Reputation: 97
Currently when my sprite is moving on the canvas, it will only bounce off after hitting the side of the canvas. Is there a way to let my sprite change to another direction at random position on the canvas?
Here is my code for the changing of direction and how it moves:
Fish.prototype.changeDirection = function () {
speedXSign = this.speedX > 0 ? 1 : -1;
speedYSign = this.speedY > 0 ? 1 : -1;
this.speedX = speedXSign * (1 + Math.random() * 2);
this.speedY = speedYSign * (1 + Math.random() * 2);
};
Fish.prototype.move = function () {
this.animIndex++;
if ( this.animIndex == animFrames.length) this.animIndex = 0;
this.xPos += this.speedX;
if ((this.xPos + this.frameWidth * this.frameScale / 2) >= canvas.width && this.speedX > 0 ||
(this.xPos - this.frameWidth * this.frameScale / 2) <= 0 && this.speedX <= 0) {
this.speedX = -this.speedX;
}
this.yPos += this.speedY;
if ((this.yPos + this.frameHeight * this.frameScale / 2) >= canvas.height && this.speedY > 0 ||
(this.yPos - this.frameHeight * this.frameScale / 2) <= 0 && this.speedY <= 0) {
this.speedY = -this.speedY;
}
};
Upvotes: 3
Views: 1870
Reputation: 424
One fairly simple option is to pick a random amount of time and have the fish change directions after that amount of time. My first thought would be to use setTimeout
. I noticed the comparison in your changeDirection
function was backward so I fixed that and set it to call itself after some random amount of time.
Fish.prototype.changeDirection = function () {
var me = this;
var speedXSign = this.speedX < 0 ? 1 : -1;
var speedYSign = this.speedY < 0 ? 1 : -1;
this.speedX = speedXSign * (1 + Math.random() * 2);
this.speedY = speedYSign * (1 + Math.random() * 2);
var time = 1000 + 2000*Math.random();
setTimeout(function() {me.changeDirection()}, time);
};
You can change how frequently they turn around by adjusting the time variable.
Then you'll need to initialize the changeDirection loop when you add a new fish so init
might look like this:
function init() {
frameWidth = imgFish.width / frameCount ;
frameHeight = imgFish.height ;
document.getElementById("button").onclick = function() {
// create another fish using the Fish class
var anotherFish = new Fish(xPos, yPos, speedX, speedY, imgFish, frameWidth, frameHeight);
// put this new fish into the fishes[] array
fishes.push(anotherFish) ;
// make it start changing directions
anotherFish.changeDirection();
// draw this new fish
anotherFish.drawFish();
}
animate();
}
Also you don't want to change direction every frame so take the fish.changeDirection();
line out of your animate
function.
As a side note, you might consider making them change x and y directions independently or randomly instead of every time. This makes it look a more natural.
var speedXSign = Math.random() < 0.5 ? 1 : -1;
var speedYSign = Math.random() < 0.5 ? 1 : -1;
Edit: JSFiddle
Upvotes: 4