HTML5 Game - Acceleration on two axes

Description

Acceleration on two axes

Demo

ResultView the demo in separate window

<!doctype html>  
   <html>  
    <head>  
     <meta charset="utf-8">  
     <title>Acceleration 3</title>  
     <style>canvas{border:1px solid red;}</style>  
    </head>  
    <body>  
     <canvas id="canvas" width="400" height="400"></canvas>  
     <script>  
class Ball{    /*from ww  w.jav  a2  s .c  o m*/
   constructor(radius, color) {  
     if (radius === undefined) { radius = 40; }  
     if (color === undefined) { color = "#ff0000"; }  
     this.x = 0;  
     this.y = 0;  
     this.radius = radius;  
     this.rotation = 0;  
     this.scaleX = 1;  
     this.scaleY = 1;  
     this.color = color;  
     this.lineWidth = 1;  
   }  
     
   draw(context) {  
     context.save();  
     context.translate(this.x, this.y);  
     context.rotate(this.rotation);  
     context.scale(this.scaleX, this.scaleY);  
     context.lineWidth = this.lineWidth;  
     context.fillStyle = this.color;  
     context.beginPath();  
     //x, y, radius, start_angle, end_angle, anti-clockwise  
     context.arc(0, 0, this.radius, 0, (Math.PI * 2), true);  
     context.closePath();  
     context.fill();  
     if (this.lineWidth > 0) {  
       context.stroke();  
     }  
     context.restore();  
   }
}
     window.onload = function () {  
       let canvas = document.getElementById('canvas'),  
           context = canvas.getContext('2d'),  
           ball = new Ball(),  
           vx = 0,  
           vy = 0,  
           ax = 0,  
           ay = 0;  
     
       ball.x = canvas.width / 2;  
       ball.y = canvas.height / 2;  
     
       window.addEventListener('keydown', function (event) {  
         switch (event.keyCode) {  
         case 37:      //left  
           ax = -0.1;  
           break;  
         case 39:      //right  
           ax = 0.1;  
           break;  
         case 38:      //up  
           ay = -0.1;  
           break;  
         case 40:      //down  
           ay = 0.1;  
           break;  
         }  
       }, false);  
     
       window.addEventListener('keyup', function () {  
          ax = 0;  
          ay = 0;  
        }, false);  
      
        (function drawFrame () {  
          window.requestAnimationFrame(drawFrame, canvas);  
          context.clearRect(0, 0, canvas.width, canvas.height);  
      
          vx += ax;  
          vy += ay;  
          ball.x += vx;  
          ball.y += vy;  
          ball.draw(context);  
        }());  
      };  
      </script>  
     </body>  
    </html>

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