Springing to a moving target
<!doctype html> <html> <head> <style>#canvas {background-color: grey;}</style> </head>/* w w w .jav a 2s .c o m*/ <body> <canvas id="canvas" width="400" height="400"></canvas> <script> class Ball { constructor() { this.radius = 4; this.x = 0; this.y = 0; 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(); if (this.lineWidth > 0) { context.stroke(); } context.restore(); } getBounds() { return { x: this.x - this.radius, y: this.y - this.radius, width: this.radius * 2, height: this.radius * 2 }; } } function captureMouse(element) { let mouse = {x: 0, y: 0, event: null}, body_scrollLeft = document.body.scrollLeft, element_scrollLeft = document.documentElement.scrollLeft, body_scrollTop = document.body.scrollTop, element_scrollTop = document.documentElement.scrollTop, offsetLeft = element.offsetLeft, offsetTop = element.offsetTop; element.addEventListener('mousemove', function (event) { let x, y; if (event.pageX || event.pageY) { x = event.pageX; y = event.pageY; } else { x = event.clientX + body_scrollLeft + element_scrollLeft; y = event.clientY + body_scrollTop + element_scrollTop; } x -= offsetLeft; y -= offsetTop; mouse.x = x; mouse.y = y; mouse.event = event; }, false); return mouse; } window.onload = function () { let canvas = document.getElementById('canvas'), context = canvas.getContext('2d'), mouse = captureMouse(canvas), ball = new Ball(), spring = 0.03, friction = 0.95, vx = 0, vy = 0; (function drawFrame () { window.requestAnimationFrame(drawFrame, canvas); context.clearRect(0, 0, canvas.width, canvas.height); let dx = mouse.x - ball.x, dy = mouse.y - ball.y, ax = dx * spring, ay = dy * spring; vx += ax; vy += ay; vx *= friction; vy *= friction; ball.x += vx; ball.y += vy; ball.draw(context); }()); }; </script> </body> </html>