Move toward an object at a constant speed
Shows how to move one object towards another at a constant speed.
by loktar
HTML
<canvas id="canvas"></canvas>
JavaScript
var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d"),
width = 500,
height = 500,
mX = width/2,
mY = height/2;
canvas.width = width;
canvas.height = height;
canvas.addEventListener("click", function (e) {
mX = e.pageX;
mY = e.pageY;
});
var Ball = function (x, y, radius, color) {
this.x = x || 0;
this.y = y || 0;
this.radius = radius || 10;
this.speed = 5;
this.color = color || "rgb(255,0,0)";
this.velX = 0;
this.velY = 0;
}
Ball.prototype.update = function (x, y) {
// get the target x and y
this.targetX = x;
this.targetY = y;
// We need to get the distance this time around
var tx = this.targetX - this.x,
ty = this.targetY - this.y,
dist = Math.sqrt(tx * tx + ty * ty);
/*
* we calculate a velocity for our object this time around
* divide the target x and y by the distance and multiply it by our speed
* this gives us a constant movement speed.
*/
this.velX = (tx / dist) * this.speed;
this.velY = (ty / dist) * this.speed;
// Stop once we hit our target. This stops the jittery bouncing of the object.
if (dist > this.radius / 2) {
// add our velocities
this.x += this.velX;
this.y += this.velY;
}
};
Ball.prototype.render = function () {
ctx.fillStyle = this.color;
ctx.beginPath();
// draw our circle with x and y being the center
ctx.arc(this.x - this.radius / 2, this.y - this.radius / 2, this.radius, 0, Math.PI * 2);
ctx.closePath();
ctx.fill();
};
var ball1 = new Ball(width / 2, height / 2, 10);
function render() {
ctx.clearRect(0, 0, width, height);
ball1.update(mX, mY);
ball1.render();
requestAnimationFrame(render);
}
render();