[CT404]: Move AS1Q1 to its own directory
This commit is contained in:
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const canvas = document.getElementById('myCanvas');
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const ctx = canvas.getContext('2d');
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// set canvas dimensions
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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// draw the stick figures
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draw();
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function drawStickFigure(x, y) {
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ctx.lineWidth = 3;
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ctx.strokeStyle = 'black';
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// draw the stick figure's head
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ctx.beginPath();
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ctx.arc(x, y - 30, 20, 0, Math.PI * 2);
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ctx.stroke();
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// draw the stick figure's left eye
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ctx.beginPath();
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ctx.arc(x - 7, y - 33, 1, 0, Math.PI * 2);
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ctx.stroke();
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// draw the stick figure's right eye
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ctx.beginPath();
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ctx.arc(x + 7, y - 33, 1, 0, Math.PI * 2);
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ctx.stroke();
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// draw the stick figure's mouth
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ctx.beginPath();
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ctx.arc(x, y - 25, 6, 0, Math.PI);
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ctx.stroke();
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// Body
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ctx.beginPath();
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ctx.moveTo(x, y - 10);
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ctx.lineTo(x, y + 50); // Length of body
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ctx.stroke();
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// Arms
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ctx.beginPath();
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ctx.moveTo(x - 30, y + 10); // Left arm
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ctx.lineTo(x + 30, y + 10); // Right arm
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ctx.stroke();
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// Legs
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ctx.beginPath();
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ctx.moveTo(x, y + 50); // Start at bottom of body
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ctx.lineTo(x - 20, y + 100); // Left leg
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ctx.moveTo(x, y + 50);
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ctx.lineTo(x + 20, y + 100); // Right leg
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ctx.stroke();
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}
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// Animation function
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// function animate() {
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// ctx.clearRect(0, 0, canvas.width, canvas.height); // Clear the canvas
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//
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// drawStickFigure(x, y); // Draw stick figure at current position
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//
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// // Update position
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// x += dx;
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// y += dy;
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//
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// // Check boundaries and reverse direction if necessary
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// if (x + 20 > canvas.width || x - 20 < 0) dx = -dx; // Horizontal boundary check
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// if (y + 100 > canvas.height || y - 50 < 0) dy = -dy; // Vertical boundary check
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//
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// requestAnimationFrame(animate); // Recursive call to keep animation going
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// }
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// Start animation
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// animate();
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function draw() {
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// prompt the user to enter a number in a range and not continuing under a number in that range is selected
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let numberStickFigures = 5;
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// let numberStickFigures = 0;
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// while (numberStickFigures < 1 || numberStickFigures > 5) {
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// numberStickFigures = prompt("Enter an integer between 1 and 5");
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// }
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for (let i = 1; i <= numberStickFigures; i++) {
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// place the stick figure randomly on the canvas
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const x = Math.floor(Math.random() * canvas.width);
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const y = Math.floor(Math.random() * canvas.height);
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drawStickFigure(x, y);
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}
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}
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const canvas = document.getElementById('myCanvas');
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const ctx = canvas.getContext('2d');
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// set canvas dimensions
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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// Store stick figure data
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let stickFigures = [];
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// Generate random number of stick figures between 1 and 5
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let numberStickFigures = 5;
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// Create stick figures with random positions and velocities
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for (let i = 0; i < numberStickFigures; i++) {
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stickFigures.push({
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x: Math.random() * canvas.width,
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y: Math.random() * canvas.height,
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dx: (Math.random() - 0.5) * 8,
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dy: (Math.random() - 0.5) * 8,
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danceSpeed: Math.random() * 5,
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limbAngle: 0
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});
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}
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// Draw the stick figure
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function drawStickFigure(x, y) {
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ctx.lineWidth = 3;
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ctx.strokeStyle = 'black';
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// Draw the stick figure's head
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ctx.beginPath();
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ctx.arc(x, y - 30, 20, 0, Math.PI * 2);
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ctx.stroke();
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// Draw the stick figure's left eye
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ctx.beginPath();
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ctx.arc(x - 7, y - 33, 1, 0, Math.PI * 2);
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ctx.stroke();
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// Draw the stick figure's right eye
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ctx.beginPath();
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ctx.arc(x + 7, y - 33, 1, 0, Math.PI * 2);
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ctx.stroke();
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// Draw the stick figure's mouth
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ctx.beginPath();
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ctx.arc(x, y - 25, 6, 0, Math.PI);
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ctx.stroke();
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// Body
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ctx.beginPath();
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ctx.moveTo(x, y - 10);
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ctx.lineTo(x, y + 50); // Length of body
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ctx.stroke();
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// Arms
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ctx.beginPath();
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// right arm
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ctx.moveTo(x, y + 10);
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ctx.lineTo(x + 30, y + 10);
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ctx.stroke();
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// left arm
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ctx.moveTo(x, y + 10);
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ctx.lineTo(x - 30, y + 10);
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ctx.stroke();
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// Legs
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ctx.beginPath();
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ctx.moveTo(x, y + 50); // Start at bottom of body
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ctx.lineTo(x - 20, y + 100); // Left leg
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ctx.moveTo(x, y + 50);
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ctx.lineTo(x + 20, y + 100); // Right leg
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ctx.stroke();
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}
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// Update the position of each stick figure and bounce off the boundaries
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function updateStickFigures() {
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ctx.clearRect(0, 0, canvas.width, canvas.height); // Clear the canvas
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stickFigures.forEach((figure) => {
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// Update position
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figure.x += figure.dx;
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figure.y += figure.dy;
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// Bounce off the boundaries
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if (figure.x + 20 > canvas.width || figure.x - 20 < 0) figure.dx = -figure.dx; // Horizontal boundary check
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if (figure.y + 100 > canvas.height || figure.y - 50 < 0) figure.dy = -figure.dy; // Vertical boundary check
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// Draw updated figure
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drawStickFigure(figure.x, figure.y);
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});
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requestAnimationFrame(updateStickFigures); // Recursive call for animation
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}
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// Start animation
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updateStickFigures();
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@ -0,0 +1,13 @@
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>CT404: Assignment 01</title>
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<link rel="stylesheet" href="styles.css">
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</head>
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<body>
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<canvas id="myCanvas" width="800" height="600"></canvas>
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<script src="script.js"></script>
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</body>
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</html>
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@ -0,0 +1 @@
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console.log('Happy developing ✨')
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@ -0,0 +1,10 @@
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{
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"name": "code",
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"version": "1.0.0",
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"description": "",
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"main": "index.js",
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"scripts": {
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"test": "echo \"Error: no test specified\" && exit 1"
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},
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"private": true
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}
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@ -0,0 +1,125 @@
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const canvas = document.getElementById('myCanvas');
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const context = canvas.getContext('2d');
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// make canvas the same size as the window
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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// prompt user to enter a number between 1 and 5 and not continuing until one is selected
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let numberStickFigures = 0;
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while (numberStickFigures < 1 || numberStickFigures > 5) {
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numberStickFigures = prompt("Enter an integer between 1 and 5");
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}
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// array to store position, speed etc of each stick figure
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let stickFigures = [];
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// Create stick figures with random positions and velocities
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for (let i = 0; i < numberStickFigures; i++) {
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stickFigures.push({
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x: Math.random() * canvas.width,
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y: Math.random() * canvas.height,
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dx: (Math.random() - 0.5) * 4,
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dy: (Math.random() - 0.5) * 4,
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angle: 0, // Initial limb angle
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angleSpeed: (Math.random() * 0.05) + 0.02 // Speed of limb movement
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});
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}
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// Draw the stick figure
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function drawStickFigure(x, y, angle) {
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context.lineWidth = 3;
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context.strokeStyle = 'black';
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// draw the head
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context.beginPath();
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context.arc(x, y - 30, 20, 0, Math.PI * 2);
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context.stroke();
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// left eye
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context.beginPath();
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context.arc(x - 7, y - 33, 1, 0, Math.PI * 2);
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context.stroke();
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context.fill(); // fill in circle
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// right eye
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context.beginPath();
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context.arc(x + 7, y - 33, 1, 0, Math.PI * 2);
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context.stroke();
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context.fill();
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// mouth
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context.beginPath();
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context.arc(x, y - 25, 6, 0, Math.PI);
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context.stroke();
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// torso
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context.beginPath();
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context.moveTo(x, y - 10);
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context.lineTo(x, y + 50);
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context.stroke();
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// Arms with 2 parts (upper and lower arm)
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const armLength = 30;
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const upperArmAngle = Math.sin(angle) * Math.PI / 4; // Swinging angle for upper arms
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const lowerArmAngle = Math.cos(angle) * Math.PI / -2; // Swinging angle for lower arms
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context.beginPath();
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// Left upper arm
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context.moveTo(x, y + 10);
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context.lineTo(x - armLength * Math.cos(upperArmAngle), y + 10 + armLength * Math.sin(upperArmAngle));
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// Left lower arm
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context.lineTo(x - armLength * Math.cos(upperArmAngle) - armLength * Math.cos(lowerArmAngle), y + 10 + armLength * Math.sin(upperArmAngle) + armLength * Math.sin(lowerArmAngle));
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// Right upper arm
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context.moveTo(x, y + 10);
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context.lineTo(x + armLength * Math.cos(upperArmAngle), y + 10 + armLength * Math.sin(upperArmAngle));
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// Right lower arm
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context.lineTo(x + armLength * Math.cos(upperArmAngle) + armLength * Math.cos(lowerArmAngle), y + 10 + armLength * Math.sin(upperArmAngle) + armLength * Math.sin(lowerArmAngle));
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context.stroke();
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// Legs with 2 parts (thigh and calf)
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const legLength = 40;
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const upperLegAngle = Math.sin(angle) * Math.PI / 5; // Swinging angle for upper legs
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const lowerLegAngle = Math.cos(angle) * Math.PI / 2; // Swinging angle for lower legs
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context.beginPath();
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// Left upper leg
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context.moveTo(x, y + 50);
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context.lineTo(x - legLength * Math.cos(upperLegAngle), y + 50 + legLength * Math.sin(upperLegAngle));
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// Left lower leg
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context.lineTo(x - legLength * Math.cos(upperLegAngle) - legLength * Math.cos(lowerLegAngle), y + 50 + legLength * Math.sin(upperLegAngle) + legLength * Math.sin(lowerLegAngle));
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// Right upper leg
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context.moveTo(x, y + 50);
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context.lineTo(x + legLength * Math.cos(upperLegAngle), y + 50 + legLength * Math.sin(upperLegAngle));
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// Right lower leg
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context.lineTo(x + legLength * Math.cos(upperLegAngle) + legLength * Math.cos(lowerLegAngle), y + 50 + legLength * Math.sin(upperLegAngle) + legLength * Math.sin(lowerLegAngle));
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context.stroke();
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}
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// Update the position and dance movements of each stick figure
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function updateStickFigures() {
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context.clearRect(0, 0, canvas.width, canvas.height); // Clear the canvas
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stickFigures.forEach((figure) => {
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// Update position
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figure.x += figure.dx;
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figure.y += figure.dy;
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// Bounce off the boundaries
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if (figure.x + 20 > canvas.width || figure.x - 20 < 0) figure.dx = -figure.dx; // Horizontal boundary check
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if (figure.y + 100 > canvas.height || figure.y - 50 < 0) figure.dy = -figure.dy; // Vertical boundary check
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// Update limb angles for dancing
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figure.angle += figure.angleSpeed;
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// Draw the updated stick figure with animated limbs
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drawStickFigure(figure.x, figure.y, figure.angle);
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});
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requestAnimationFrame(updateStickFigures); // Recursive call for animation
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}
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// Start animation
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updateStickFigures();
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