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<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>Easing 2</title>
<link rel="stylesheet" href="../include/style.css">
</head>
<body>
<header>
Example from <a href="http://amzn.com/1430236655?tag=html5anim-20"><em>Foundation HTML5 Animation with JavaScript</em></a>
</header>
<canvas id="canvas" width="400" height="400"></canvas>
<aside>Press and drag circle with mouse.</aside>
<script src="../include/utils.js"></script>
<script src="./classes/ball.js"></script>
<script>
window.onload = function () {
var canvas = document.getElementById('canvas'),
context = canvas.getContext('2d'),
mouse = utils.captureMouse(canvas),
ball = new Ball(),
easing = 0.05,
targetX = canvas.width / 2,
targetY = canvas.height / 2,
isMouseDown = false;
canvas.addEventListener('mousedown', function () {
if (utils.containsPoint(ball.getBounds(), mouse.x, mouse.y)) {
isMouseDown = true;
canvas.addEventListener('mouseup', onMouseUp, false);
canvas.addEventListener('mousemove', onMouseMove, false);
}
}, false);
function onMouseUp () {
isMouseDown = false;
canvas.removeEventListener('mouseup', onMouseUp, false);
canvas.removeEventListener('mousemove', onMouseMove, false);
}
function onMouseMove () {
ball.x = mouse.x;
ball.y = mouse.y;
}
(function drawFrame () {
window.requestAnimationFrame(drawFrame, canvas);
context.clearRect(0, 0, canvas.width, canvas.height);
if (!isMouseDown) {
var vx = (targetX - ball.x) * easing,
vy = (targetY - ball.y) * easing;
ball.x += vx;
ball.y += vy;
}
ball.draw(context);
}());
};
</script>
</body>
</html>