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<canvas id="canvas"></canvas>
// here we are defining some global variables that we need access to in our whole program
let randomSize = () => {
return Math.random() * (50 - 5) + 5;
}
let randomColor = () => {
return '#'+Math.floor(Math.random()*16777215).toString(16);
}
// if you want to draw lots of circles you'll use this function
let drawCircle = (circle) => {
ctx.fillStyle = circle.color; // set the color
ctx.beginPath(); // telling canvas we're about to define a path.
ctx.arc(circle.x, circle.y, circle.radius, 0, Math.PI*2, true); // x&y coordinates, the size, ..?, pi*2 for radius, true? defines we are drawing a cirlce. You can draw all sorts of curves with .arc
ctx.fill(); // fill defines it's colored in, instead of just an outline or something like that.
}
// if you want to draw lots of rectangles you'll use this function
let drawRect = (rectangle) => {
ctx.fillStyle = rectangle.color; // set the color
ctx.fillRect(rectangle.x, rectangle.y, rectangle.width, rectangle.height);
}; // pass in x,y, width & height to fill in a rectangle with color
let c; // the canvas element on the page
let ctx; // the canvas context that we draw on
let ball = {
color: '#FFF',
x: 100,
y: 100,
radius: randomSize(),
speedX: 10,
speedY: 4
};
let background = {
color: '#000',
x: 0,
y: 0
};
const fps = 60;
// this is boilerplate code that everyone uses to makes sure we're rending our code when the browser is ready which is supposed to help it run smoothly and efficiently
window.requestAnimFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
function( callback ){
window.setTimeout(callback, 1000 / fps);
};
})();
// window.onload means once the browser is done loading and ready to start doing things, it's very common on every web project that runs javascript at all
window.onload = () => {
c = document.getElementById('canvas');
c.width = window.innerWidth;
c.height = window.innerHeight;
ctx = c.getContext('2d');
background.width = c.width;
background.height = c.height;
animationLoop(); // run our animationLoop function
}
let animationLoop = () => {
requestAnimFrame(animationLoop); // we run that boilerplate code which tells this to run 60 times a second
render(); // run our function that defines all the drawing that's done every frame.
}
let render = () => {
// all of your render code goes here
drawRect(background);
ball.x += ball.speedX;
ball.y += ball.speedY;
if (ball.x >= c.width || ball.x <= 0) {
ball.speedX = -ball.speedX;
ball.color = randomColor();
ball.radius = randomSize();
}
if (ball.y >= c.height || ball.y <= 0) {
ball.speedY = -ball.speedY;
ball.color = randomColor();
ball.radius = randomSize();
}
drawCircle(ball);
}
Also see: Tab Triggers