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HTML5 Canvas, 2nd Edition
book

HTML5 Canvas, 2nd Edition

by Steve Fulton, Jeff Fulton
April 2013
Beginner
750 pages
20h 21m
English
O'Reilly Media, Inc.
Content preview from HTML5 Canvas, 2nd Edition

Uniform Circular Motion

Uniform circular motion occurs when we move an object along the distinct radius of a defined circle. When we know the radius, we can use our old friends cosine and sine to find the x and y locations of the moving object. The equations to find the locations of an object moving uniformly on a defined circle are as follows:

x = radius * cosine(angle)
y = radius * sine(angle)

We will create an example of uniform circular movement with a circle that has a radius of 125, with its center position at 250,250 on the canvas. We will move a ball along that circle, starting at an angle of 0.

In canvasApp(), we will define this circle path as a dynamic object stored in the circle variable. While this object defines the properties of a circle, we will not actually draw this circle on the canvas; rather, it defines only the path on which we will move our ball object:

var circle = {centerX:250, centerY:250, radius:125, angle:0}
var ball = {x:0, y:0,speed:.1};

In drawScreen(), we will incorporate the equations for uniform circular movement. To do this, we will set the x and y properties of the ball object to the products of the equations, added to the center location of the circle path on the canvas (circle.centerX, circle.centerY):

ball.x = circle.centerX + Math.cos(circle.angle) * circle.radius;
ball.y = circle.centerY + Math.sin(circle.angle) * circle.radius;

We then add the speed of the ball to the angle of the circle path. This effectively sets the ball to move to a new location ...

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Publisher Resources

ISBN: 9781449335847Errata Page