Created
December 20, 2019 08:58
-
-
Save navyasn/662f0a5059fe3826d38964a4316667ee to your computer and use it in GitHub Desktop.
Bouncing balls // source https://jsbin.com/bolicij
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
<!DOCTYPE html> | |
<html> | |
<head> | |
<meta charset="utf-8"> | |
<title>Bouncing balls</title> | |
<link rel="stylesheet" href="style.css"> | |
<style id="jsbin-css"> | |
html, body { | |
margin: 0; | |
} | |
html { | |
font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif; | |
height: 100%; | |
} | |
body { | |
overflow: hidden; | |
height: inherit; | |
} | |
h1 { | |
font-size: 2rem; | |
letter-spacing: -1px; | |
position: absolute; | |
margin: 0; | |
top: -4px; | |
right: 5px; | |
color: transparent; | |
text-shadow: 0 0 4px white; | |
} | |
p { | |
position: absolute; | |
margin: 0; | |
top: 35px; | |
right: 5px; | |
color: #aaa; | |
} | |
</style> | |
</head> | |
<body> | |
<h1>bouncing balls</h1> | |
<p>Ball count: </p> | |
<canvas></canvas> | |
<script src="main-finished.js"></script> | |
<script id="jsbin-javascript"> | |
// define variable for ball count paragraph | |
const para = document.querySelector('p'); | |
let count = 0; | |
// setup canvas | |
const canvas = document.querySelector('canvas'); | |
const ctx = canvas.getContext('2d'); | |
const width = canvas.width = window.innerWidth; | |
const height = canvas.height = window.innerHeight; | |
// function to generate random number | |
function random(min,max) { | |
const num = Math.floor(Math.random()*(max-min)) + min; | |
return num; | |
} | |
// define shape constructor | |
function Shape(x, y, velX, velY, exists) { | |
this.x = x; | |
this.y = y; | |
this.velX = velX; | |
this.velY = velY; | |
this.exists = exists; | |
} | |
// define Ball constructor, inheriting from Shape | |
function Ball(x, y, velX, velY, exists, color, size) { | |
Shape.call(this, x, y, velX, velY, exists); | |
this.color = color; | |
this.size = size; | |
} | |
Ball.prototype = Object.create(Shape.prototype); | |
Ball.prototype.constructor = Ball; | |
// define ball draw method | |
Ball.prototype.draw = function() { | |
ctx.beginPath(); | |
ctx.fillStyle = this.color; | |
ctx.arc(this.x, this.y, this.size, 0, 2 * Math.PI); | |
ctx.fill(); | |
}; | |
// define ball update method | |
Ball.prototype.update = function() { | |
if((this.x + this.size) >= width) { | |
this.velX = -(this.velX); | |
} | |
if((this.x - this.size) <= 0) { | |
this.velX = -(this.velX); | |
} | |
if((this.y + this.size) >= height) { | |
this.velY = -(this.velY); | |
} | |
if((this.y - this.size) <= 0) { | |
this.velY = -(this.velY); | |
} | |
this.x += this.velX; | |
this.y += this.velY; | |
}; | |
// define ball collision detection | |
Ball.prototype.collisionDetect = function() { | |
for(var j = 0; j < balls.length; j++) { | |
if(!(this === balls[j])) { | |
var dx = this.x - balls[j].x; | |
var dy = this.y - balls[j].y; | |
var distance = Math.sqrt(dx * dx + dy * dy); | |
if (distance < this.size + balls[j].size && balls[j].exists) { | |
balls[j].color = this.color = 'rgb(' + random(0,255) + ',' + random(0,255) + ',' + random(0,255) +')'; | |
} | |
} | |
} | |
}; | |
// define EvilCircle constructor, inheriting from Shape | |
function EvilCircle(x, y, exists) { | |
Shape.call(this, x, y, 20, 20, exists); | |
this.color = 'white'; | |
this.size = 10; | |
} | |
EvilCircle.prototype = Object.create(Shape.prototype); | |
EvilCircle.prototype.constructor = EvilCircle; | |
// define EvilCircle draw method | |
EvilCircle.prototype.draw = function() { | |
ctx.beginPath(); | |
ctx.strokeStyle = this.color; | |
ctx.lineWidth = 3; | |
ctx.arc(this.x, this.y, this.size, 0, 2 * Math.PI); | |
ctx.stroke(); | |
}; | |
// define EvilCircle checkBounds method | |
EvilCircle.prototype.checkBounds = function() { | |
if((this.x + this.size) >= width) { | |
this.x -= this.size; | |
} | |
if((this.x - this.size) <= 0) { | |
this.x += this.size; | |
} | |
if((this.y + this.size) >= height) { | |
this.y -= this.size; | |
} | |
if((this.y - this.size) <= 0) { | |
this.y += this.size; | |
} | |
}; | |
// define EvilCircle setControls method | |
EvilCircle.prototype.setControls = function() { | |
var _this = this; | |
window.onkeydown = function(e) { | |
if(e.key === 'a') { | |
_this.x -= _this.velX; | |
} else if(e.key === 'd') { | |
_this.x += _this.velX; | |
} else if(e.key === 'w') { | |
_this.y -= _this.velY; | |
} else if(e.key === 's') { | |
_this.y += _this.velY; | |
} | |
}; | |
}; | |
// define EvilCircle collision detection | |
EvilCircle.prototype.collisionDetect = function() { | |
for(let j = 0; j < balls.length; j++) { | |
if( balls[j].exists ) { | |
const dx = this.x - balls[j].x; | |
const dy = this.y - balls[j].y; | |
const distance = Math.sqrt(dx * dx + dy * dy); | |
if (distance < this.size + balls[j].size) { | |
balls[j].exists = false; | |
count--; | |
para.textContent = 'Ball count: ' + count; | |
} | |
} | |
} | |
}; | |
// define array to store balls and populate it | |
const balls = []; | |
while(balls.length < 25) { | |
const size = random(10,20); | |
let ball = new Ball( | |
// ball position always drawn at least one ball width | |
// away from the adge of the canvas, to avoid drawing errors | |
random(0 + size,width - size), | |
random(0 + size,height - size), | |
random(-7,7), | |
random(-7,7), | |
true, | |
'rgb(' + random(0,255) + ',' + random(0,255) + ',' + random(0,255) +')', | |
size | |
); | |
balls.push(ball); | |
count++; | |
para.textContent = 'Ball count: ' + count; | |
} | |
// define loop that keeps drawing the scene constantly | |
let evil = new EvilCircle(random(0,width), random(0,height), true); | |
evil.setControls(); | |
function loop() { | |
ctx.fillStyle = 'rgba(0,0,0,0.25)'; | |
ctx.fillRect(0,0,width,height); | |
for(let i = 0; i < balls.length; i++) { | |
if(balls[i].exists) { | |
balls[i].draw(); | |
balls[i].update(); | |
balls[i].collisionDetect(); | |
} | |
} | |
evil.draw(); | |
evil.checkBounds(); | |
evil.collisionDetect(); | |
requestAnimationFrame(loop); | |
} | |
loop(); | |
</script> | |
<script id="jsbin-source-css" type="text/css">html, body { | |
margin: 0; | |
} | |
html { | |
font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif; | |
height: 100%; | |
} | |
body { | |
overflow: hidden; | |
height: inherit; | |
} | |
h1 { | |
font-size: 2rem; | |
letter-spacing: -1px; | |
position: absolute; | |
margin: 0; | |
top: -4px; | |
right: 5px; | |
color: transparent; | |
text-shadow: 0 0 4px white; | |
} | |
p { | |
position: absolute; | |
margin: 0; | |
top: 35px; | |
right: 5px; | |
color: #aaa; | |
}</script> | |
<script id="jsbin-source-javascript" type="text/javascript">// define variable for ball count paragraph | |
const para = document.querySelector('p'); | |
let count = 0; | |
// setup canvas | |
const canvas = document.querySelector('canvas'); | |
const ctx = canvas.getContext('2d'); | |
const width = canvas.width = window.innerWidth; | |
const height = canvas.height = window.innerHeight; | |
// function to generate random number | |
function random(min,max) { | |
const num = Math.floor(Math.random()*(max-min)) + min; | |
return num; | |
} | |
// define shape constructor | |
function Shape(x, y, velX, velY, exists) { | |
this.x = x; | |
this.y = y; | |
this.velX = velX; | |
this.velY = velY; | |
this.exists = exists; | |
} | |
// define Ball constructor, inheriting from Shape | |
function Ball(x, y, velX, velY, exists, color, size) { | |
Shape.call(this, x, y, velX, velY, exists); | |
this.color = color; | |
this.size = size; | |
} | |
Ball.prototype = Object.create(Shape.prototype); | |
Ball.prototype.constructor = Ball; | |
// define ball draw method | |
Ball.prototype.draw = function() { | |
ctx.beginPath(); | |
ctx.fillStyle = this.color; | |
ctx.arc(this.x, this.y, this.size, 0, 2 * Math.PI); | |
ctx.fill(); | |
}; | |
// define ball update method | |
Ball.prototype.update = function() { | |
if((this.x + this.size) >= width) { | |
this.velX = -(this.velX); | |
} | |
if((this.x - this.size) <= 0) { | |
this.velX = -(this.velX); | |
} | |
if((this.y + this.size) >= height) { | |
this.velY = -(this.velY); | |
} | |
if((this.y - this.size) <= 0) { | |
this.velY = -(this.velY); | |
} | |
this.x += this.velX; | |
this.y += this.velY; | |
}; | |
// define ball collision detection | |
Ball.prototype.collisionDetect = function() { | |
for(var j = 0; j < balls.length; j++) { | |
if(!(this === balls[j])) { | |
var dx = this.x - balls[j].x; | |
var dy = this.y - balls[j].y; | |
var distance = Math.sqrt(dx * dx + dy * dy); | |
if (distance < this.size + balls[j].size && balls[j].exists) { | |
balls[j].color = this.color = 'rgb(' + random(0,255) + ',' + random(0,255) + ',' + random(0,255) +')'; | |
} | |
} | |
} | |
}; | |
// define EvilCircle constructor, inheriting from Shape | |
function EvilCircle(x, y, exists) { | |
Shape.call(this, x, y, 20, 20, exists); | |
this.color = 'white'; | |
this.size = 10; | |
} | |
EvilCircle.prototype = Object.create(Shape.prototype); | |
EvilCircle.prototype.constructor = EvilCircle; | |
// define EvilCircle draw method | |
EvilCircle.prototype.draw = function() { | |
ctx.beginPath(); | |
ctx.strokeStyle = this.color; | |
ctx.lineWidth = 3; | |
ctx.arc(this.x, this.y, this.size, 0, 2 * Math.PI); | |
ctx.stroke(); | |
}; | |
// define EvilCircle checkBounds method | |
EvilCircle.prototype.checkBounds = function() { | |
if((this.x + this.size) >= width) { | |
this.x -= this.size; | |
} | |
if((this.x - this.size) <= 0) { | |
this.x += this.size; | |
} | |
if((this.y + this.size) >= height) { | |
this.y -= this.size; | |
} | |
if((this.y - this.size) <= 0) { | |
this.y += this.size; | |
} | |
}; | |
// define EvilCircle setControls method | |
EvilCircle.prototype.setControls = function() { | |
var _this = this; | |
window.onkeydown = function(e) { | |
if(e.key === 'a') { | |
_this.x -= _this.velX; | |
} else if(e.key === 'd') { | |
_this.x += _this.velX; | |
} else if(e.key === 'w') { | |
_this.y -= _this.velY; | |
} else if(e.key === 's') { | |
_this.y += _this.velY; | |
} | |
}; | |
}; | |
// define EvilCircle collision detection | |
EvilCircle.prototype.collisionDetect = function() { | |
for(let j = 0; j < balls.length; j++) { | |
if( balls[j].exists ) { | |
const dx = this.x - balls[j].x; | |
const dy = this.y - balls[j].y; | |
const distance = Math.sqrt(dx * dx + dy * dy); | |
if (distance < this.size + balls[j].size) { | |
balls[j].exists = false; | |
count--; | |
para.textContent = 'Ball count: ' + count; | |
} | |
} | |
} | |
}; | |
// define array to store balls and populate it | |
const balls = []; | |
while(balls.length < 25) { | |
const size = random(10,20); | |
let ball = new Ball( | |
// ball position always drawn at least one ball width | |
// away from the adge of the canvas, to avoid drawing errors | |
random(0 + size,width - size), | |
random(0 + size,height - size), | |
random(-7,7), | |
random(-7,7), | |
true, | |
'rgb(' + random(0,255) + ',' + random(0,255) + ',' + random(0,255) +')', | |
size | |
); | |
balls.push(ball); | |
count++; | |
para.textContent = 'Ball count: ' + count; | |
} | |
// define loop that keeps drawing the scene constantly | |
let evil = new EvilCircle(random(0,width), random(0,height), true); | |
evil.setControls(); | |
function loop() { | |
ctx.fillStyle = 'rgba(0,0,0,0.25)'; | |
ctx.fillRect(0,0,width,height); | |
for(let i = 0; i < balls.length; i++) { | |
if(balls[i].exists) { | |
balls[i].draw(); | |
balls[i].update(); | |
balls[i].collisionDetect(); | |
} | |
} | |
evil.draw(); | |
evil.checkBounds(); | |
evil.collisionDetect(); | |
requestAnimationFrame(loop); | |
} | |
loop(); | |
</script></body> | |
</html> |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
html, body { | |
margin: 0; | |
} | |
html { | |
font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif; | |
height: 100%; | |
} | |
body { | |
overflow: hidden; | |
height: inherit; | |
} | |
h1 { | |
font-size: 2rem; | |
letter-spacing: -1px; | |
position: absolute; | |
margin: 0; | |
top: -4px; | |
right: 5px; | |
color: transparent; | |
text-shadow: 0 0 4px white; | |
} | |
p { | |
position: absolute; | |
margin: 0; | |
top: 35px; | |
right: 5px; | |
color: #aaa; | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// define variable for ball count paragraph | |
const para = document.querySelector('p'); | |
let count = 0; | |
// setup canvas | |
const canvas = document.querySelector('canvas'); | |
const ctx = canvas.getContext('2d'); | |
const width = canvas.width = window.innerWidth; | |
const height = canvas.height = window.innerHeight; | |
// function to generate random number | |
function random(min,max) { | |
const num = Math.floor(Math.random()*(max-min)) + min; | |
return num; | |
} | |
// define shape constructor | |
function Shape(x, y, velX, velY, exists) { | |
this.x = x; | |
this.y = y; | |
this.velX = velX; | |
this.velY = velY; | |
this.exists = exists; | |
} | |
// define Ball constructor, inheriting from Shape | |
function Ball(x, y, velX, velY, exists, color, size) { | |
Shape.call(this, x, y, velX, velY, exists); | |
this.color = color; | |
this.size = size; | |
} | |
Ball.prototype = Object.create(Shape.prototype); | |
Ball.prototype.constructor = Ball; | |
// define ball draw method | |
Ball.prototype.draw = function() { | |
ctx.beginPath(); | |
ctx.fillStyle = this.color; | |
ctx.arc(this.x, this.y, this.size, 0, 2 * Math.PI); | |
ctx.fill(); | |
}; | |
// define ball update method | |
Ball.prototype.update = function() { | |
if((this.x + this.size) >= width) { | |
this.velX = -(this.velX); | |
} | |
if((this.x - this.size) <= 0) { | |
this.velX = -(this.velX); | |
} | |
if((this.y + this.size) >= height) { | |
this.velY = -(this.velY); | |
} | |
if((this.y - this.size) <= 0) { | |
this.velY = -(this.velY); | |
} | |
this.x += this.velX; | |
this.y += this.velY; | |
}; | |
// define ball collision detection | |
Ball.prototype.collisionDetect = function() { | |
for(var j = 0; j < balls.length; j++) { | |
if(!(this === balls[j])) { | |
var dx = this.x - balls[j].x; | |
var dy = this.y - balls[j].y; | |
var distance = Math.sqrt(dx * dx + dy * dy); | |
if (distance < this.size + balls[j].size && balls[j].exists) { | |
balls[j].color = this.color = 'rgb(' + random(0,255) + ',' + random(0,255) + ',' + random(0,255) +')'; | |
} | |
} | |
} | |
}; | |
// define EvilCircle constructor, inheriting from Shape | |
function EvilCircle(x, y, exists) { | |
Shape.call(this, x, y, 20, 20, exists); | |
this.color = 'white'; | |
this.size = 10; | |
} | |
EvilCircle.prototype = Object.create(Shape.prototype); | |
EvilCircle.prototype.constructor = EvilCircle; | |
// define EvilCircle draw method | |
EvilCircle.prototype.draw = function() { | |
ctx.beginPath(); | |
ctx.strokeStyle = this.color; | |
ctx.lineWidth = 3; | |
ctx.arc(this.x, this.y, this.size, 0, 2 * Math.PI); | |
ctx.stroke(); | |
}; | |
// define EvilCircle checkBounds method | |
EvilCircle.prototype.checkBounds = function() { | |
if((this.x + this.size) >= width) { | |
this.x -= this.size; | |
} | |
if((this.x - this.size) <= 0) { | |
this.x += this.size; | |
} | |
if((this.y + this.size) >= height) { | |
this.y -= this.size; | |
} | |
if((this.y - this.size) <= 0) { | |
this.y += this.size; | |
} | |
}; | |
// define EvilCircle setControls method | |
EvilCircle.prototype.setControls = function() { | |
var _this = this; | |
window.onkeydown = function(e) { | |
if(e.key === 'a') { | |
_this.x -= _this.velX; | |
} else if(e.key === 'd') { | |
_this.x += _this.velX; | |
} else if(e.key === 'w') { | |
_this.y -= _this.velY; | |
} else if(e.key === 's') { | |
_this.y += _this.velY; | |
} | |
}; | |
}; | |
// define EvilCircle collision detection | |
EvilCircle.prototype.collisionDetect = function() { | |
for(let j = 0; j < balls.length; j++) { | |
if( balls[j].exists ) { | |
const dx = this.x - balls[j].x; | |
const dy = this.y - balls[j].y; | |
const distance = Math.sqrt(dx * dx + dy * dy); | |
if (distance < this.size + balls[j].size) { | |
balls[j].exists = false; | |
count--; | |
para.textContent = 'Ball count: ' + count; | |
} | |
} | |
} | |
}; | |
// define array to store balls and populate it | |
const balls = []; | |
while(balls.length < 25) { | |
const size = random(10,20); | |
let ball = new Ball( | |
// ball position always drawn at least one ball width | |
// away from the adge of the canvas, to avoid drawing errors | |
random(0 + size,width - size), | |
random(0 + size,height - size), | |
random(-7,7), | |
random(-7,7), | |
true, | |
'rgb(' + random(0,255) + ',' + random(0,255) + ',' + random(0,255) +')', | |
size | |
); | |
balls.push(ball); | |
count++; | |
para.textContent = 'Ball count: ' + count; | |
} | |
// define loop that keeps drawing the scene constantly | |
let evil = new EvilCircle(random(0,width), random(0,height), true); | |
evil.setControls(); | |
function loop() { | |
ctx.fillStyle = 'rgba(0,0,0,0.25)'; | |
ctx.fillRect(0,0,width,height); | |
for(let i = 0; i < balls.length; i++) { | |
if(balls[i].exists) { | |
balls[i].draw(); | |
balls[i].update(); | |
balls[i].collisionDetect(); | |
} | |
} | |
evil.draw(); | |
evil.checkBounds(); | |
evil.collisionDetect(); | |
requestAnimationFrame(loop); | |
} | |
loop(); |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment