[CT404]: Finish Assignment 1 Q1
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@ -17,21 +17,27 @@ const colours = ["red", "orange", "yellow", "green", "blue", "indigo", "violet"]
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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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// create stick figure objects with random colour, facial expression, co-ordinates, and speed
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for (let i = 0; i < numberStickFigures; i++) {
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stickFigures.push({
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colour: colours[Math.floor(Math.random() * colours.length)],
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isSmiling: Math.random() > 0.5,
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x: Math.random() * (canvas.width - 10),
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y: Math.random() * (canvas.height - 10),
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// movement speed
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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() * 0.5) + 0.02 // Speed of limb movement
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limbAngle: 0,
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dancingSpeed: (Math.random() * 0.5) + 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 to draw a stick figure object
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// note that i am not using context.save() etc for drawing the stick figures repeatedly and am instead drawing them from scratch
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// i made the decision to do this to facilitate the stick figures dancing at different speeds, which would not be possible with context.save() etc
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function drawStickFigure(figure) {
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context.lineWidth = 3;
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context.strokeStyle = figure.colour;
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@ -46,7 +52,7 @@ function drawStickFigure(figure) {
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context.beginPath();
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context.arc(figure.x - 7, figure.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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context.fill();
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// right eye
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context.beginPath();
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@ -54,10 +60,14 @@ function drawStickFigure(figure) {
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context.stroke();
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context.fill();
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// draw a smile or frown
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// draw a smile or frown depending on the value of figure.isSmiling
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context.beginPath();
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if (figure.isSmiling) { context.arc(figure.x, figure.y - 25, 6, 0, Math.PI); }
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else { context.arc(figure.x, figure.y - 20, 6, Math.PI, 2 * Math.PI); }
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if (figure.isSmiling) {
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context.arc(figure.x, figure.y - 25, 6, 0, Math.PI);
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}
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else {
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context.arc(figure.x, figure.y - 20, 6, Math.PI, 2 * Math.PI);
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}
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context.stroke();
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// torso
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@ -66,66 +76,84 @@ function drawStickFigure(figure) {
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context.lineTo(figure.x, figure.y + 50);
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context.stroke();
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// Arms with 2 parts (upper and lower arm)
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// 2-part arms
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const armLength = 30;
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const upperArmAngle = Math.sin(figure.angle) * Math.PI / 4; // Swinging angle for upper arms
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const lowerArmAngle = Math.cos(figure.angle) * Math.PI / -2; // Swinging angle for lower arms
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const upperArmAngle = Math.sin(figure.limbAngle) * Math.PI / 4;
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const lowerArmAngle = Math.cos(figure.limbAngle) * Math.PI / -2;
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// left arm
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context.beginPath();
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// Left upper arm
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// upper left arm
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context.moveTo(figure.x, figure.y + 10);
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context.lineTo(figure.x - armLength * Math.cos(upperArmAngle), figure.y + 10 + armLength * Math.sin(upperArmAngle));
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// Left lower arm
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context.lineTo(figure.x - armLength * Math.cos(upperArmAngle) - armLength * Math.cos(lowerArmAngle), figure.y + 10 + armLength * Math.sin(upperArmAngle) + armLength * Math.sin(lowerArmAngle));
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// Right upper arm
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context.moveTo(figure.x, figure.y + 10);
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context.lineTo(figure.x + armLength * Math.cos(upperArmAngle), figure.y + 10 + armLength * Math.sin(upperArmAngle));
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// Right lower arm
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context.lineTo(figure.x + armLength * Math.cos(upperArmAngle) + armLength * Math.cos(lowerArmAngle), figure.y + 10 + armLength * Math.sin(upperArmAngle) + armLength * Math.sin(lowerArmAngle));
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// lower left arm
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context.lineTo(figure.x - armLength * Math.cos(upperArmAngle) - armLength * Math.cos(lowerArmAngle), figure.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.PI / 3) + Math.sin(figure.angle) * Math.PI / 10; // Swinging angle for upper legs
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const lowerLegAngle = (Math.PI / 3) + Math.cos(figure.angle) * Math.PI / 5; // Swinging angle for lower legs
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// right arm
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context.beginPath();
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// Left upper leg
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// upper right arm
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context.moveTo(figure.x, figure.y + 10);
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context.lineTo(figure.x + armLength * Math.cos(-upperArmAngle), figure.y + 10 + armLength * Math.sin(-upperArmAngle));
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// lower right arm
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context.lineTo(figure.x + armLength * Math.cos(-upperArmAngle) + armLength * Math.cos(lowerArmAngle), figure.y + 10 + armLength * Math.sin(-upperArmAngle) + armLength * Math.sin(lowerArmAngle));
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context.stroke();
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// 2-part legs
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const legLength = 40;
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const upperLegAngle = (Math.PI / 3) + Math.sin(figure.limbAngle) * Math.PI / 10;
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const lowerLegAngle = (Math.PI / 3) + Math.cos(figure.limbAngle) * Math.PI / 5;
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// left leg
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context.beginPath();
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// left upper leg
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context.moveTo(figure.x, figure.y + 50);
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context.lineTo(figure.x - legLength * Math.cos(upperLegAngle), figure.y + 50 + legLength * Math.sin(upperLegAngle));
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// Left lower leg
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context.lineTo(figure.x - legLength * Math.cos(upperLegAngle) - legLength * Math.cos(lowerLegAngle), figure.y + 50 + legLength * Math.sin(upperLegAngle) + legLength * Math.sin(lowerLegAngle));
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// Right upper leg
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// left lower leg
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context.lineTo(figure.x - legLength * Math.cos(upperLegAngle) - legLength * Math.cos(lowerLegAngle), figure.y + 50 + legLength * Math.sin(upperLegAngle) + legLength * Math.sin(lowerLegAngle));
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context.stroke();
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// right leg
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context.beginPath();
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// right upper leg
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context.moveTo(figure.x, figure.y + 50);
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context.lineTo(figure.x + legLength * Math.cos(upperLegAngle), figure.y + 50 + legLength * Math.sin(upperLegAngle));
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// Right lower leg
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// right lower leg
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context.lineTo(figure.x + legLength * Math.cos(upperLegAngle) + legLength * Math.cos(lowerLegAngle), figure.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 to update the stick figures (make them move)
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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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context.clearRect(0, 0, canvas.width, canvas.height);
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stickFigures.forEach((figure) => {
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// Update position
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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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// make figure bounce off screen boundaries
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if (figure.x + 20 >= canvas.width || figure.x - 20 <= 0) {
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figure.dx = -figure.dx;
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}
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if (figure.y + 100 >= canvas.height || figure.y - 50 <= 0) {
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figure.dy = -figure.dy;
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}
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// Update limb angles for dancing
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figure.angle += figure.angleSpeed;
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// update limb angles for dancing
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figure.limbAngle += figure.dancingSpeed;
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// Draw the updated stick figure with animated limbs
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drawStickFigure(figure);
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});
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requestAnimationFrame(updateStickFigures); // Recursive call for animation
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requestAnimationFrame(updateStickFigures);
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}
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updateStickFigures();
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updateStickFigures();
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