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fixing undefined variables and adding ES class version of OOJS assess…
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<!DOCTYPE html> | ||
<html> | ||
<head> | ||
<meta charset="utf-8"> | ||
<title>Bouncing balls</title> | ||
<link rel="stylesheet" href="style.css"> | ||
</head> | ||
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<body> | ||
<h1>bouncing balls</h1> | ||
<p>Ball count: </p> | ||
<canvas></canvas> | ||
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<script src="main.js"></script> | ||
</body> | ||
</html> |
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// Thanks to Renan Martineli for this version of the demo | ||
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// setup canvas | ||
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const para = document.querySelector('p'); | ||
let count = 0; | ||
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const canvas = document.querySelector('canvas'); | ||
const ctx = canvas.getContext('2d'); | ||
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const width = canvas.width = window.innerWidth; | ||
const height = canvas.height = window.innerHeight; | ||
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// function to generate random number | ||
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const random = (min,max) => { | ||
const num = Math.floor(Math.random()*(max-min)) + min; | ||
return num; | ||
}; | ||
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class Shape { | ||
constructor(x, y, velX, velY, exists) { | ||
this.x = x; | ||
this.y = y; | ||
this.velX = velX; | ||
this.velY = velY; | ||
this.exists = exists; | ||
} | ||
} | ||
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class Ball extends Shape { | ||
constructor(x, y, velX, velY, color, size, exists) { | ||
super(x, y, velX, velY, exists); | ||
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this.color = color; | ||
this.size = size; | ||
} | ||
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draw() { | ||
ctx.beginPath(); | ||
ctx.fillStyle = this.color; | ||
ctx.arc(this.x, this.y, this.size, 0, 2 * Math.PI); | ||
ctx.fill(); | ||
} | ||
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update() { | ||
if ((this.x + this.size) >= width) { | ||
this.velX = -(this.velX); | ||
} | ||
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if ((this.x - this.size) <= 0) { | ||
this.velX = -(this.velX); | ||
} | ||
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if ((this.y + this.size) >= height) { | ||
this.velY = -(this.velY); | ||
} | ||
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if ((this.y - this.size) <= 0) { | ||
this.velY = -(this.velY); | ||
} | ||
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this.x += this.velX; | ||
this.y += this.velY; | ||
} | ||
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collisionDetect() { | ||
for (let j = 0; j < balls.length; j++) { | ||
if (!(this === balls[j])) { | ||
const dx = this.x - balls[j].x; | ||
const dy = this.y - balls[j].y; | ||
const distance = Math.sqrt(dx * dx + dy * dy); | ||
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if (distance < this.size + balls[j].size && balls[j].exists) { | ||
balls[j].color = this.color = 'rgb(' + random(0, 255) + ',' + random(0, 255) + ',' + random(0, 255) + ')'; | ||
} | ||
} | ||
} | ||
} | ||
} | ||
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class EvilCircle extends Shape { | ||
constructor(x, y, exists) { | ||
super(x, y, exists); | ||
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this.velX = 20; | ||
this.velY = 20; | ||
this.color = "white"; | ||
this.size = 10; | ||
} | ||
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draw() { | ||
ctx.beginPath(); | ||
ctx.strokeStyle = this.color; | ||
ctx.lineWidth = 3; | ||
ctx.arc(this.x, this.y, this.size, 0, 2 * Math.PI); | ||
ctx.stroke(); | ||
} | ||
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checkBounds() { | ||
if ((this.x + this.size) >= width) { | ||
this.x -= this.size; | ||
} | ||
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if ((this.x - this.size) <= 0) { | ||
this.x += this.size; | ||
} | ||
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if ((this.y + this.size) >= height) { | ||
this.y -= this.size; | ||
} | ||
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if ((this.y - this.size) <= 0) { | ||
this.y += this.size; | ||
} | ||
} | ||
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setControls() { | ||
const _this = this; | ||
window.onkeydown = function(e) { | ||
switch(e.keyCode) { | ||
case 65: | ||
_this.x -= _this.velX; | ||
break; | ||
case 68: | ||
_this.x += _this.velX; | ||
break; | ||
case 87: | ||
_this.y -= _this.velY; | ||
break; | ||
case 83: | ||
_this.y += _this.velY; | ||
break; | ||
} | ||
} | ||
} | ||
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collisionDetect() { | ||
for (let j = 0; j < balls.length; j++) { | ||
if (balls[j].exists) { | ||
const dx = this.x - balls[j].x; | ||
const dy = this.y - balls[j].y; | ||
const distance = Math.sqrt(dx * dx + dy * dy); | ||
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if (distance < this.size + balls[j].size) { | ||
balls[j].exists = false; | ||
count--; | ||
para.textContent = 'Ball count: ' + count; | ||
} | ||
} | ||
} | ||
} | ||
} | ||
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const balls = []; | ||
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const evilBall = new EvilCircle( | ||
random(0, width), | ||
random(0, height), | ||
true | ||
); | ||
evilBall.setControls(); | ||
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const loop = () => { | ||
ctx.fillStyle = 'rgba(0, 0, 0, 0.25)'; | ||
ctx.fillRect(0, 0, width, height); | ||
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while (balls.length < 25) { | ||
const size = random(10, 20); | ||
const ball = new Ball( | ||
// ball position always drawn at least one ball width | ||
// away from the edge of the canvas, to avoid drawing errors | ||
random(0 + size, width - size), | ||
random(0 + size, height - size), | ||
random(-7, 7), | ||
random(-7, 7), | ||
'rgb(' + random(0, 255) + ',' + random(0, 255) + ',' + random(0, 255) + ')', | ||
size, | ||
true | ||
); | ||
balls.push(ball); | ||
count++; | ||
para.textContent = 'Ball count: ' + count; | ||
} | ||
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for (let i = 0; i < balls.length; i++) { | ||
if (balls[i].exists) { | ||
balls[i].draw(); | ||
balls[i].update(); | ||
balls[i].collisionDetect(); | ||
} | ||
} | ||
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evilBall.draw(); | ||
evilBall.checkBounds(); | ||
evilBall.collisionDetect(); | ||
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requestAnimationFrame(loop); | ||
} | ||
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loop(); |
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html, body { | ||
margin: 0; | ||
} | ||
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html { | ||
font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif; | ||
height: 100%; | ||
} | ||
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body { | ||
overflow: hidden; | ||
height: inherit; | ||
} | ||
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h1 { | ||
font-size: 2rem; | ||
letter-spacing: -1px; | ||
position: absolute; | ||
margin: 0; | ||
top: -4px; | ||
right: 5px; | ||
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color: transparent; | ||
text-shadow: 0 0 4px white; | ||
} | ||
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p { | ||
position: absolute; | ||
margin: 0; | ||
top: 35px; | ||
right: 5px; | ||
color: #aaa; | ||
} |