HTML and CSS Reference
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checkBoundaries , the ball will move at whatever velocity it was just being dragged with, and this results
in a thrown ball!
In case you got lost along the way, here is the final example (06-throwing.html ):
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>Throwing</title>
<link rel="stylesheet" href="style.css">
</head>
<body>
<canvas id="canvas" width="400" height="400"></canvas>
<script src="utils.js"></script>
<script src="ball.js"></script>
<script>
window.onload = function () {
var canvas = document.getElementById('canvas'),
context = canvas.getContext('2d'),
mouse = utils.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 (utils.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;
}
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