Move toward an object at a constant speed with heading
Shows how to move one object towards another at a constant speed, and how to calculate the angle between two objects and show the heading.
by loktar
HTML
<canvas id="canvas"></canvas>
JavaScript
var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d"),
width = 500,
height = 500,
mX = 0,
mY = 0,
started = false;
canvas.width = width;
canvas.height = height;
canvas.addEventListener("mousemove", function (e) {
mX = e.pageX;
mY = e.pageY;
});
canvas.addEventListener("mouseenter", function (e) {
if(!started){
started = true;
render();
}
});
canvas.addEventListener("mouseleave", function (e) {
started = false;
});
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.pointLength = 50;
this.px = 0;
this.py = 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;
/*
* Get the direction we are facing
* I just use -tx and -ty here because we already calculated tx and ty
* To get the proper x and y you need to subtract the targets x and y from
* our objects x and y
*/
var radians = Math.atan2(-ty,-tx);
this.px = this.x - this.pointLength * Math.cos(radians);
this.py = this.y - this.pointLength * Math.sin(radians);
// Stop once we hit our target. This stops the jittery bouncing of the object.
if (dist > this.pointLength) {
// add our velocities
this.x += this.velX;
this.y += this.velY;
...