Cleaning up
This commit is contained in:
		@ -3,6 +3,5 @@
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<script src="index.js"></script>
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</head>
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<body>
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<canvas id="canvas"></canvas>
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</body>
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</html>
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										97
									
								
								index.js
									
									
									
									
									
								
							
							
						
						
									
										97
									
								
								index.js
									
									
									
									
									
								
							@ -1,26 +1,37 @@
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"use strict";
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document.addEventListener('DOMContentLoaded', init);
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document.addEventListener('DOMContentLoaded', () => init());
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let ctx, canvas = document.createElement("canvas");
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function init() {
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    var canvas = document.getElementById("canvas");
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    canvas.width = window.innerWidth
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    canvas.height = window.innerHeight
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    function start() {
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        canvas.width = window.innerWidth
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        canvas.height = window.innerHeight
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        ctx = canvas.getContext('2d');
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        document.body.insertBefore(canvas, document.body.childNodes[0]);
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        document.addEventListener('keydown', controls);
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        run();
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    const ctx = canvas.getContext('2d');
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    var balls = [];
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    add();
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    document.addEventListener('keydown', control);
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    anim();
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    function control(e) {
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        switch(e.key) {
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            case 'ArrowUp':     add();   break;
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            case 'ArrowDown':   remove(); break;
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        }        
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        for (let i = 0; i < 15; i++) add();
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    }
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    function run() {
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        ctx.clearRect(0, 0, canvas.width, canvas.height);
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        update();
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        requestAnimationFrame(run);
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    }
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    function controls(e) {
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        switch (e.key) {
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            case 'ArrowUp': add(); break;
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            case 'ArrowDown': remove(); break;
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        }
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    }
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    // -------------------------------------------------------------------
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    let balls = [];
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    function remove() {
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        balls.pop();
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    }
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@ -30,40 +41,48 @@ function init() {
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        let y = Math.floor(Math.random() * canvas.height);
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        let speed = 1 + Math.floor(Math.random() * 10);
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        let angle = Math.floor(Math.random() * 360);
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        // angle must be in radians (now it's wrong)
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        balls.push({ x: x, y: y, size: 20, speed: speed, angle: angle, color:'black' });
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        balls.push(new ball(x, y, speed, angle));
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    }
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    function update() {
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        balls.forEach(b => b.update());
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    }
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    function anim() {
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        ctx.fillStyle = 'white';
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        ctx.fillRect(0, 0, canvas.width, canvas.height);
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    start();
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}
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        balls.forEach(b => {
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            update(b);
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            draw(b);
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        }
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        );
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        requestAnimationFrame(anim);
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class ball {
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    constructor(x, y, speed, angle) {
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        this.x = x;
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        this.y = y;
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        this.speed = speed;
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        this.angle = angle;
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        this.color = 'black';
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        this.size = 20;
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    }
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    function update(b) {
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        b.x += b.speed * Math.cos(b.angle);
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        b.y += b.speed * Math.sin(b.angle);
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        if ( b.x<0 || b.x>canvas.width || b.y<0 || b.y>canvas.height ) bounce(b);
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    update() {
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        this.move();
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        this.draw();
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    }
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    function bounce(b) {
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        b.angle += 180; 
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    draw() {
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        ctx.fillStyle = this.color;
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        ctx.fillRect(this.x, this.y, this.size, this.size);
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    }
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    function draw(b) {
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        ctx.fillStyle = b.color;
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        ctx.fillRect(b.x, b.y, b.size, b.size);
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    move() {
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        this.x += this.speed * Math.cos(this.angle);
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        this.y += this.speed * Math.sin(this.angle);
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        if (this.x < 0 || this.x > canvas.width || this.y < 0 || this.y > canvas.height)
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            this.bounce();
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    }
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    bounce() {
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        this.angle += 180;
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    }
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}
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