Method For Drawing Circles In A Pyramid Pattern
Solution 1:
The live demo below shows how to pack an arbitrary number of balls into a pyramid using a bit of trigonometry. To change the amount of layers in the pyramid (and thus the number of balls), edit the NUM_ROWS
variable.
This is how it looks when it's done:
Live Demo:
var canvas = document.getElementById('canvas');
canvas.width = 400;
canvas.height = 400;
var ctx = canvas.getContext('2d');
var balls = [];
var ballsLength = 15;
var Ball = function() {
this.x = 0;
this.y = 0;
this.radius = 10;
};
Ball.prototype.draw = function(x, y) {
this.x = x;
this.y = y;
ctx.fillStyle = '#333';
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2, true);
ctx.fill();
ctx.closePath();
};
init();
function init() {
for (var i = 0; i < ballsLength; i++) {
balls.push(new Ball());
}
render();
}
function render() {
var NUM_ROWS = 5;
for (var i = 1; i <= NUM_ROWS; i++) {
for (var j = 0; j < i; j++) {
balls[i].draw(j * balls[0].radius * 2 + 150 - i * balls[0].radius, -(i * balls[0].radius * 2 * Math.sin(Math.PI / 3)) + 150);
}
}
//window.requestAnimationFrame(render);
}
canvas {
border: 1px solid #333;
}
<canvas id="canvas"></canvas>
JSFiddle Version: https://jsfiddle.net/ofxmr17c/6/
Solution 2:
A billiard pyramid like this is always made with some known facts:
- Each row always contains one more ball than the previous
- It's an equilateral
equal angled (sp? in english?)triangle which means next row always starts offset 60°
So we can make a vector (everything else in a billiard game would very much involve vectors so why not! :) ) for the direction of the next row's start point like so:
var deg60 = -60 / 180 * Math.PI; // -60°, up-right direction
var v = {
x: radius * Math.cos(deg60),
y: radius * Math.sin(deg60)
}
Then the algorithm would be (driven by total number of balls):
- Start with a max limit of 1 for first row
- Plot balls until max limit for row is reached
- Then, add one to the max limit
- Reset row count
- Move position to beginning of last row + vector
- Repeat until number of balls is reached
Result:
Example
var ctx = c.getContext("2d"),
radius = 9, // ball radius
deg = -60 / 180 * Math.PI, // direction of row start -60°
balls = 15, // number of balls to draw
drawn = 0, // count balls drawn on current row
rowLen = 1, // max length of current row (first=1)
x = 150, // start point
y = 140,
cx = 150, cy =140, // replicates start point + offsets
v = { // vector
x: radius * 2 * Math.cos(deg),
y: radius * 2 * Math.sin(deg)
},
i;
for(i = 0; i < balls; i++) {
drawBall(cx, cy); // draw ball
cx -= radius * 2; // move diameter of ball to left (in this case)
drawn++; // increase balls on row count
if (drawn === rowLen) { // reached max balls for row?
cx = x + v.x * rowLen; // increase one row
cy = y + v.y * rowLen;
drawn = 0; // reset ball count for row
rowLen++; // increase row limit
}
}
ctx.fillStyle = "#D70000";
ctx.fill();
function drawBall(x, y) {
ctx.moveTo(x + radius, y); ctx.arc(x, y, radius, 0, 6.28);
ctx.closePath();
}
<canvas id=c height=300></canvas>
If you want more flexibility in terms of rotation you can simply swap this line:
cx -= radius * 2;
with a vector perpendicular (calculation not shown) to the first vector so:
cx += pv.x;
cy += pv.y;
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