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main.js
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main.js
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// 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 + 1)) + min;
return num;
}
// define Ball constructor
function Ball(x, y, velX, velY, color, size) {
this.x = x;
this.y = y;
this.velX = velX;
this.velY = velY;
this.color = color;
this.size = size;
}
// 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 (let j = 0; j < balls.length; j++) {
if (!(this === balls[j])) {
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].color = this.color = 'rgb(' + random(0, 255) + ',' + random(0, 255) + ',' + random(0, 255) + ')';
}
}
}
};
// define array to store balls and populate it
let 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),
'rgb(' + random(0, 255) + ',' + random(0, 255) + ',' + random(0, 255) + ')',
size
);
balls.push(ball);
}
// define loop that keeps drawing the scene constantly
function loop() {
ctx.fillStyle = 'rgba(0,0,0,0.25)';
ctx.fillRect(0, 0, width, height);
for (let i = 0; i < balls.length; i++) {
balls[i].draw();
balls[i].update();
balls[i].collisionDetect();
}
requestAnimationFrame(loop);
}
loop();