Hi Mozillians and @chrisdavidmills,
Having logic trouble re: Adding features to our bouncing balls demo.
Note: I’m trying to figure this out without looking at the solution. So far, I can generate/draw the evil circle on the page; however, when I add the other 3 evil methods (collisionDetect, setControls, checkBounds) the code breaks.
More so, my set up for the exist property does not make working sense. Finally, the counter is saved for last until I can figure out the evilCircle methods.
Please see code in JSFiddle.
Current code with comments below:
// setup canvas
var canvas = document.querySelector("canvas");
var ctx = canvas.getContext("2d");
var width = canvas.width = window.innerWidth;
var height = canvas.height = window.innerHeight;
// ball counter setup
//var counterText = document.getElementById("#counter");
//counterText.textContent = 0;
// 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 = true;
}
// define Ball constructor
function Ball(x, y, velX, velY, color, size, exists) {
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's 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's collison 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 EvilCircle()
function EvilCircle(x, y, exists) {
Shape.call(this, x, y, exists);
this.color = 'white';
this.size = 50;
this.x = 400;
this.y = 100;
//this.exists = true;
}
// need to better understand the assignments for prototype and Obj.create
EvilCircle.prototype = Object.create(Shape.prototype);
EvilCircle.prototype.constructor = EvilCircle; // why do we need to do this?
// define EvilCircle methods
EvilCircle.prototype.draw = function() {
// Ball.prototype.draw.call(this); // can I do this?
// ctx.fillStyle = ctx.strokeStyle = this.color; // and this?
ctx.beginPath();
ctx.lineWidth = 10;
ctx.strokeStyle = 'white';
ctx.arc(this.x, this.y, this.size, 0, 2 * Math.PI);
ctx.stroke();
};
// checkBounds()
/*
EvilCircle.prototype.checkBounds = function () {
if ((this.x + this.size >= width)) {
this.x = -(this.x);
}
if ((this.x - this.size <= 0)) {
this.x = -(this.x);
}
if ((this.y + this.size) >= height) {
this.y = -(this.y);
}
if ((this.y - this.size) <= 0) {
this.y = -(this.y);
}
};
*/
// setControls()
/*
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;
}
}
};
*/
// collisionDetect()
/*
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].exists = this.exists = false;
}
}
}
};
*/
// define array to store balls
var balls = [];
// define loop that keeps drawing the scene constantly
function loop() {
ctx.fillStyle = "rgba(0,0,0,0.25)";
ctx.fillRect(0, 0, width, height);
// create EvilCircle instance
var evil = new EvilCircle();
evil.draw();
// evil.setControls();
while (balls.length < 25) {
var ball = new Ball(
random(0, width),
random(0, height),
random(-7, 7),
random(-7, 7),
"rgb(" + random(0, 255) + "," + random(0, 255) + "," + random(0, 255) + ")",
random(10, 20)
);
balls.push(ball);
}
for (var i = 0; i < balls.length; i++) {
// if (ball !== exist) {
balls[i].draw();
balls[i].update();
balls[i].collisionDetect();
// }
}
// evil.draw();
// evil.checkBounds();
// evil.collisionDetect();
requestAnimationFrame(loop);
}
// start animation
loop();