// @param {Number}
var MAXBALLS = 1000;
// make sure everything is loaded
window.onload = function() {
'use strict';
$w.makeFPS();
// add_object_single returns an ID the convention I have used throughout to reference a canvas
// and wish to continue using is 'i'
var i = $w.add_object_single(
MAXBALLS,
Ball,
{
x:500,
y:500,
radius:10,
},
document.getElementById('target')
);
$w.loop(true,i,true);
}
/**
* @param {Number} the reference ID to the canvas (also z-index)
* @param {Number} x ( max x position )
* @param {Number} y ( max y position )
* @param {Number} radius size of the circle
* @param {String} a hexadecimal value representing a color
* */
var Ball = function(o) {
// @param {Number}
this.i = o.i;
// @param {Number}
this.x = $w.math.frandom(o.x);
// @param {Number}
this.y = $w.math.frandom(o.y);
// @param {Number}
this.radius = o.radius;
// @param {Number}
this.color = $w.color.random();
// set the x and y speed of the ball
// @param {Number}
this.x_speed = ~~((Math.random() * 10) - 5);
// @param {Number}
this.y_speed = ~~((Math.random() * 10) - 5);
// make sure that the balls are moving
if (this.x_speed > -1 && this.x_speed < 1) {
if (this.x_speed < 0 ) {
this.x_speed = -1;
}else{
this.x_speed = 1;
}
}
//
if (this.y_speed > -1 && this.y_speed < 1) {
if (this.y_speed < 0 ) {
this.y_speed = -1;
}else{
this.y_speed = 1;
}
}
}
/**
* better to use a prototype
* https://developers.google.com/speed/articles/optimizing-javascript
* */
Ball.prototype.loop = function() {
// increment the x,y positions
this.x += this.x_speed;
this.y += this.y_speed;
// check for collisions
var chk = $w.collision.insideCanvas(0,this.x,this.y);
if (chk > 0) {
switch(chk) {
case 1:this.x_speed+=(this.x_speed * -2);break;
case 2:this.y_speed+=(this.y_speed * -2);break;
case 3:this.x_speed-=(this.x_speed * 2);break;
case 4:this.y_speed-=(this.y_speed * 2);break;
}
}
$w.canvas.circle(this.i,this.x,this.y,this.radius,this.color);
//if(this.i == (MAXBALLS-1))$w.upFPS();
return true;
}