I'm trying to make a little game where the user can click on a place on the page, the circle will follow to the pointer's position, and from there, the user can drag their mouse to make the circle move like a slingshot. I want the circle to be able to bounce off the walls.
However, it seems that on the circle's collision with a wall, the circle seems to 'stick' to the wall instead of bouncing right off. I think it might be because of the circle changing directions too quickly due to a rounding error? Also the top wall's collision hasn't been implemented yet because I don't think I declared the top wall div object properly.
let windowHeight = window.innerHeight;
let windowWidth = window.innerWidth;
//console.log(`Window height: ${windowHeight}, Window width: ${windowWidth}`);
var $ = document.querySelector.bind(document);
var $on = document.addEventListener.bind(document);
var mouseX, mouseY;
$on('mousedown', function (e){
mouseX = e.clientX || e.pageX;
mouseY = e.clientY || e.pageY;
initialX = mouseX;
initialY = mouseY;
//console.log('mousedown');
});
$on('mouseup', function (e){
//var d = Math.hypot(e.clientX - mouseX, e.clientY - mouseY);
var movebyX = (Math.abs(e.clientX - mouseX));
var movebyY = (Math.abs(e.clientY - mouseY));
// Move puck in opposite direction
if (e.clientX > mouseX){
mouseX -= movebyX;
}
else if(e.clientX < mouseX){
mouseX += movebyX;
}
if (e.clientY > mouseY){
mouseY -= movebyY;
}
else if(e.clientY < mouseY){
mouseY += movebyY;
}
//console.log('mouseup');
});
var circle = $('#circle');
var top = $('#top');
var bottom = $('#bottom');
var left = $('#left');
var right = $('#right');
var top = $('#top');
var x = void 0,
y = void 0,
dx = void 0;
dy = void 0;
v0x = void 0;
v0y = void 0;
accelScalar = 0.3;
key = -1;
velocityScalar = 0.05;
teleport = 0.1;
isCollide = false;
swap = false;
initialX = void 0;
initialY = void 0;
var followMouse = function followMouse(){
key = requestAnimationFrame(followMouse);
//tester();
if(!x || !y){
x = mouseX;
y = mouseY;
}
else {
makeMove(findVelocity().dx,findVelocity().dy);
}
};
function tester() {
console.log(top.getBoundingClientRect());
}
function findVelocity(){
v0x = (mouseX - x) * velocityScalar
v0y = (mouseY - y) * velocityScalar
return {
dx: v0x * accelScalar,
dy: v0y * accelScalar,
};
}
function makeMove(vx,vy){
//console.log(`x: ${x}, mouseX: ${mouseX}, vx: ${vx}`);
// teleport, avoid asymptote
if(Math.abs(vx) + Math.abs(vy) < teleport) {
x = mouseX;
y = mouseY;
vx = 0;
vy = 0;
}
// update position if collision
if (x-41 < (left.getBoundingClientRect().x)){
vx = -vx
vy = -vy
}
if (x+41 > (right.getBoundingClientRect().x)){
vx = -vx
vy = -vy
}
if (y+41 > (bottom.getBoundingClientRect().y)){
vx = -vx
vy = -vy
}
x += vx;
y += vy;
// show circle position
circle.style.left = (x-20) + 'px';
circle.style.top = (y-20) + 'px';
}
followMouse();
html, body {
margin: 0;
height: 100%;
background: #161616;
}
.wrap {
position: absolute;
top: 0;
left: 0;
bottom: 0;
right: 0;
overflow: hidden;
}
@keyframes animation {
0% {
transform: scale(0.9)
}
25% {
transform: scale(1.1)
}
50% {
transform: scale(0.9)
}
75% {
transform: scale(1.1)
}
100% {
transform: scale(0.9)
}
}
#circle {
width: 50px;
height: 50px;
background: none;
border: 5px solid aqua;
border-radius: 50%;
position: absolute;
left: 50%;
top: 50%;
margin: -10px 0 0 -10px;
pointer-events: none;
/*animation: animation 5s infinite
*/
}
#top, #bottom, #left, #right {
background: #a5ebff;
position: fixed;
}
#left, #right {
top: 0; bottom: 0;
width: 10px;
}
#left { left: 0; }
#right { right: 0; }
#top, #bottom {
left: 0; right: 0;
height: 10px;
}
#top { top: 0; }
#bottom { bottom: 0; }
<!DOCTYPE html>
<html>
<head>
<title> Test Project </title>
<link rel = "stylesheet" href = "main.css">
</head>
<body>
<div class = "wrap">
<div id = "circle"></div>
</div>
<div id="left"></div>
<div id="right"></div>
<div id="top"></div>
<div id="bottom"></div>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.5.1/jquery.min.js"></script>
<script type = "text/javascript" src = "./main.js"> </script>
</body>
</html>