Testing requestAnimationFrame
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commit
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index.html
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8
index.html
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<html>
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<head>
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<script src="index.js"></script>
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</head>
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<body>
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<canvas id="canvas"></canvas>
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</body>
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</html>
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index.js
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index.js
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"use strict";
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document.addEventListener('DOMContentLoaded', init);
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function init() {
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var canvas = document.getElementById("canvas");
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canvas.width = window.innerWidth
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canvas.height = window.innerHeight
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const ctx = canvas.getContext('2d');
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var balls = [];
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add();
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document.addEventListener('keydown', control);
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anim();
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function control(e) {
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switch(e.key) {
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case 'ArrowUp': add(); break;
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case 'ArrowDown': remove(); break;
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}
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}
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function remove() {
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balls.pop();
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}
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function add() {
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let x = Math.floor(Math.random() * canvas.width);
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let y = Math.floor(Math.random() * canvas.height);
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let speed = 1 + Math.floor(Math.random() * 10);
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let angle = Math.floor(Math.random() * 360);
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// angle must be in radians (now it's wrong)
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balls.push({ x: x, y: y, size: 20, speed: speed, angle: angle, color:'black' });
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}
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function anim() {
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ctx.fillStyle = 'white';
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ctx.fillRect(0, 0, canvas.width, canvas.height);
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balls.forEach(b => {
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update(b);
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draw(b);
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}
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);
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requestAnimationFrame(anim);
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}
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function update(b) {
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b.x += b.speed * Math.cos(b.angle);
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b.y += b.speed * Math.sin(b.angle);
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if ( b.x<0 || b.x>canvas.width || b.y<0 || b.y>canvas.height ) bounce(b);
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}
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function bounce(b) {
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b.angle += 180;
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}
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function draw(b) {
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ctx.fillStyle = b.color;
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ctx.fillRect(b.x, b.y, b.size, b.size);
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}
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}
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