HTML and CSS Reference
In-Depth Information
var
var
balls
=
new
new
Array
();
var
var
tempBall
;
var
var
tempX
;
var
var
tempY
;
var
var
tempSpeed
;
var
var
tempAngle
;
var
var
tempRadius
;
var
var
tempRadians
;
var
var
tempvelocityx
;
var
var
tempvelocityy
;
var
var
friction
=
.
01
;
theCanvas
=
document
.
getElementById
(
"canvasOne"
);
context
=
theCanvas
.
getContext
(
"2d"
);
for
for
(
var
var
i
=
0
;
i
<
numBalls
;
i
++
) {
tempRadius
=
Math
.
floor
(
Math
.
random
()
*
maxSize
)
+
minSize
;
var
var
placeOK
=
false
false
;
while
while
(
!
placeOK
) {
tempX
=
tempRadius
*
3
+
(
Math
.
floor
(
Math
.
random
()
*
theCanvas
.
width
)
-
tempRadius
*
3
);
tempY
=
tempRadius
*
3
+
(
Math
.
floor
(
Math
.
random
()
*
theCanvas
.
height
)
-
tempRadius
*
3
);
tempSpeed
=
maxSpeed
-
tempRadius
;
tempAngle
=
Math
.
floor
(
Math
.
random
()
*
360
);
tempRadians
=
tempAngle
*
Math
.
PI
/
180
;
tempvelocityx
=
Math
.
cos
(
tempRadians
)
*
tempSpeed
;
tempvelocityy
=
Math
.
sin
(
tempRadians
)
*
tempSpeed
;
tempBall
=
{
x
:
tempX
,
y
:
tempY
,
radius
:
tempRadius
,
speed
:
tempSpeed
,
angle
:
tempAngle
,
velocityx
:
tempvelocityx
,
velocityy
:
tempvelocityy
,
mass
:
tempRadius
*
8
,
nextx
:
tempX
,
nexty
:
tempY
};
placeOK
=
canStartHere
(
tempBall
);
}
balls
.
push
(
tempBall
);
}
function
function
canStartHere
(
ball
) {
var
var
retval
=
true
true
;
for
for
(
var
var
i
=
0
;
i
<
balls
.
length
;
i
++
) {
iif
(
hitTestCircle
(
ball
,
balls
[
i
])) {
retval
=
false
false
;
}
}
return
return
retval
;
}