HTML Canvas Mouse Press, drag, and throw circle
<!doctype html> <html> <head> <meta charset="utf-8"> <title>Throwing</title> </head>/*from www .j a va2 s .co m*/ <body> <canvas id="canvas" width="400" height="400"></canvas> <aside>Press, drag, and throw circle with mouse.</aside> <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(); } getBounds() { return { x: this.x - this.radius, y: this.y - this.radius, width: this.radius * 2, height: this.radius * 2 }; } } captureMouse = function (element) { var 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) { var 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; }; containsPoint = function (rect, x, y) { return !(x < rect.x || x > rect.x + rect.width || y < rect.y || y > rect.y + rect.height); }; window.onload = function () { var canvas = document.getElementById('canvas'), context = canvas.getContext('2d'), mouse = captureMouse(canvas), ball = new Ball(), vx = Math.random() * 10 - 5, vy = -10, bounce = -0.7, gravity = 0.2, isMouseDown = false, oldX, oldY; ball.x = canvas.width / 2; ball.y = canvas.height / 2; canvas.addEventListener('mousedown', function () { if (containsPoint(ball.getBounds(), mouse.x, mouse.y)) { isMouseDown = true; oldX = ball.x; oldY = ball.y; canvas.addEventListener('mouseup', onMouseUp, false); canvas.addEventListener('mousemove', onMouseMove, false); } }, false); function onMouseUp () { isMouseDown = false; canvas.removeEventListener('mouseup', onMouseUp, false); canvas.removeEventListener('mousemove', onMouseMove, false); } function onMouseMove (event) { ball.x = mouse.x; ball.y = mouse.y; } function trackVelocity () { vx = ball.x - oldX; vy = ball.y - oldY; oldX = ball.x; oldY = ball.y; } function checkBoundaries () { var left = 0, right = canvas.width, top = 0, bottom = canvas.height; vy += gravity; ball.x += vx; ball.y += vy; //boundary detect and bounce if (ball.x + ball.radius > right) { ball.x = right - ball.radius; vx *= bounce; } else if (ball.x - ball.radius < left) { ball.x = left + ball.radius; vx *= bounce; } if (ball.y + ball.radius > bottom) { ball.y = bottom - ball.radius; vy *= bounce; } else if (ball.y - ball.radius < top) { ball.y = top + ball.radius; vy *= bounce; } } (function drawFrame () { window.requestAnimationFrame(drawFrame, canvas); context.clearRect(0, 0, canvas.width, canvas.height); if (isMouseDown) { trackVelocity(); } else { checkBoundaries(); } ball.draw(context); }()); }; </script> </body> </html>