On each frame, speed on x and speed on y become 80% or 90% of what they were on previous frame.
<!doctype html> <html> <head> <style>canvas{border:1px solid red;}</style> </head> //from w ww .j ava 2 s . c o m <body> <canvas id="canvas" width="400" height="400"></canvas> <script> class Ball { constructor(radius) { if (radius === undefined) { radius = 40; } this.x = 0; this.y = 0; this.radius = radius; this.vx = 0; this.vy = 0; this.rotation = 0; this.scaleX = 1; this.scaleY = 1; this.color = "#ff0000"; 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(); context.arc(0, 0, this.radius, 0, (Math.PI * 2), true); context.closePath(); context.fill(); context.stroke(); context.restore(); } } window.onload = function () { let canvas = document.getElementById('canvas'), context = canvas.getContext('2d'), ball = new Ball(), vx =10, vy = 10; ball.x = canvas.width / 2; ball.y = canvas.height / 2; (function drawFrame () { window.requestAnimationFrame(drawFrame, canvas); context.clearRect(0, 0, canvas.width, canvas.height); friction = 0.9; vx *= friction; vy *= friction; if (Math.abs(vx) > 0.001) { vx *= friction; ball.x += vx; } ball.x += vx; ball.y += vy; ball.draw(context); }()); }; </script> </body> </html>