Cleaning up
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@ -3,6 +3,5 @@
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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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81
index.js
81
index.js
@ -1,26 +1,37 @@
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"use strict";
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document.addEventListener('DOMContentLoaded', init);
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document.addEventListener('DOMContentLoaded', () => init());
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let ctx, canvas = document.createElement("canvas");
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function init() {
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var canvas = document.getElementById("canvas");
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function start() {
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canvas.width = window.innerWidth
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canvas.height = window.innerHeight
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ctx = canvas.getContext('2d');
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document.body.insertBefore(canvas, document.body.childNodes[0]);
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document.addEventListener('keydown', controls);
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run();
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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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for (let i = 0; i < 15; i++) add();
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}
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anim();
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function run() {
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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update();
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requestAnimationFrame(run);
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}
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function control(e) {
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switch(e.key) {
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function controls(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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// -------------------------------------------------------------------
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let balls = [];
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function remove() {
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balls.pop();
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}
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@ -31,39 +42,47 @@ function init() {
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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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balls.push(new ball(x, y, speed, angle));
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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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function update() {
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balls.forEach(b => b.update());
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}
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start();
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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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class ball {
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constructor(x, y, speed, angle) {
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this.x = x;
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this.y = y;
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this.speed = speed;
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this.angle = angle;
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this.color = 'black';
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this.size = 20;
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}
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function bounce(b) {
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b.angle += 180;
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update() {
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this.move();
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this.draw();
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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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draw() {
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ctx.fillStyle = this.color;
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ctx.fillRect(this.x, this.y, this.size, this.size);
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}
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move() {
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this.x += this.speed * Math.cos(this.angle);
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this.y += this.speed * Math.sin(this.angle);
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if (this.x < 0 || this.x > canvas.width || this.y < 0 || this.y > canvas.height)
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this.bounce();
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}
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bounce() {
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this.angle += 180;
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}
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}
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