.prototype.length and Array.prototype.forEach reduces the risk of heading into issues of array indices.

Incorrectly drawing line to edge of ellipse given angle

Sorry for the confusing title, I don't know how to succinctly describe my question.
I'm drawing an ellipse on a canvas element using javascript and I'm trying to figure out how to detect if the mouse is clicked inside of the ellipse or not. The way I'm trying to do this is by comparing the distance from the center of the ellipse to the mouse to the radius of the ellipse at the same angle as the mouse click. Here's a terrible picture representing what I just said if it's still confusing:
Obviously this isn't working, otherwise I wouldn't be asking this, so below is a picture of the computed radius line (in red) and the mouse line (in blue). In this picture, the mouse has been clicked at a 45° angle to the center of the ellipse and I've calculated that the radius line is being drawn at about a 34.99° angle.
And below is the calculation code:
//This would be the blue line in the picture above
var mouseToCenterDistance = distanceTo(centerX, centerY, mouseX, mouseY);
var angle = Math.acos((mouseX - centerX) / mouseToCenterDistance);
var radiusPointX = (radiusX * Math.cos(angle)) + centerX;
var radiusPointY = (radiusY * Math.sin(-angle)) + centerY;
//This would be the red line in the picture above
var radius = distanceTo(centerX, centerY, radiusPointX, radiusPointY);
var clickedInside = mouseToCenterDistance <= radius;
I'm really not sure why this isn't working, I've been staring at this math forever and it seems correct. Is it correct and there's something about drawing on the canvas that's making it not work? Please help!
Ellipse line intercept
Finding the intercept includes solving if the point is inside.
If it is the ellipse draw via the 2D context the solution is as follows
// defines the ellipse
var cx = 100; // center
var cy = 100;
var r1 = 20; // radius 1
var r2 = 100; // radius 2
var ang = 1; // angle in radians
// rendered with
ctx.beginPath();
ctx.ellipse(cx,cy,r1,r2,ang,0,Math.PI * 2,true)
ctx.stroke()
To find the point on the ellipse that intersects the line from the center to x,y. To solve I normalise the ellipse so that it is a circle (well the line is moved so that the ellipse is a circle in its coordinate space).
var x = 200;
var y = 200;
var ratio = r1 / r2; // need the ratio between the two radius
// get the vector from the ellipse center to end of line
var dx = x - cx;
var dy = y - cy;
// get the vector that will normalise the ellipse rotation
var vx = Math.cos(-ang);
var vy = Math.sin(-ang);
// use that vector to rotate the line
var ddx = dx * vx - dy * vy;
var ddy = (dx * vy + dy * vx) * ratio; // lengthen or shorten dy
// get the angle to the line in normalise circle space.
var c = Math.atan2(ddy,ddx);
// get the vector along the ellipse x axis
var eAx = Math.cos(ang);
var eAy = Math.sin(ang);
// get the intercept of the line and the normalised ellipse
var nx = Math.cos(c) * r1;
var ny = Math.sin(c) * r2;
// rotate the intercept to the ellipse space
var ix = nx * eAx - ny * eAy
var iy = nx * eAy + ny * eAx
// cx,cy to ix ,iy is from the center to the ellipse circumference
The procedure can be optimised but for now that will solve the problem as presented.
Is point inside
Then to determine if the point is inside just compare the distances of the mouse and the intercept point.
var x = 200; // point to test
var y = 200;
// get the vector from the ellipse center to point to test
var dx = x - cx;
var dy = y - cy;
// get the vector that will normalise the ellipse rotation
var vx = Math.cos(ang);
var vy = Math.sin(ang);
// use that vector to rotate the line
var ddx = dx * vx + dy * vy;
var ddy = -dx * vy + dy * vx;
if( 1 >= (ddx * ddx) / (r1 * r1) + (ddy * ddy) / (r2 * r2)){
// point on circumference or inside ellipse
}
Example use of method.
function path(path){
ctx.beginPath();
var i = 0;
ctx.moveTo(path[i][0],path[i++][1]);
while(i < path.length){
ctx.lineTo(path[i][0],path[i++][1]);
}
if(close){
ctx.closePath();
}
ctx.stroke();
}
function strokeCircle(x,y,r){
ctx.beginPath();
ctx.moveTo(x + r,y);
ctx.arc(x,y,r,0,Math.PI * 2);
ctx.stroke();
}
function display() {
ctx.setTransform(1, 0, 0, 1, 0, 0); // reset transform
ctx.globalAlpha = 1; // reset alpha
ctx.clearRect(0, 0, w, h);
var cx = w/2;
var cy = h/2;
var r1 = Math.abs(Math.sin(globalTime/ 4000) * w / 4);
var r2 = Math.abs(Math.sin(globalTime/ 4300) * h / 4);
var ang = globalTime / 1500;
// find the intercept from ellipse center to mouse on the ellipse
var ratio = r1 / r2
var dx = mouse.x - cx;
var dy = mouse.y - cy;
var dist = Math.hypot(dx,dy);
var ex = Math.cos(-ang);
var ey = Math.sin(-ang);
var c = Math.atan2((dx * ey + dy * ex) * ratio, dx * ex - dy * ey);
var nx = Math.cos(c) * r1;
var ny = Math.sin(c) * r2;
var ix = nx * ex + ny * ey;
var iy = -nx * ey + ny * ex;
var dist = Math.hypot(dx,dy);
var dist2Inter = Math.hypot(ix,iy);
ctx.strokeStyle = "Blue";
ctx.lineWidth = 4;
ctx.beginPath();
ctx.ellipse(cx,cy,r1,r2,ang,0,Math.PI * 2,true)
ctx.stroke();
if(dist2Inter > dist){
ctx.fillStyle = "#7F7";
ctx.globalAlpha = 0.5;
ctx.fill();
ctx.globalAlpha = 1;
}
// Display the intercept
ctx.strokeStyle = "black";
ctx.lineWidth = 2;
path([[cx,cy],[mouse.x,mouse.y]])
ctx.strokeStyle = "red";
ctx.lineWidth = 5;
path([[cx,cy],[cx + ix,cy+iy]])
ctx.strokeStyle = "red";
ctx.lineWidth = 4;
strokeCircle(cx + ix, cy + iy, 6)
ctx.fillStyle = "white";
ctx.fill();
ctx.strokeStyle = "red";
ctx.lineWidth = 4;
strokeCircle(cx, cy, 6)
ctx.fillStyle = "white";
ctx.fill();
ctx.strokeStyle = "black";
ctx.lineWidth = 2;
strokeCircle(mouse.x, mouse.y, 4)
ctx.fillStyle = "white";
ctx.fill();
}
/** SimpleFullCanvasMouse.js begin **/
//==============================================================================
// Boilerplate code from here down and not related to the answer
//==============================================================================
var w, h, cw, ch, canvas, ctx, mouse, globalTime = 0, firstRun = true;
;(function(){
const RESIZE_DEBOUNCE_TIME = 100;
var createCanvas, resizeCanvas, setGlobals, resizeCount = 0;
createCanvas = function () {
var c,
cs;
cs = (c = document.createElement("canvas")).style;
cs.position = "absolute";
cs.top = cs.left = "0px";
cs.zIndex = 1000;
document.body.appendChild(c);
return c;
}
resizeCanvas = function () {
if (canvas === undefined) {
canvas = createCanvas();
}
canvas.width = innerWidth;
canvas.height = innerHeight;
ctx = canvas.getContext("2d");
if (typeof setGlobals === "function") {
setGlobals();
}
if (typeof onResize === "function") {
if(firstRun){
onResize();
firstRun = false;
}else{
resizeCount += 1;
setTimeout(debounceResize, RESIZE_DEBOUNCE_TIME);
}
}
}
function debounceResize() {
resizeCount -= 1;
if (resizeCount <= 0) {
onResize();
}
}
setGlobals = function () {
cw = (w = canvas.width) / 2;
ch = (h = canvas.height) / 2;
}
mouse = (function () {
function preventDefault(e) {
e.preventDefault();
}
var mouse = {
x : 0,
y : 0,
w : 0,
alt : false,
shift : false,
ctrl : false,
buttonRaw : 0,
over : false,
bm : [1, 2, 4, 6, 5, 3],
active : false,
bounds : null,
crashRecover : null,
mouseEvents : "mousemove,mousedown,mouseup,mouseout,mouseover,mousewheel,DOMMouseScroll".split(",")
};
var m = mouse;
function mouseMove(e) {
var t = e.type;
m.bounds = m.element.getBoundingClientRect();
m.x = e.pageX - m.bounds.left;
m.y = e.pageY - m.bounds.top;
m.alt = e.altKey;
m.shift = e.shiftKey;
m.ctrl = e.ctrlKey;
if (t === "mousedown") {
m.buttonRaw |= m.bm[e.which - 1];
} else if (t === "mouseup") {
m.buttonRaw &= m.bm[e.which + 2];
} else if (t === "mouseout") {
m.buttonRaw = 0;
m.over = false;
} else if (t === "mouseover") {
m.over = true;
} else if (t === "mousewheel") {
m.w = e.wheelDelta;
} else if (t === "DOMMouseScroll") {
m.w = -e.detail;
}
if (m.callbacks) {
m.callbacks.forEach(c => c(e));
}
if ((m.buttonRaw & 2) && m.crashRecover !== null) {
if (typeof m.crashRecover === "function") {
setTimeout(m.crashRecover, 0);
}
}
e.preventDefault();
}
m.addCallback = function (callback) {
if (typeof callback === "function") {
if (m.callbacks === undefined) {
m.callbacks = [callback];
} else {
m.callbacks.push(callback);
}
}
}
m.start = function (element) {
if (m.element !== undefined) {
m.removeMouse();
}
m.element = element === undefined ? document : element;
m.mouseEvents.forEach(n => {
m.element.addEventListener(n, mouseMove);
});
m.element.addEventListener("contextmenu", preventDefault, false);
m.active = true;
}
m.remove = function () {
if (m.element !== undefined) {
m.mouseEvents.forEach(n => {
m.element.removeEventListener(n, mouseMove);
});
m.element.removeEventListener("contextmenu", preventDefault);
m.element = m.callbacks = undefined;
m.active = false;
}
}
return mouse;
})();
// Clean up. Used where the IDE is on the same page.
var done = function () {
window.removeEventListener("resize", resizeCanvas)
mouse.remove();
document.body.removeChild(canvas);
canvas = ctx = mouse = undefined;
}
function update(timer) { // Main update loop
if(ctx === undefined){ return; }
globalTime = timer;
display(); // call demo code
requestAnimationFrame(update);
}
setTimeout(function(){
resizeCanvas();
mouse.start(canvas, true);
//mouse.crashRecover = done;
window.addEventListener("resize", resizeCanvas);
requestAnimationFrame(update);
},0);
})();
/** SimpleFullCanvasMouse.js end **/
If you have an ellipse of the form (x-x0)2/a2 + (y-y0)2/b2 = 1, then a point (x, y) is inside the ellipse if and only if (x-x0)2/a2 + (y-y0)2/b2 < 1. You can just test that inequality to see if the mouse is inside the ellipse.
To be able to draw a line to the edge of the ellipse: get the theta of the mouse with atan2 (don't use acos, you'll get incorrect results in quadrants III & IV), use the polar equation of the ellipse to solve for r, then convert back to rectangular coordinates and draw.

Simple HTML and JS code won't work?

I'm trying to make a racing game, and my first step was to try out making the car and getting it to move a bit. Unfortunately, it isn't working, as nothing is showing up on the canvas, not the rectangle nor the car. Any ideas (of course you have ideas)? Sorry if the code isn't formatted correctly, I joined this site today.
HTML:
<!doctype html>
<html lang="en">
<head>
<title>Ball</title>
<script src="http://code.jquery.com/jquery-git2.js"></script>
</head>
<body>
<center>
<canvas id="gameCanvas" width="500" height="500" style="border:5px solid green"></canvas>
<script src="js/Game.js"></script>
</center>
</body>
</html>
JS:
window.onload = function() {
var x = 0;
var y = 0;
var speed = 5;
var angle = 0;
var mod = 0;
var canvas = $('#gameCanvas')[0].getContext('2d');
var context = gameCanvas.getContext('2d');
var car = new Image();
car.src = "Gamecar.png";
window.addEventListener("keydown", keypress_handler, false);
window.addEventListener("keyup", keypress_handler, false);
var moveInterval = setInterval(function() {
draw();
}, 30);
};
function render() {
context.clearRect(0, 0, width, height);
context.fillStyle = "rgb(200, 100, 220)";
context.fillRect(50, 50, 100, 100);
x += (speed * mod) * Math.cos(Math.PI / 180 * angle);
y += (speed * mod) * Math.sin(Math.PI / 180 * angle);
context.save();
context.translate(x, y);
context.rotate(Math.PI / 180 * angle);
context.drawImage(car, -(car.width / 2), -(car.height / 2));
context.restore();
}
function keyup_handler(event) {
if (event.keyCode == 87 || event.keyCode == 83) {
mod = 0;
}
}
function keypress_handler(event) {
console.log(event.keyCode);
if (event.keyCode == 87) {
mod = 1;
}
if (event.keyCode == 83) {
mod = -1;
}
if (event.keyCode == 65) {
angle -= 5;
}
if (event.keyCode == 68) {
angle += 5;
}
}
This is what you need for a start:
function draw() {
context.clearRect(0, 0, canvas.width, canvas.height);
context.fillStyle = "rgb(200, 100, 220)";
context.fillRect(50, 50, 100, 100);
x += (speed * mod) * Math.cos(Math.PI / 180 * angle);
y += (speed * mod) * Math.sin(Math.PI / 180 * angle);
context.save();
context.translate(x, y);
context.rotate(Math.PI / 180 * angle);
context.drawImage(car, -(car.width / 2), -(car.height / 2));
context.restore();
}
That is the original render function, but you use it as draw. Also, there were invalid width and height references inside, so I used canvas.width and canvas.height.
This is the progress so far: http://jsfiddle.net/qf47mb4k/
Added an existing car image here, so no more errors in the console: http://jsfiddle.net/qf47mb4k/2/
WASD keys are now working, but you need to clear the canvas on every frame to get what you expected.
After fixing your canvas and context objects (also removed jQuery):
var canvas = document.getElementById('gameCanvas');
var context = canvas.getContext('2d');
To get the brakes working, you need to fix your keyup handler:
window.addEventListener("keyup", keyup_handler, false);
Everything seems fine now: http://jsfiddle.net/qf47mb4k/4/. Enjoy driving the car!
Full Code / Working Example
var x = 0;
var y = 0;
var speed = 5;
var angle = 0;
var mod = 0;
var canvas = document.getElementById('gameCanvas');
var context = canvas.getContext('2d');
var car = new Image();
car.src = "http://images.clipartpanda.com/car-top-view-clipart-red-racing-car-top-view-fe3a.png";
window.addEventListener("keydown", keypress_handler, false);
window.addEventListener("keyup", keyup_handler, false);
var moveInterval = setInterval(function () {
draw();
}, 30);
function draw() {
context.clearRect(0, 0, canvas.width, canvas.height);
context.fillStyle = "rgb(200, 100, 220)";
context.fillRect(50, 50, 100, 100);
x += (speed * mod) * Math.cos(Math.PI / 180 * angle);
y += (speed * mod) * Math.sin(Math.PI / 180 * angle);
context.save();
context.translate(x, y);
context.rotate(Math.PI / 180 * angle);
context.drawImage(car, -(car.width / 2), -(car.height / 2));
context.restore();
}
function keyup_handler(event) {
if (event.keyCode == 87 || event.keyCode == 83) {
mod = 0;
}
}
function keypress_handler(event) {
console.log(event.keyCode);
if (event.keyCode == 87) {
mod = 1;
}
if (event.keyCode == 83) {
mod = -1;
}
if (event.keyCode == 65) {
angle -= 5;
}
if (event.keyCode == 68) {
angle += 5;
}
}
<canvas id="gameCanvas" width="500" height="500" style="border:5px solid green"></canvas>

How to move the square to the destination?

How to move the square to the destination? Square moves one pixel only when click the mouse? Sorry for my english.
window.onload = function(){
var x = 50;
var y = 50;
var c = document.getElementById("game");
var ctx = c.getContext("2d");
init();
draw();
function init()
{
document.addEventListener("click",paint,false);
}
function paint(e)
{
if(x<e.clientX) x++;
}
function draw()
{
ctx.clearRect(x-1,y,1,15);
ctx.fillStyle = "blue";
ctx.fillRect(x,y,15,15);
window.requestAnimationFrame(draw);
}
}
Here is one way to do it, adapted from this article that I wrote a few months back.
The following is the piece to get it working
var tx = targetX - x,
ty = targetY - y,
dist = Math.sqrt(tx*tx+ty*ty);
velX = (tx/dist)*thrust;
velY = (ty/dist)*thrust;
We need to get the difference between the current position and targeted position (clicked area), we then get the distance, and make the velocity for x and y equal to the difference divided by the total distance multiplied by the speed of the object.
Full working example and code
Live demo
var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d"),
width = 500,
height = 500,
mX = width/2,
mY = height/2;
canvas.width = width;
canvas.height = height;
canvas.addEventListener("click", function (e) {
mX = e.pageX;
mY = e.pageY;
});
var Ball = function (x, y, radius, color) {
this.x = x || 0;
this.y = y || 0;
this.radius = radius || 10;
this.speed = 5;
this.color = color || "rgb(255,0,0)";
this.velX = 0;
this.velY = 0;
}
Ball.prototype.update = function (x, y) {
// get the target x and y
this.targetX = x;
this.targetY = y;
// We need to get the distance this time around
var tx = this.targetX - this.x,
ty = this.targetY - this.y,
dist = Math.sqrt(tx * tx + ty * ty);
/*
* we calculate a velocity for our object this time around
* divide the target x and y by the distance and multiply it by our speed
* this gives us a constant movement speed.
*/
this.velX = (tx / dist) * this.speed;
this.velY = (ty / dist) * this.speed;
// Stop once we hit our target. This stops the jittery bouncing of the object.
if (dist > this.radius / 2) {
// add our velocities
this.x += this.velX;
this.y += this.velY;
}
};
Ball.prototype.render = function () {
ctx.fillStyle = this.color;
ctx.beginPath();
// draw our circle with x and y being the center
ctx.arc(this.x - this.radius / 2, this.y - this.radius / 2, this.radius, 0, Math.PI * 2);
ctx.closePath();
ctx.fill();
};
var ball1 = new Ball(width / 2, height / 2, 10);
function render() {
ctx.clearRect(0, 0, width, height);
ball1.update(mX, mY);
ball1.render();
requestAnimationFrame(render);
}
render();

Bouncing Ball Game, Mouse Detect Event, JavaScript

I've already created a bouncing ball which bounces off the walls of the HTML5 Canvas that I have specified.
My goal is to make a "Game Over" screen appear when the pointer (mouse) hovers over the ball.
I have already searched and found some tutorials on mouse events in Javascript, but I'm not really sure how to implement them into my code =/.
Any help would be amazing.
<script>
var x = Math.floor((Math.random() * 600) + 1);
var y = Math.floor((Math.random() * 300) + 1);
var dx = 2;
var dy = 4;
function begin()
{
gameCanvas = document.getElementById('gameCanvas');
context = gameCanvas.getContext('2d');
return setInterval (draw, 20);
}
begin();
function draw()
{
context.clearRect(0,0,600,300);
context.fillStyle = "#0000FF";
context.beginPath();
context.arc(x,y,80,0,Math.PI*2,true);
context.closePath();
context.fill();
if (x < 0 || x > 600) dx=-dx
if (y < 0 || y > 300) dy=-dy;
x += dx;
y += dy;
}
gameCanvas.onmousemove = function (e)
{
var gameCanvas = e.target;
var context = gameCanvas.getContext('2d');
var coords = RGraph.getMouseXY(e);
}
You need to check if the mouse is hovering over the ball (hit test) by checking the distance of the ball to the cursor. If the distance is smaller than radius of the ball, it means that the mouse is over the ball.
Note, that you need to adjust the code below to your needs
Example:
var mouse_x = 10, mouse_y = 10, ball_x = 10, ball_y = 10, ball_radius = 70, is_game_over = false
if( Math.sqrt( Math.pow( mouse_x - ball_x, 2 ) + Math.pow( mouse_x - ball_x, 2 )) < ball_radius && !is_game_over ) {
console.log('Cursor is over the mouse, game over')
is_game_over = true
}
Do it for every frame update.
you can add onmousemove=SetValues() to your body element like so:
<body onmousemove=SetValues()>
and change your code to this:
<script>
var x = Math.floor((Math.random() * 600) + 1);
var y = Math.floor((Math.random() * 300) + 1);
var dx = 2;
var dy = 4;
var mouseX;
var mouseY;
function setValues(e)
{
mouseX = e.pageX; //get mouse x
mouseY = e.pageY; //get mouse y
}
function begin()
{
gameCanvas = document.getElementById('gameCanvas');
context = gameCanvas.getContext('2d');
return setInterval (draw, 20);
}
begin();
function draw()
{
context.clearRect(0,0,600,300);
context.fillStyle = "#0000FF";
context.beginPath();
context.arc(x,y,80,0,Math.PI*2,true);
context.closePath();
context.fill();
if (x < 0 || x > 600) dx=-dx
if (y < 0 || y > 300) dy=-dy;
x += dx;
y += dy;
//check if the mouse is on the ball
var centerX = x + 80; //center of ball
var centerY = y; //center of ball
if(Math.pow((mouseX - centerX), 2) + Math.pow((mouseY - centerY), 2) <= 6400){
//do whatever to end game
}
}

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