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How to make the balls move on canvas instead of manually moving on each click

I am working on a game where on each click on the canvas, the player (positioned on the canvas) shoots a ball in that direction. Right now what's working is that when ever I click on the canvas, it creates the ball and it advances as I keep clicking, but it should move forward automatically after the first click. I tried using requestAnimationFrame but I'm having scope issues.

This is the code that is relevant: The Game class:

class Game {
    constructor(props) {
        // ...
        this.balls = []
        this.canvas.addEventListener('mousedown', (e) => {        
            this.handleMouseClicks(this.canvas, e)
        });
    }

    handleMouseClicks(canvas, e) {
        if () {
        } else {
            this.balls.push(new Ball());
            this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height)
            // draw all the balls
            this.balls.forEach((ball) => {
                ball.animateBall();
            });
            // draw the player after clearing the canvas
            this.player.drawPlayer(this.playerPosX, this.playerPosY);
        }
             
         
   }
}

The Ball class:

    class Ball {
        constructor(props) {
            // ...
           
        }

        updateBall() {   
            this.ballPosX = this.ballPosX + this.velocity.x
            this.ballPosY = this.ballPosY + this.velocity.y
        }

        drawBall() {           
            this.angle = Math.atan2(this.mouseClickPosY - this.cannonPosY, this.mouseClickPosX - this.cannonPosX);
            this.velocity = {
                x: Math.cos(this.angle),
                y: Math.sin(this.angle)
            };
            this.ballRadius = 2;
            this.ctx.beginPath();
            this.ctx.arc(this.ballPosX, this.ballPosY, this.ballRadius, 0, Math.PI * 2, false);
            this.ctx.closePath();
            this.ctx.fillStyle = this.color;
            this.ctx.fill();
}
    
        animateBall() {
            this.drawBall();
            this.updateBall(); 
        }
    }

What I tried to do was to move the animation part inside Game class so that I can call it using requestAnimationFrame:

    handleMouseClicks(canvas, e) {
        if () {
        } else {
          loop();
 
          function loop(){
             this.balls.push(new Ball());
             this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height)
             // draw all the balls
             this.balls.forEach((ball) => {
             ball.animateBall();
            });
            // draw the player after clearing the canvas
            this.player.drawPlayer(this.playerPosX, this.playerPosY);

          requestAnimationFrame(loop);
          }

        }
}

But that is not working as intended

about 4 years ago · Juan Pablo Isaza
1 Respostas
Responde à pergunta

0

If you define a function using the function keyword it will be defined in the global scope. If you want the function to use the Game instance as this, you can use an arrow function. Arrow functions bind the function's context to the context they are defined in.

Let's define a draw() method to the Game class.

class Game {
  constructor() {
    // ...
    this.draw();
  }

  // ...

  draw() {
    this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
    
    // draw all the balls
    this.balls.forEach((ball) => {
      ball.animateBall();
    });

    // draw the player after clearing the canvas
    this.player.drawPlayer(this.playerPosX, this.playerPosY);

    // Here, "() => { /* function body */ }" is an arrow function example
    window.requestAnimationFrame(() => this.draw());
  }
}
about 4 years ago · Juan Pablo Isaza Relatório
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