HTML and CSS Reference
In-Depth Information
For our purposes, the t value will be increased by the speed at which we want the object to
move. However, you will notice that this value does not easily equate to the speed values we
used elsewhere in this chapter. The reason is that the t value was not created with movement
over time for animation in mind. The speed we specify must be smaller than 1 so that the
movement on the curve will be incremental enough for us to see it as part of the animation.
For our example, we will increase t by a speed of .01 so that we will see 100 points on the
movement curve (1/100 = .01). This is advantageous because we will know our object has
finished moving when the t value is equal to 1 .
For Example 5-11 ( CH5EX11.html ), we will start by creating the four points of the Bezier
curve in the canvasApp() function:
var
var p0 = { x : 60 , y : 10 };
var
var p1 = { x : 70 , y : 200 };
var
var p2 = { x : 125 , y : 295 };
var
var p3 = { x : 350 , y : 350 };
We then create a new ball object with a couple differing properties from those in the other
examples in this chapter. The speed is .01 , which means that the object will move 100 points
along the curve before it is finished. We start the t value at 0 , which means that the ball will
begin at p0 :
var
var ball = { x : 0 , y : 0 , speed : . 01 , t : 0 };
Next, in the drawScreen() function, we calculate the Bezier curve coefficient values ( ax , bx ,
cx , ay , by , cy ) based on the four points ( p0 , p1 , p2 , p3 ):
var
var cx = 3 * ( p1 . x - p0 . x );
var
var bx = 3 * ( p2 . x - p1 . x ) - cx ;
var
var ax = p3 . x - p0 . x - cx - bx ;
var
var cy = 3 * ( p1 . y - p0 . y );
var
var by = 3 * ( p2 . y - p1 . y ) - cy ;
var
var ay = p3 . y - p0 . y - cy - by ;
Thenwetakeour t valueanduseitwiththecoefficientstocalculatethe x and y valuesforthe
moving object. First, we get the t value from the ball object, and we store it locally so that
we can use it in our calculations:
var
var t = ball . t ;
Next we add the speed to the t value so that we can calculate the next point on the Bezier
path:
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