SVG.js Balls
Just a default setup to start fiddling
by sikuda
HTML
<div id="drawing"></div>
JavaScript
// initialize SVG.js
var draw = SVG('drawing')
var width = 158;
var height = 100;
var offset = 10;
var rect = draw.rect(width,height).fill('#008');
//var circle1 = draw.circle(5).fill('#f06').animate().move(100, 50);
var Balls = [ new ball(), new ball(), new ball()];
// draw pink square
//raw.rect(100, 100).animate().move(100, 50).fill('#f06');
function run() {
var beginTime = new Date();
var c1 = draw.circle(6).fill('white').x(50).y(40);
var c2 = draw.circle(6).fill('white').x(40).y(50);
//step(Balls);
//draw();
//Balls[0].x(100).y(200);
var endTime = new Date();
endTime = endTime.getTime() - beginTime.getTime();
if (endTime !== 0) endTime = 1000 / endTime;
else endTime = "Max1000";
//rtext.attr('text',"Visible FPS:" + (1000 / timeFrame) + " Max FPS: " + endTime);
//setTimeout(function () {
// run();
//}, timeFrame);
}
function ball() {
this.r = 3 + 7*Math.random();
this.x = offset + (width-2*offset) * Math.random();
this.y = offset + (height-2*offset) * Math.random();
this.vx = 3*Math.random();
this.vy = 3*Math.random();
//alert(this.y)
this.draw = function () {
this.x(this.x).y(this.y);
};
draw.circle(this.r).fill('white');
return this;
}
function draw(){
//for (var i = 0; i < Lines.length; i++){
// Lines[i].draw();
//}
//for (var i = 0; i < LinesMouse.length; i++){
// LinesMouse[i].draw(point);
//}
for (var i = 0; i < Balls.length; i++){
Balls[i].draw();
}
}
run();