I need to figure out how to make a canvas element become clickable as well duplicate the element on the click, with the same properties. I have tried a few tricks with finding the ball via logic and pointing to the radius and coordinates of the ball and creating a clone constructor/prototype but to no avail has it worked! Thank you for the help!
Code below:
<style type="text/css">
body {
margin: 0;
padding: 0;
overflow: hidden;
}
#balling {
border:1px solid rgb(0,0,0);
}
</style>
</head>
<body>
<canvas id="balling" width="500" height="400"></canvas>
<!-- Javascript on the bottom to make page run faster -->
<script type="text/javascript" src="js/lib/jquery.js"></script>
<script type="text/javascript">
var canvas = document.getElementById('balling');
var context = canvas.getContext('2d');
// The Properties of the Circle and Position within the Viewport
var CircleOptions = {
posBall: {
x: 160,
y: 180
},
radius: 40,
startAngle: 0,
endAngle: Math.PI * 2,
anticlockwise: false,
radians: 0,
xMove: Math.random(),
yMove: Math.random(),
speed:2,
angle:80,
velocityX:1,
velocityY:1
};
//Math to make the ball move
function moveBall() {
CircleOptions.radians = CircleOptions.angle * Math.PI/180;
CircleOptions.xMove = Math.cos(CircleOptions.radians) * CircleOptions.speed * CircleOptions.velocityX;
CircleOptions.yMove = Math.sin(CircleOptions.radians) * CircleOptions.speed * CircleOptions.velocityY;
}
//Function to draw the ball
function DrawOptions() {
//Reset Canvas
context.fillStyle = "white";
context.fillRect(0, 0, canvas.width, canvas.height);
//Drawing of the ball
context.fillStyle = "rgb(142, 68, 173)";
context.beginPath();
context.arc(CircleOptions.posBall.x, CircleOptions.posBall.y, CircleOptions.radius, CircleOptions.startAngle, CircleOptions.endAngle, CircleOptions.anticlockwise);
context.closePath();
context.fill();
}
//finding the coordinates of the circle
function CircleCoordinates(CircleOptions) {
var left = CircleOptions.posBall.x - CircleOptions.radius,
top = CircleOptions.posBall.y + CircleOptions.radius,
right = CircleOptions.posBall.x + CircleOptions.radius,
bottom = CircleOptions.posBall.y - CircleOptions.radius;
}
// Animate and call the function to move the ball
setInterval(Move, 20);
//Function call for the ball
moveBall();
//The function to make it move, reset canvas for movement and color/create shape of ball
function Move() {
//Function call for drawing and pinpointing the coordinates
DrawOptions();
CircleCoordinates(CircleOptions);
//Power to make it move
CircleOptions.posBall.x += CircleOptions.xMove;
CircleOptions.posBall.y += CircleOptions.yMove;
//checks for ball hitting the Wall
if(CircleOptions.posBall.x > canvas.width || CircleOptions.posBall.x < 0) {
CircleOptions.angle -= 770;
moveBall();
} else if(CircleOptions.posBall.y > canvas.height || CircleOptions.posBall.y < 0) {
CircleOptions.angle -= 2760;
moveBall();
} else if(CircleOptions.posBall.y == canvas.height || CircleOptions.posBall.y > canvas.width) {
CircleOptions.angle += 90;
moveBall();
}
}
$('#balling').on('click', function(e) {
var clickedX = e.pageX - this.offsetLeft;
var clickedY = e.pageY - this.offsetTop;
if (clickedX > CircleOptions.right && clickedX > CircleOptions.left && clickedY > CircleOptions.top && clickedY < CircleOptions.bottom) {
alert ('clicked number ');
}
});
//Clone prototype and constructor
function Clone() {
Clone.prototype = CircleOptions;
var c = new Clone();
if(CircleOptions.posBall.x < canvas.width || CircleOptions.posBall.y == canvas.height) {
return c;
}
}
//function call for clone
Clone();
</script>
</body>
A link to the fiddle to see the code live: http://jsfiddle.net/coder101/CMW24/