Drag and drop a moving ball around canvas












1















I have a red ball which moves in a specific path and 2 buttons to start and stop it's movement. I want to stop sometime the ball an then move it in another position of the path and then start it's movement again. Here is what i have done until now, but i did not managed to make it. My code runs and no errors appear but i can't drag or drop my ball to the position i want. Does anyone knows what i am doing wrong or why this happens??
Thanks in advance!!!



<!DOCTYPE html>
<html>
<head>
<title> example </title>

</head>
<body>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
<button type='button' id='start'>START</button>
<button type='button' id='stop'>STOP</button>
<br>
<canvas id="myCanvas" width="1515" height="950" style="border:1px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.</canvas>

</body>
</html>


script



<script>
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");

window.requestAnimFrame = (function (callback) {
return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function (callback) {
window.setTimeout(callback, 1000 / 60);
};
})();

var dragok = false;

function MouseDown(e){
x = e.pageX - canvas.offsetLeft;
y = e.pageY - canvas.offsetTop;
dragok = true;
canvas.onmousemove = MouseMove;
}

function MouseUp(e){
dragok = false;
canvas.onmousemove = null;
}

function MouseMove(e){
if (dragok){
x = e.pageX - canvas.offsetLeft;
y = e.pageY - canvas.offsetTop;
}
}

canvas.onmousedown = MouseDown;
canvas.onmouseup = MouseUp;

var pathArray = ;
pathArray.push({
x: 140,
y: 100
});
pathArray.push({
x: 1375,
y: 100
});
pathArray.push({
x: 1375,
y: 230
});
pathArray.push({
x: 140,
y: 230
});
pathArray.push({
x: 140,
y: 320
});
pathArray.push({
x: 1375,
y: 320
});
pathArray.push({
x: 1375,
y: 450
});
pathArray.push({
x: 140,
y: 450
});
pathArray.push({
x: 140,
y: 540
});
pathArray.push({
x: 1375,
y: 540
});
pathArray.push({
x: 1375,
y: 670
});
pathArray.push({
x: 140,
y: 670
});

var polypoints = makePolyPoints(pathArray, 5);
var width = 15;
var height = 30;
var speed = 1/2;
var stopAnimation = true;
var position = 0;


function drawBall(){
ctx.beginPath();
ctx.arc(150, 85, 12, 0, 2*Math.PI);
ctx.fillStyle = "#B22222";
ctx.fill();
}

drawBall();

// start animation
$('#start').on('click',function(){
stopAnimation = false;
requestAnimFrame(animate);
});

// stop animation
$('#stop').on('click',function(){
stopAnimation = true;
});

animate();

function animate(){
if(stopAnimation){return;}
setTimeout(function () {
requestAnimFrame(animate);
position += speed;
if (position> polypoints.length - 1) {
return;
}
var pt = polypoints[position];
if(pt){
ctx.save();
ctx.beginPath();
ctx.translate(pt.x, pt.y);
ctx.arc(-width / 2, -height / 2, 12, 0, 2*Math.PI);
ctx.fillStyle = "#B22222";
ctx.fill();
ctx.restore();
}
}, 1000 / 60);
}

function makePolyPoints(pathArray, speedFactor) {
var points = ;
for (var i = 1; i < pathArray.length; i++) {
var startPt = pathArray[i - 1];
var endPt = pathArray[i];
var dx = endPt.x - startPt.x;
var dy = endPt.y - startPt.y;
var distance = Math.sqrt(dx*dx+dy*dy)
var steps = distance/speedFactor
for (var n = 0; n <= steps; n++) {
var x = startPt.x + dx * n / steps;
var y = startPt.y + dy * n / steps;
points.push({
x: x,
y: y
});
}
}
return (points);
}


</script>









share|improve this question

























  • One of the things you are doing wrong is that you try to push your balls in an unexistent array pathArrayBall1

    – enxaneta
    Nov 13 '18 at 20:11











  • That was a copy-paste mistake, but thank you for your note!

    – dim109
    Nov 13 '18 at 20:36
















1















I have a red ball which moves in a specific path and 2 buttons to start and stop it's movement. I want to stop sometime the ball an then move it in another position of the path and then start it's movement again. Here is what i have done until now, but i did not managed to make it. My code runs and no errors appear but i can't drag or drop my ball to the position i want. Does anyone knows what i am doing wrong or why this happens??
Thanks in advance!!!



<!DOCTYPE html>
<html>
<head>
<title> example </title>

</head>
<body>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
<button type='button' id='start'>START</button>
<button type='button' id='stop'>STOP</button>
<br>
<canvas id="myCanvas" width="1515" height="950" style="border:1px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.</canvas>

</body>
</html>


script



<script>
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");

window.requestAnimFrame = (function (callback) {
return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function (callback) {
window.setTimeout(callback, 1000 / 60);
};
})();

var dragok = false;

function MouseDown(e){
x = e.pageX - canvas.offsetLeft;
y = e.pageY - canvas.offsetTop;
dragok = true;
canvas.onmousemove = MouseMove;
}

function MouseUp(e){
dragok = false;
canvas.onmousemove = null;
}

function MouseMove(e){
if (dragok){
x = e.pageX - canvas.offsetLeft;
y = e.pageY - canvas.offsetTop;
}
}

canvas.onmousedown = MouseDown;
canvas.onmouseup = MouseUp;

var pathArray = ;
pathArray.push({
x: 140,
y: 100
});
pathArray.push({
x: 1375,
y: 100
});
pathArray.push({
x: 1375,
y: 230
});
pathArray.push({
x: 140,
y: 230
});
pathArray.push({
x: 140,
y: 320
});
pathArray.push({
x: 1375,
y: 320
});
pathArray.push({
x: 1375,
y: 450
});
pathArray.push({
x: 140,
y: 450
});
pathArray.push({
x: 140,
y: 540
});
pathArray.push({
x: 1375,
y: 540
});
pathArray.push({
x: 1375,
y: 670
});
pathArray.push({
x: 140,
y: 670
});

var polypoints = makePolyPoints(pathArray, 5);
var width = 15;
var height = 30;
var speed = 1/2;
var stopAnimation = true;
var position = 0;


function drawBall(){
ctx.beginPath();
ctx.arc(150, 85, 12, 0, 2*Math.PI);
ctx.fillStyle = "#B22222";
ctx.fill();
}

drawBall();

// start animation
$('#start').on('click',function(){
stopAnimation = false;
requestAnimFrame(animate);
});

// stop animation
$('#stop').on('click',function(){
stopAnimation = true;
});

animate();

function animate(){
if(stopAnimation){return;}
setTimeout(function () {
requestAnimFrame(animate);
position += speed;
if (position> polypoints.length - 1) {
return;
}
var pt = polypoints[position];
if(pt){
ctx.save();
ctx.beginPath();
ctx.translate(pt.x, pt.y);
ctx.arc(-width / 2, -height / 2, 12, 0, 2*Math.PI);
ctx.fillStyle = "#B22222";
ctx.fill();
ctx.restore();
}
}, 1000 / 60);
}

function makePolyPoints(pathArray, speedFactor) {
var points = ;
for (var i = 1; i < pathArray.length; i++) {
var startPt = pathArray[i - 1];
var endPt = pathArray[i];
var dx = endPt.x - startPt.x;
var dy = endPt.y - startPt.y;
var distance = Math.sqrt(dx*dx+dy*dy)
var steps = distance/speedFactor
for (var n = 0; n <= steps; n++) {
var x = startPt.x + dx * n / steps;
var y = startPt.y + dy * n / steps;
points.push({
x: x,
y: y
});
}
}
return (points);
}


</script>









share|improve this question

























  • One of the things you are doing wrong is that you try to push your balls in an unexistent array pathArrayBall1

    – enxaneta
    Nov 13 '18 at 20:11











  • That was a copy-paste mistake, but thank you for your note!

    – dim109
    Nov 13 '18 at 20:36














1












1








1








I have a red ball which moves in a specific path and 2 buttons to start and stop it's movement. I want to stop sometime the ball an then move it in another position of the path and then start it's movement again. Here is what i have done until now, but i did not managed to make it. My code runs and no errors appear but i can't drag or drop my ball to the position i want. Does anyone knows what i am doing wrong or why this happens??
Thanks in advance!!!



<!DOCTYPE html>
<html>
<head>
<title> example </title>

</head>
<body>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
<button type='button' id='start'>START</button>
<button type='button' id='stop'>STOP</button>
<br>
<canvas id="myCanvas" width="1515" height="950" style="border:1px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.</canvas>

</body>
</html>


script



<script>
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");

window.requestAnimFrame = (function (callback) {
return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function (callback) {
window.setTimeout(callback, 1000 / 60);
};
})();

var dragok = false;

function MouseDown(e){
x = e.pageX - canvas.offsetLeft;
y = e.pageY - canvas.offsetTop;
dragok = true;
canvas.onmousemove = MouseMove;
}

function MouseUp(e){
dragok = false;
canvas.onmousemove = null;
}

function MouseMove(e){
if (dragok){
x = e.pageX - canvas.offsetLeft;
y = e.pageY - canvas.offsetTop;
}
}

canvas.onmousedown = MouseDown;
canvas.onmouseup = MouseUp;

var pathArray = ;
pathArray.push({
x: 140,
y: 100
});
pathArray.push({
x: 1375,
y: 100
});
pathArray.push({
x: 1375,
y: 230
});
pathArray.push({
x: 140,
y: 230
});
pathArray.push({
x: 140,
y: 320
});
pathArray.push({
x: 1375,
y: 320
});
pathArray.push({
x: 1375,
y: 450
});
pathArray.push({
x: 140,
y: 450
});
pathArray.push({
x: 140,
y: 540
});
pathArray.push({
x: 1375,
y: 540
});
pathArray.push({
x: 1375,
y: 670
});
pathArray.push({
x: 140,
y: 670
});

var polypoints = makePolyPoints(pathArray, 5);
var width = 15;
var height = 30;
var speed = 1/2;
var stopAnimation = true;
var position = 0;


function drawBall(){
ctx.beginPath();
ctx.arc(150, 85, 12, 0, 2*Math.PI);
ctx.fillStyle = "#B22222";
ctx.fill();
}

drawBall();

// start animation
$('#start').on('click',function(){
stopAnimation = false;
requestAnimFrame(animate);
});

// stop animation
$('#stop').on('click',function(){
stopAnimation = true;
});

animate();

function animate(){
if(stopAnimation){return;}
setTimeout(function () {
requestAnimFrame(animate);
position += speed;
if (position> polypoints.length - 1) {
return;
}
var pt = polypoints[position];
if(pt){
ctx.save();
ctx.beginPath();
ctx.translate(pt.x, pt.y);
ctx.arc(-width / 2, -height / 2, 12, 0, 2*Math.PI);
ctx.fillStyle = "#B22222";
ctx.fill();
ctx.restore();
}
}, 1000 / 60);
}

function makePolyPoints(pathArray, speedFactor) {
var points = ;
for (var i = 1; i < pathArray.length; i++) {
var startPt = pathArray[i - 1];
var endPt = pathArray[i];
var dx = endPt.x - startPt.x;
var dy = endPt.y - startPt.y;
var distance = Math.sqrt(dx*dx+dy*dy)
var steps = distance/speedFactor
for (var n = 0; n <= steps; n++) {
var x = startPt.x + dx * n / steps;
var y = startPt.y + dy * n / steps;
points.push({
x: x,
y: y
});
}
}
return (points);
}


</script>









share|improve this question
















I have a red ball which moves in a specific path and 2 buttons to start and stop it's movement. I want to stop sometime the ball an then move it in another position of the path and then start it's movement again. Here is what i have done until now, but i did not managed to make it. My code runs and no errors appear but i can't drag or drop my ball to the position i want. Does anyone knows what i am doing wrong or why this happens??
Thanks in advance!!!



<!DOCTYPE html>
<html>
<head>
<title> example </title>

</head>
<body>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
<button type='button' id='start'>START</button>
<button type='button' id='stop'>STOP</button>
<br>
<canvas id="myCanvas" width="1515" height="950" style="border:1px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.</canvas>

</body>
</html>


script



<script>
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");

window.requestAnimFrame = (function (callback) {
return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function (callback) {
window.setTimeout(callback, 1000 / 60);
};
})();

var dragok = false;

function MouseDown(e){
x = e.pageX - canvas.offsetLeft;
y = e.pageY - canvas.offsetTop;
dragok = true;
canvas.onmousemove = MouseMove;
}

function MouseUp(e){
dragok = false;
canvas.onmousemove = null;
}

function MouseMove(e){
if (dragok){
x = e.pageX - canvas.offsetLeft;
y = e.pageY - canvas.offsetTop;
}
}

canvas.onmousedown = MouseDown;
canvas.onmouseup = MouseUp;

var pathArray = ;
pathArray.push({
x: 140,
y: 100
});
pathArray.push({
x: 1375,
y: 100
});
pathArray.push({
x: 1375,
y: 230
});
pathArray.push({
x: 140,
y: 230
});
pathArray.push({
x: 140,
y: 320
});
pathArray.push({
x: 1375,
y: 320
});
pathArray.push({
x: 1375,
y: 450
});
pathArray.push({
x: 140,
y: 450
});
pathArray.push({
x: 140,
y: 540
});
pathArray.push({
x: 1375,
y: 540
});
pathArray.push({
x: 1375,
y: 670
});
pathArray.push({
x: 140,
y: 670
});

var polypoints = makePolyPoints(pathArray, 5);
var width = 15;
var height = 30;
var speed = 1/2;
var stopAnimation = true;
var position = 0;


function drawBall(){
ctx.beginPath();
ctx.arc(150, 85, 12, 0, 2*Math.PI);
ctx.fillStyle = "#B22222";
ctx.fill();
}

drawBall();

// start animation
$('#start').on('click',function(){
stopAnimation = false;
requestAnimFrame(animate);
});

// stop animation
$('#stop').on('click',function(){
stopAnimation = true;
});

animate();

function animate(){
if(stopAnimation){return;}
setTimeout(function () {
requestAnimFrame(animate);
position += speed;
if (position> polypoints.length - 1) {
return;
}
var pt = polypoints[position];
if(pt){
ctx.save();
ctx.beginPath();
ctx.translate(pt.x, pt.y);
ctx.arc(-width / 2, -height / 2, 12, 0, 2*Math.PI);
ctx.fillStyle = "#B22222";
ctx.fill();
ctx.restore();
}
}, 1000 / 60);
}

function makePolyPoints(pathArray, speedFactor) {
var points = ;
for (var i = 1; i < pathArray.length; i++) {
var startPt = pathArray[i - 1];
var endPt = pathArray[i];
var dx = endPt.x - startPt.x;
var dy = endPt.y - startPt.y;
var distance = Math.sqrt(dx*dx+dy*dy)
var steps = distance/speedFactor
for (var n = 0; n <= steps; n++) {
var x = startPt.x + dx * n / steps;
var y = startPt.y + dy * n / steps;
points.push({
x: x,
y: y
});
}
}
return (points);
}


</script>






javascript html5 canvas javascript-events html5-canvas






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share|improve this question













share|improve this question




share|improve this question








edited Nov 13 '18 at 20:43







dim109

















asked Nov 13 '18 at 19:32









dim109dim109

84




84













  • One of the things you are doing wrong is that you try to push your balls in an unexistent array pathArrayBall1

    – enxaneta
    Nov 13 '18 at 20:11











  • That was a copy-paste mistake, but thank you for your note!

    – dim109
    Nov 13 '18 at 20:36



















  • One of the things you are doing wrong is that you try to push your balls in an unexistent array pathArrayBall1

    – enxaneta
    Nov 13 '18 at 20:11











  • That was a copy-paste mistake, but thank you for your note!

    – dim109
    Nov 13 '18 at 20:36

















One of the things you are doing wrong is that you try to push your balls in an unexistent array pathArrayBall1

– enxaneta
Nov 13 '18 at 20:11





One of the things you are doing wrong is that you try to push your balls in an unexistent array pathArrayBall1

– enxaneta
Nov 13 '18 at 20:11













That was a copy-paste mistake, but thank you for your note!

– dim109
Nov 13 '18 at 20:36





That was a copy-paste mistake, but thank you for your note!

– dim109
Nov 13 '18 at 20:36












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