Make "ball" Follow Mouse On Canvas
Solution 1:
The mouseover
event listener doesn't work like a "while mouse is over, execute this code". It only fires when this state get's true, in other terms, when you move the mouse from the outside, onto the node.
The proper event you'd want to use is mousemove
; store the new position of the mouse, as soon as it changed.
Besides that I've made a few other changes to your code so the animation is smoother:
This approach of ballX += mouseX>ballX? 5: -5
is prone to a stutter, because it completely ignores the area, when mouse and ball are less than 5px apart on any axis.
Also din't use setInterval()
for your game loop. And more broad, don't use setTimeout()
or setInterval()
with a string argument (at all). It's a bad practice. Un-flexible, and forces you into using global variables.
Better use requestAnimationFrame()
so you stay in sync with the browsers rendering.
window.onload = startup;
var ballX = 400;
var ballY = 400;
var mouseX = 0;
var mouseY = 0;
functionstartup() {
//`mousemove`, not `mouseover`document.getElementById("drawingArea").onmousemove = mouseMove;
loop();
}
//use `requestAnimationFrame` for the game loop//so you stay sync with the browsers rendering//makes it a smoother animationfunctionloop(){
moveBall();
requestAnimationFrame(loop);
}
functionmouseMove(evt) {
mouseX = evt.clientX;
mouseY = evt.clientY;
}
functionmoveBall() {
//get the distance between the mouse and the ball on both axes//walk only the an eight of the distance to create a smooth fadeoutvar dx = (mouseX - ballX) * .125;
var dy = (mouseY - ballY) * .125;
//calculate the distance this would move ...var distance = Math.sqrt(dx*dx + dy*dy);
//... and cap it at 5pxif(distance > 5){
dx *= 5/distance;
dy *= 5/distance;
}
//now move
ballX += dx;
ballY += dy;
var canvas = document.getElementById("drawingArea");
var ctx = canvas.getContext("2d");
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.beginPath();
ctx.arc(ballX, ballY, 40, 0, 2 * Math.PI);
ctx.fillStyle = "green";
ctx.fill();
ctx.lineWidth = 5;
ctx.strokeStyle = "red";
ctx.stroke();
}
#drawingArea {
border-style: solid;
position: absolute;
top: 0;
left: 0;
}
<canvasid="drawingArea"width="800"height="800" />
Feel free to play a bit around with the movement code. Check out, what happens when you change the * .125
in calculating the distance, when removing the condition, ...
Solution 2:
You'll also need to add the onmousemove
event handler.
Solution 3:
On this line:
document.getElementById("drawingArea").onmouseover = mouseMove;
...you need to change onmouseover
to onmousemove
. Further reading: onmousemove
Full example with the change:
window.onload = startup;
var ballX = 400;
var ballY = 400;
var mouseX = 0;
var mouseY = 0;
functionstartup() {
document.getElementById("drawingArea").onmousemove = mouseMove;
setInterval("moveBall()",100);
}
functionmouseMove(evt) {
mouseX = evt.clientX;
mouseY = evt.clientY;
}
functionmoveBall() {
if (ballX > mouseX) {
ballX -= 5;
} else {
ballX += 5;
}
if (ballY > mouseY) {
ballY -= 5;
} else {
ballY += 5;
}
var canvas = document.getElementById("drawingArea");
var ctx = canvas.getContext("2d");
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.beginPath();
ctx.arc(ballX, ballY, 40, 0, 2* Math.PI);
ctx.fillStyle = "green";
ctx.fill();
ctx.lineWidth = 5;
ctx.strokeStyle = "red";
ctx.stroke();
}
#drawingArea
{
border-style: solid;
position: absolute;
top: 0;
left: 0;
}
<!doctype html><html><head><metacharset="UTF-8"><title>Move Ball</title></head><body><canvasid="drawingArea"width="800"height="800" /></body></html>
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