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main.js
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main.js
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// setup canvas
var canvas = document.querySelector('canvas');
var ctx = canvas.getContext('2d');
var width = canvas.width = window.innerWidth;
var height = canvas.height = window.innerHeight;
// function to generate random number
function random(min, max) {
var 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
function Ball(x, y, velX, velY, color, size, exists) {
//reference to the shape constructor function
Shape.call(this, x, y, velX, velY, exists);
this.color = color;
this.size = size;
}
//re-defining ball prototype to Shape prototype. Prototype-inherits chain. includes the methods(functions)
// In this case we are using it to create a new object
// and make it the value of Shape.prototype. The new object has Shape.prototype as its prototype and will
// therefore inherit, if and when needed, all the methods available on Shape.prototype.
Ball.prototype = Object.create(Shape.prototype);
//setting the ball.prototype's constructor property equal to Ball()
// Object.defineProperty(obj, prop, descriptor)
// ParametersSection
// obj
// The object on which to define the property.
// prop
// The name or Symbol of the property to be defined or modified.
// descriptor
// The descriptor for the property being defined or modified.
Object.defineProperty(Ball.prototype, 'constructor', {
value: Ball,
enumerable: false, // so that it does not appear in 'for in' loop
writable: true
});
//define Evil Circle
function EvilCircle(x, y, exists) {
Shape.call(this, x, y, 20, 20, exists);
this.color = 'orange';
this.size = 20;
}
EvilCircle.prototype = Object.create(Shape.prototype);
Object.defineProperty(EvilCircle.prototype, 'constructor', {
value: EvilCircle,
enumerable: false, // so that it does not appear in 'for in' loop
writable: true
});
//defining EvilCircle() methods
//draw
EvilCircle.prototype.draw = function () {
ctx.beginPath();
ctx.strokeStyle = this.color;
ctx.arc(this.x, this.y, this.size, 0, 30 * Math.PI);
ctx.stroke();
};
//define EvilCircle checkBounds()
//we want to instead change the value of x/y so the evil circle is bounced back onto the screen slightly.
// Adding or subtracting (as appropriate) the evil circle's size property would make sense.
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);
}
};
//setControls function to move evil circle with keyboard clicks
EvilCircle.prototype.setControls = function() {
var _this = this;
window.onkeydown = function (e) {
if (e.keyCode === 65) {
_this.x -= _this.velX;
} else if (e.keyCode === 68) {
_this.x += _this.velX;
} else if (e.keyCode === 87) {
_this.y -= _this.velY;
} else if (e.keyCode === 83) {
_this.y += _this.velY;
}
}
}
//setting the collisionDetect for the evilCircle
EvilCircle.prototype.collisionDetect = function () {
for (var j = 0; j < balls.length; j++) {
if (balls[j].exists) {
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].color = this.color = 'rgb(' + random(0, 255) + ',' + random(0, 255) + ',' + random(0, 255) + ')';
balls[j].exists = false;
}
}
}
};
// 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
//represents sides of canvas
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].color = this.color = 'rgb(' + random(0, 255) + ',' + random(0, 255) + ',' + random(0, 255) + ')';
}
}
}
};
// define array to store balls and populate it
var balls = [];
while (balls.length < 25) {
var size = random(1, 10);
var 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(-3, 3),
random(-2, 2),
'rgb(' + random(0, 255) + ',' + random(0, 255) + ',' + random(0, 255) + ')',
size,
true
);
balls.push(ball);
}
// define loop that keeps drawing the scene constantly
var evilcircle = new EvilCircle(50, 200, true);
evilcircle.setControls();
function loop() {
ctx.fillStyle = 'rgba(0,0,0,0.25)';
ctx.fillRect(0, 0, width, height);
for (var i = 0; i < balls.length; i++) {
if (balls[i].exists) {
balls[i].draw();
balls[i].update();
balls[i].collisionDetect();
}
}
evilcircle.draw();
evilcircle.checkBounds();
evilcircle.collisionDetect();
requestAnimationFrame(loop);
}
loop();