HTML5 Game - Stop easing via distance

Description

Stop easing via distance

Demo

ResultView the demo in separate window

<!doctype html>  
   <html>  
    <head>  
     <style>canvas{border:1px solid red;}</style>  
    </head>  
    <body>  
     <canvas id="canvas" width="400" height="400"></canvas>  
     <script>  
class Ball {  //from  w  ww.  j  a  v  a  2  s.  c o m
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();  
  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  
  };  
}

}
     window.onload = function () {  
       let canvas = document.getElementById('canvas'),  
           context = canvas.getContext('2d'),  
           ball = new Ball(),  
           easing = 0.05,  
           targetX = canvas.width / 2,  
           animRequest;  
     
       ball.y = canvas.height / 2;  
     
       (function drawFrame () {  
         animRequest = window.requestAnimationFrame(drawFrame, canvas);  
         context.clearRect(0, 0, canvas.width, canvas.height);  
     
         let dx = targetX - ball.x;  
     
         if (Math.abs(dx) < 1) {  
           ball.x = targetX;  
               if (!window.cancelRequestAnimationFrame) {  
      window.cancelRequestAnimationFrame = (window.cancelAnimationFrame ||  
                                            window.webkitCancelRequestAnimationFrame ||  
                                            window.mozCancelRequestAnimationFrame ||  
                                            window.oCancelRequestAnimationFrame ||  
                                            window.msCancelRequestAnimationFrame ||  
                                            window.clearTimeout);  
    }  
           window.cancelRequestAnimationFrame(animRequest);  
           console.log("Animation done!");  
         } else {  
           let vx = dx * easing;  
           ball.x += vx;  
          }  
          ball.draw(context);  
        }());  
      };  
      </script>  
     </body>  
    </html>

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