const canvas = document.getElementById('myCanvas'); const context = canvas.getContext('2d'); // make canvas the same size as the window canvas.width = window.innerWidth; canvas.height = window.innerHeight; // prompt user to enter a number between 1 and 10 and not continuing until one is selected let numberStickFigures = 0; while (numberStickFigures < 1 || numberStickFigures > 10) { numberStickFigures = prompt("Enter an integer between 1 and 10"); } // the colours that a stick figure may be (colours of the rainbow) const colours = ["red", "orange", "yellow", "green", "blue", "indigo", "violet"]; // array to store position, speed etc of each stick figure let stickFigures = []; // create stick figure objects with random colour, facial expression, co-ordinates, and speed for (let i = 0; i < numberStickFigures; i++) { stickFigures.push({ colour: colours[Math.floor(Math.random() * colours.length)], isSmiling: Math.random() > 0.5, x: Math.random() * (canvas.width - 10), y: Math.random() * (canvas.height - 10), // movement speed dx: (Math.random() - 0.5) * 4, dy: (Math.random() - 0.5) * 4, limbAngle: 0, dancingSpeed: (Math.random() * 0.5) + 0.02 // speed of limb movement }); } // function to draw a stick figure object // note that i am not using context.save() etc for drawing the stick figures repeatedly and am instead drawing them from scratch // 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 function drawStickFigure(figure) { context.lineWidth = 3; context.strokeStyle = figure.colour; context.fillStyle = figure.colour; // draw the head context.beginPath(); context.arc(figure.x, figure.y - 30, 20, 0, Math.PI * 2); context.stroke(); // left eye context.beginPath(); context.arc(figure.x - 7, figure.y - 33, 1, 0, Math.PI * 2); context.stroke(); context.fill(); // right eye context.beginPath(); context.arc(figure.x + 7, figure.y - 33, 1, 0, Math.PI * 2); context.stroke(); context.fill(); // draw a smile or frown depending on the value of figure.isSmiling context.beginPath(); if (figure.isSmiling) { context.arc(figure.x, figure.y - 25, 6, 0, Math.PI); } else { context.arc(figure.x, figure.y - 20, 6, Math.PI, 2 * Math.PI); } context.stroke(); // torso context.beginPath(); context.moveTo(figure.x, figure.y - 10); context.lineTo(figure.x, figure.y + 50); context.stroke(); // 2-part arms const armLength = 30; const upperArmAngle = Math.sin(figure.limbAngle) * Math.PI / 4; const lowerArmAngle = Math.cos(figure.limbAngle) * Math.PI / -2; // left arm context.beginPath(); // upper left arm context.moveTo(figure.x, figure.y + 10); context.lineTo(figure.x - armLength * Math.cos(upperArmAngle), figure.y + 10 + armLength * Math.sin(upperArmAngle)); // lower left arm context.lineTo(figure.x - armLength * Math.cos(upperArmAngle) - armLength * Math.cos(lowerArmAngle), figure.y + 10 + armLength * Math.sin(upperArmAngle) + armLength * Math.sin(lowerArmAngle)); context.stroke(); // right arm context.beginPath(); // upper right arm context.moveTo(figure.x, figure.y + 10); context.lineTo(figure.x + armLength * Math.cos(-upperArmAngle), figure.y + 10 + armLength * Math.sin(-upperArmAngle)); // lower right arm context.lineTo(figure.x + armLength * Math.cos(-upperArmAngle) + armLength * Math.cos(lowerArmAngle), figure.y + 10 + armLength * Math.sin(-upperArmAngle) + armLength * Math.sin(lowerArmAngle)); context.stroke(); // 2-part legs const legLength = 40; const upperLegAngle = (Math.PI / 3) + Math.sin(figure.limbAngle) * Math.PI / 10; const lowerLegAngle = (Math.PI / 3) + Math.cos(figure.limbAngle) * Math.PI / 5; // left leg context.beginPath(); // left upper leg context.moveTo(figure.x, figure.y + 50); context.lineTo(figure.x - legLength * Math.cos(upperLegAngle), figure.y + 50 + legLength * Math.sin(upperLegAngle)); // left lower leg context.lineTo(figure.x - legLength * Math.cos(upperLegAngle) - legLength * Math.cos(lowerLegAngle), figure.y + 50 + legLength * Math.sin(upperLegAngle) + legLength * Math.sin(lowerLegAngle)); context.stroke(); // right leg context.beginPath(); // right upper leg context.moveTo(figure.x, figure.y + 50); context.lineTo(figure.x + legLength * Math.cos(upperLegAngle), figure.y + 50 + legLength * Math.sin(upperLegAngle)); // right lower leg context.lineTo(figure.x + legLength * Math.cos(upperLegAngle) + legLength * Math.cos(lowerLegAngle), figure.y + 50 + legLength * Math.sin(upperLegAngle) + legLength * Math.sin(lowerLegAngle)); context.stroke(); } // function to update the stick figures (make them move) function updateStickFigures() { context.clearRect(0, 0, canvas.width, canvas.height); stickFigures.forEach((figure) => { // update position figure.x += figure.dx; figure.y += figure.dy; // make figure bounce off screen boundaries if (figure.x + 20 >= canvas.width || figure.x - 20 <= 0) { figure.dx = -figure.dx; } if (figure.y + 100 >= canvas.height || figure.y - 50 <= 0) { figure.dy = -figure.dy; } // update limb angles for dancing figure.limbAngle += figure.dancingSpeed; drawStickFigure(figure); }); requestAnimationFrame(updateStickFigures); } updateStickFigures();