redefine vertical and horizontal bouncing

Set option to remove bounce in either/both directions.
Replace old speed based logic.
Allow for combinations of directional speeds.
Rename speed variables for consistency.
This commit is contained in:
Asif Bacchus 2020-04-10 14:47:26 -06:00
parent 818c82ad6c
commit 81e41b9fd3
1 changed files with 44 additions and 34 deletions

View File

@ -58,12 +58,12 @@ function particles(){
// check particle position, mouse position, move particle and draw it
update(){
// check if particle.x is still within canvas
if (vSpeed === 0 && hSpeed > 0){
if (noBounceH === true && speedH > 0){
if (this.x > canvas.width){
this.x = 0;
}
}
else if (vSpeed === 0 && hSpeed < 0){
else if (noBounceH === true && speedH < 0){
if (this.x < 0){
this.x = canvas.width;
}
@ -75,12 +75,12 @@ function particles(){
}
// check if particle.y is still within canvas
if (hSpeed === 0 && vSpeed > 0){
if (noBounceV === true && speedV > 0){
if (this.y > canvas.height) {
this.y = 0;
}
}
else if (hSpeed === 0 && vSpeed < 0){
else if (noBounceV === true && speedV < 0){
if (this.y < 0){
this.y = canvas.height;
}
@ -114,8 +114,8 @@ function particles(){
// move particle
if (speed !== 0) {
this.x += this.directionX * speed * hSpeed;
this.y += this.directionY * speed * vSpeed;
this.x += this.directionX * speed * speedH;
this.y += this.directionY * speed * speedV;
}
// draw particle
@ -129,24 +129,12 @@ function particles(){
let numberOfParticles = canvas.width * 0.01;
for (let i = 0; i < numberOfParticles * numParticles; i++){
let size = (Math.random() * sizeMultiplier) + 1;
// set X
let x = (Math.random() * ((innerWidth - size * 2) - (size * 2)) + size * 2);
directionX = Math.random() * 5;
// set Y
let y = (Math.random() * ((innerHeight - size * 2) - (size * 2)) + size * 2);
// set directionX
let directionX = 0
if (vSpeed === 0){
directionX = (Math.random() * 5);
}
else {
directionX = (Math.random() * 5) - 2.5;
}
// set directionY
let directionY = 0;
if (hSpeed === 0){
directionY = (Math.random() * 5);
}
else{
directionY = (Math.random() * 5) - 2.5;
}
directionY = Math.random() * 5;
particlesArray.push(new Particle(x, y, directionX, directionY, size));
}
@ -287,6 +275,28 @@ function particles(){
console.log("'connectionDensity' must be a finite number greater than 1. Using default of '15'.");
}
if (typeof noBounceH == 'undefined'){
noBounceH = false;
}
else if (typeof noBounceH === 'boolean'){
noBounceH;
}
else{
noBounceH = false;
console.log("'noBounceH' must be either 'true' or 'false'. Using default of 'false'.");
}
if (typeof noBounceV == 'undefined'){
noBounceV = false;
}
else if (typeof noBounceV === 'boolean'){
noBounceV;
}
else{
noBounceV = false;
console.log("'noBounceV' must be either 'true' or 'false'. Using default of 'false'.");
}
if (typeof speed == 'undefined'){
speed = 50;
}
@ -298,28 +308,28 @@ function particles(){
console.log("'speed' must be an integer between 1-1000. Using default of '50'.");
};
if (typeof hSpeed == 'undefined'){
hSpeed = 1;
if (typeof speedH == 'undefined'){
speedH = 1;
}
else if (Number.isInteger(hSpeed) && (-1000 <= hSpeed && hSpeed <= 1000)){
hSpeed;
else if (Number.isInteger(speedH) && (-1000 <= speedH && speedH <= 1000)){
speedH;
speed = 1;
}
else{
hSpeed = 1;
console.log("'hSpeed' must be an integer between -1000 and 1000. Using default of '1'.");
speedH = 1;
console.log("'speedH' must be an integer between -1000 and 1000. Using default of '1'.");
};
if (typeof vSpeed == 'undefined'){
vSpeed = 1;
if (typeof speedV == 'undefined'){
speedV = 1;
}
else if (Number.isInteger(vSpeed) && (-1000 <= vSpeed && vSpeed <= 1000)){
vSpeed;
else if (Number.isInteger(speedV) && (-1000 <= speedV && speedV <= 1000)){
speedV;
speed = 1;
}
else{
vSpeed = 1;
console.log("'vSpeed' must be an integer between -1000 and 1000. Using default of '1'.");
speedV = 1;
console.log("'speedV' must be an integer between -1000 and 1000. Using default of '1'.");
};
if (typeof avoidMouse == 'undefined'){