HTML5 Game - Canvas Animation Throwing

Description

Throwing

Demo

ResultView the demo in separate window

<!doctype html>  
   <html>  
   <head>  
    <style>canvas{border:1px solid red;}</style>  
   </head>  
   <body>  
    <canvas id="canvas" width="400" height="400"></canvas>  
    <script>  
class Ball {  //w  ww  .j a v  a 2s .co  m
constructor(radius) {
     if (radius === undefined) { radius = 40; }  
       
     this.x = 0;  
     this.y = 0;  
     this.radius = radius;  
     this.vx = 0;  
     this.vy = 0;  
     this.rotation = 0;  
     this.scaleX = 1;  
     this.scaleY = 1;  
     this.color = "#ff0000";
     this.lineWidth = 1;  
   }  
     
   draw(context) {  
     context.save();  
     context.translate(this.x, this.y);  
     context.rotate(this.rotation);  
     context.scale(this.scaleX, this.scaleY);  
     context.lineWidth = this.lineWidth;  
     context.fillStyle = this.color;  
     context.beginPath();  
     context.arc(0, 0, this.radius, 0, (Math.PI * 2), true);  
     context.closePath();  
  context.fill();  
  if (this.lineWidth > 0) {  
    context.stroke();  
  }  
  context.restore();  
}
getBounds() {  
  return {  
    x: this.x - this.radius,  
    y: this.y - this.radius,  
    width: this.radius * 2,  
    height: this.radius * 2  
  };  
}

}
containsPoint = function (rect, x, y) {  
  return !(x < rect.x || x > rect.x + rect.width ||  
           y < rect.y || y > rect.y + rect.height);  
}  
function captureMouse(element) {
  let mouse = {x: 0, y: 0, event: null},
      body_scrollLeft = document.body.scrollLeft,
      element_scrollLeft = document.documentElement.scrollLeft,
      body_scrollTop = document.body.scrollTop,
      element_scrollTop = document.documentElement.scrollTop,
      offsetLeft = element.offsetLeft,
      offsetTop = element.offsetTop;
  
  element.addEventListener('mousemove', function (event) {
    let x, y;
    
    if (event.pageX || event.pageY) {
      x = event.pageX;
      y = event.pageY;
    } else {
      x = event.clientX + body_scrollLeft + element_scrollLeft;
      y = event.clientY + body_scrollTop + element_scrollTop;
    }
    x -= offsetLeft;
    y -= offsetTop;
    
    mouse.x = x;
    mouse.y = y;
    mouse.event = event;
  }, false);
  
  return mouse;
} 

    window.onload = function () {  
      let canvas = document.getElementById('canvas'),  
          context = canvas.getContext('2d'),  
          mouse = captureMouse(canvas),  
          ball = new Ball(),  
          vx = Math.random() * 10 - 5,  
          vy = -10,  
          bounce = -0.7,  
          gravity = 0.2,  
          isMouseDown = false,  
          oldX, oldY;  
    
      ball.x = canvas.width / 2;  
      ball.y = canvas.height / 2;  
    
      canvas.addEventListener('mousedown', function () {  
        if (containsPoint(ball.getBounds(), mouse.x, mouse.y)) {  
          isMouseDown = true;  
          oldX = ball.x;  
          oldY = ball.y;  
          canvas.addEventListener('mouseup', onMouseUp, false);  
          canvas.addEventListener('mousemove', onMouseMove, false);  
        }  
      }, false);  
    
      function onMouseUp () {  
        isMouseDown = false;  
        canvas.removeEventListener('mouseup', onMouseUp, false);  
        canvas.removeEventListener('mousemove', onMouseMove, false);  
      }  
    
      function onMouseMove (event) {  
        ball.x = mouse.x;  
        ball.y = mouse.y;  
      }  
    function trackVelocity () {  
      vx = ball.x - oldX;  
      vy = ball.y - oldY;  
      oldX = ball.x;  
      oldY = ball.y;  
    }  
  
    function checkBoundaries () {  
      let left = 0,  
          right = canvas.width,  
          top = 0,  
          bottom = canvas.height;  
  
      vy += gravity;  
      ball.x += vx;  
      ball.y += vy;  
  
      //boundary detect and bounce  
      if (ball.x + ball.radius > right) {  
        ball.x = right - ball.radius;  
        vx *= bounce;  
      } else if (ball.x - ball.radius < left) {  
        ball.x = left + ball.radius;  
        vx *= bounce;  
      }  
      if (ball.y + ball.radius > bottom) {  
        ball.y = bottom - ball.radius;  
        vy *= bounce;  
      } else if (ball.y - ball.radius < top) {  
        ball.y = top + ball.radius;  
        vy *= bounce;  
      }  
    }  
  
    (function drawFrame () {  
      window.requestAnimationFrame(drawFrame, canvas);  
      context.clearRect(0, 0, canvas.width, canvas.height);  
  
      if (isMouseDown) {  
        trackVelocity();  
      } else {  
        checkBoundaries();  
      }  
      ball.draw(context);  
    }());  
  };  
  </script>  
 </body>  
</html>