StackOverflow_17471241: Bounce velocity calculation, collision with ground
Illustration of the answer to: http://stackoverflow.com/questions/17471241/bounce-velocity-calculation-collision-with-ground
HTML
<button onclick="throwBall()">throw ball</button>
<canvas id="canvas" width=400 height=400></canvas>
CSS
canvas {
background-color: ivory;
border:1px solid red;
}
button {
position: absolute;
left: 5;
top: 5;
}
JavaScript
// robust requestAnimationFrame polyfill
// http://www.paulirish.com/2011/requestanimationframe-for-smart-animating/
(function () {
var lastTime = 0;
var vendors = ['webkit', 'moz'];
for (var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) {
window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame'];
window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame'] || window[vendors[x] + 'CancelRequestAnimationFrame'];
}
if (!window.requestAnimationFrame) window.requestAnimationFrame = function (callback, element) {
var currTime = new Date().getTime();
var timeToCall = Math.max(0, 16 - (currTime - lastTime));
var id = window.setTimeout(function () {
callback(currTime + timeToCall);
},
timeToCall);
lastTime = currTime + timeToCall;
return id;
};
if (!window.cancelAnimationFrame) window.cancelAnimationFrame = function (id) {
clearTimeout(id);
};
}());
// --> Game Script:
var canvas = document.getElementById("canvas"),
context = canvas.getContext("2d");
var left = 0,
top = 0,
right = canvas.width,
bottom = canvas.height;
var gravity = 0.98;
var ball = {
radius: 25,
elasticity: 0.8, // -> coefficient of restitution
x: 30,
y: 30,
vx: 50, // initial velocity
vy: 0,
draw: function (ctx) {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, 2 * Math.PI, false);
ctx.fillStyle = 'green';
ctx.fill();
ctx.lineWidth = 1;
ctx.strokeStyle = '#003300';
ctx.stroke();
}
};
// throw the ball with random vx velocity
function throwBall() {
ball.x = 30;
ball.y = 30;
ball.vx = Math.random() * 50;
ball.vy = 0;
}
function clear() {
context.clearRect(0, 0, canvas.width, canvas.height);
}
function update() {
// calculate new position
//ball.x += ball.vx;
ball.y += ball.vy;
...