My code creates a single circle which falls to the bottom of the canvas and bounces. The problem is that I need to create multiple of these circles. How do I do that?
var canvas = document.getElementById('mcanvas');
var raf;
function rainDrop() {
this.x = Math.random() * (canvas.width - (canvas.width - canvas.width)) + (canvas.width - canvas.width);
this.y = 0;
this.vx = -0.5;
this.vy = 1;
this.radius = 1;
this.color = 'blue';
this.gravity = 2;
this.gravitySpeed = 0;
this.bounce = 1;
this.ctx = canvas.getContext('2d');
this.draw = function() {
this.ctx.beginPath();
this.ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2, true);
this.ctx.closePath();
this.ctx.fillStyle = this.color;
this.ctx.fill();
}
this.newPos = function() {
this.gravitySpeed += this.gravity;
this.x += this.vx;
this.y += this.vy + this.gravitySpeed;
this.hitBottom();
}
this.hitBottom = function() {
var rockbottom = canvas.height - this.radius;
if (this.y > rockbottom) {
this.y = rockbottom;
this.gravitySpeed = -(this.gravitySpeed / 1.5 * this.bounce);
}
}
}
var ball = new rainDrop();
function drawf() {
ball.ctx.clearRect(0, 0, canvas.width, canvas.height);
ball.draw();
ball.newPos();
raf = window.requestAnimationFrame(drawf);
}
canvas.addEventListener('mouseover', function(e) {
raf = window.requestAnimationFrame(drawf);
});
ball.draw();
<canvas id="mcanvas" width="200" height="100"></canvas>
The code currently: draws a single circle at a random location on the top of the canvas and then the circle will descend towards the bottom of the canvas. I want the code to: draw many of these circles without me having to code hundreds of lines of variables.
There might be a better way to do this but I've used an array of balls and added a forEach.
Populate a new array of balls with 150 balls
var balls = [];
for(var i=0; i<150; i++)
{
balls[i] = new rainDrop();
}
In the drawf function loop the balls to draw them
function drawf() {
balls[0].ctx.clearRect(0,0, canvas.width, canvas.height);
balls.forEach(function(b) {
b.draw();
b.newPos();});
raf = window.requestAnimationFrame(drawf);
}
I've also randomised the Y starting position of the balls as I think this is what you're looking for.
this.y = Math.random() * (canvas.height - (canvas.height-canvas.height)) + (canvas.height-canvas.height);
var canvas = document.getElementById('mcanvas');
var raf;
function rainDrop() {
this.x = Math.random() * (canvas.width - (canvas.width-canvas.width)) + (canvas.width-canvas.width);
this.y = Math.random() * (canvas.height - (canvas.height-canvas.height)) + (canvas.height-canvas.height);
this.vx = -0.5;
this.vy = 1;
this.radius = 1;
this.color = 'blue';
this.gravity = 2;
this.gravitySpeed = 0;
this.bounce = 1;
this.ctx = canvas.getContext('2d');
this.draw = function() {
this.ctx.beginPath();
this.ctx.arc(this.x,this.y,this.radius,0,Math.PI * 2, true);
this.ctx.closePath();
this.ctx.fillStyle = this.color;
this.ctx.fill();
}
this.newPos = function() {
this.gravitySpeed += this.gravity;
this.x += this.vx;
this.y += this.vy + this.gravitySpeed;
this.hitBottom();
}
this.hitBottom = function() {
var rockbottom = canvas.height - this.radius;
if (this.y > rockbottom) {
this.y = rockbottom;
this.gravitySpeed = -(this.gravitySpeed/1.5 * this.bounce);
}
}
}
var balls = [];
for(var i=0; i<150; i++)
{
balls[i] = new rainDrop();
}
function drawf() {
balls[0].ctx.clearRect(0,0, canvas.width, canvas.height);
balls.forEach(function(b) {
b.draw();
b.newPos();});
raf = window.requestAnimationFrame(drawf);
}
canvas.addEventListener('mouseover', function(e) {
raf = window.requestAnimationFrame(drawf);
});
<canvas id="mcanvas" style="border:1px solid gray; width:200px; height:100px;"/>
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