JSFiddle - React, Tailwind, and code Playground
by Li Sen
HTML
<canvas id="canvas"></canvas>
Babel + JSX
const canvas = document.querySelector('canvas');
const ctx = canvas.getContext('2d');
const W = canvas.width = window.innerWidth;
const H = canvas.height = window.innerHeight;
const balls = [];
const ballsNum = 200;
const floor = 100;
const fl = 200;
const g = 0.2;
const bounce = 0.5;
const vpX = W / 2;
const vpY = H / 2;
class Ball {
constructor(radius=10, color) {
this.x = 0;
this.y = 0;
this.xp = 0;
this.yp = 0;
this.zp = 0;
this.vx = 0;
this.vy = 0;
this.vz = 0;
this.r = radius;
this.color = color;
this.scaleX = 1;
this.scaleY = 1;
this.visible = true;
}
draw(ctx) {
ctx.save();
ctx.translate(this.x, this.y);
ctx.scale(this.scaleX, this.scaleY);
ctx.fillStyle = this.color;
ctx.beginPath();
ctx.arc(0, 0, this.r, 0, (Math.PI / 180) * 360, false);
ctx.closePath();
ctx.fill();
ctx.restore();
}
}
function drawScreen() {
balls.forEach(move);
balls.forEach(draw);
}
function move(ball) {
ball.vy += g;
ball.xp += ball.vx;
ball.yp += ball.vy;
ball.zp += ball.vz;
if (ball.yp > floor) {
ball.yp = floor;
ball.vy *= -bounce;
}
if (ball.zp > -fl) {
const scale = fl / (fl + ball.zp);
ball.scaleX = ball.scaleY = scale;
ball.x = vpX + ball.xp * scale;
ball.y = vpY + ball.yp * scale;
ball.visible = true;
} else {
ball.visible = false;
}
}
function draw(ball) {
ball.visible && ball.draw(ctx);
}
for (let i = 0; i < ballsNum; i++) {
const ball = new Ball(5, '#000');
ball.vx = Math.random() * 10 - 5;
ball.vy = Math.random() * 10 - 5;
ball.vz = Math.random() * 10 - 5;
balls.push(ball);
}
!function drawFrame() {
window.requestAnimationFrame(drawFrame);
ctx.clearRect(0, 0, W, H);
drawScreen();
}();