HTML Canvas Animation Velocity with Friction
<!doctype html> <html> <head> <meta charset="utf-8"> <title>Friction 1</title> </head>//from w w w . j a va 2 s .co m <body> <canvas id="canvas" width="400" height="400"></canvas> <script> class Ball { constructor() { this.x = 0; this.y = 0; this.radius = 30; this.vx = 0; this.vy = 0; this.rotation = 0; this.scaleX = 1; this.scaleY = 1; this.color = 'blue'; 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 () { var canvas = document.getElementById('canvas'), context = canvas.getContext('2d'), ball = new Ball(), vx = Math.random() * 10 - 5, vy = Math.random() * 10 - 5, friction = 0.1; ball.x = canvas.width / 2; ball.y = canvas.height / 2; (function drawFrame () { window.requestAnimationFrame(drawFrame, canvas); context.clearRect(0, 0, canvas.width, canvas.height); var speed = Math.sqrt(vx * vx + vy * vy), angle = Math.atan2(vy, vx); if (speed > friction) { speed -= friction; } else { speed = 0; } vx = Math.cos(angle) * speed; vy = Math.sin(angle) * speed; ball.x += vx; ball.y += vy; ball.draw(context); }()); }; </script> </body> </html>