HTML and CSS Reference
In-Depth Information
iif ( ! canvasSupport ()) {
return
return ;
}
function
function drawScreen () {
context . fillStyle = '#EEEEEE' ;
context . fillRect ( 0 , 0 , theCanvas . width , theCanvas . height );
//Box
context . strokeStyle = '#000000' ;
context . strokeRect ( 1 , 1 , theCanvas . width - 2 , theCanvas . height - 2 );
ball . velocityx = ball . velocityx - ( ball . velocityx * friction );
ball . velocityy += gravity ;
iif (( ball . y + ball . radius ) > theCanvas . height ) {
ball . velocityy = - ( ball . velocityy ) * ball . elasticity ;
}
ball . y += ball . velocityy ;
ball . x += ball . velocityx ;
context . fillStyle = "#000000" ;
context . beginPath ();
context . arc ( ball . x , ball . y , ball . radius , 0 , Math . PI * 2 , true
true );
context . closePath ();
context . fill ();
}
var
var speed = 6 ;
var
var gravity = . 1 ;
var
var friction = . 008 ;
var
var elasticity = . 5 ;
var
var angle = 285 ;
var
var radians = angle * Math . PI / 180 ;
var
var radius = 15 ;
var
var vx = Math . cos ( radians ) * speed ;
var
var vy = Math . sin ( radians ) * speed ;
theCanvas = document . getElementById ( "canvasOne" );
context = theCanvas . getContext ( "2d" );
var
var p1 = { x : 20 , y : theCanvas . height - radius };
var
var ball = { x : p1 . x , y : p1 . y , velocityx : vx , velocityy : vy , radius : radius ,
elasticity : elasticity };
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