const ctx = canvas.getContext("2d");
const moveSpeed = 0.4;
const boxMin = 20;
const boxMax = 50;
const boxCount = 100;
const boxArea = 2000;
// some canvas vals
var w = canvas.width;
var h = canvas.height;
var cw = w / 2; // center
var ch = h / 2;
var globalTime;
const U = undefined;
// Helper function
const doFor = (count, cb) => { var i = 0; while (i < count && cb(i++) !== true); };
const eachOf = (array, cb) => { var i = 0; const len = array.length; while (i < len && cb(array[i], i++, len) !== true ); };
const setOf = (count, cb) => {var a = [],i = 0; while (i < count) { a.push(cb(i ++)) } return a };
const randI = (min, max = min + (min = 0)) => (Math.random() * (max - min) + min) | 0;
const rand = (min, max = min + (min = 0)) => Math.random() * (max - min) + min;
// mouse function and object
const mouse = {x : 0, y : 0, button : false, world : {x : 0, y : 0}}
function mouseEvents(e){
mouse.x = e.pageX;
mouse.y = e.pageY;
mouse.button = e.type === "mousedown" ? true : e.type === "mouseup" ? false : mouse.button;
}
["down","up","move"].forEach(name => document.addEventListener("mouse"+name,mouseEvents));
// boxes in world coordinates.
const boxes = [];
function draw(){
if(this.dead){
ctx.fillStyle = "rgba(0,0,0,0.5)";
ctx.fillRect(this.x,this.y,this.w,this.h);
}
ctx.strokeStyle = this.col;
ctx.globalAlpha = 1;
ctx.strokeRect(this.x,this.y,this.w,this.h);
// the rest is just overkill
if(this.col === "red"){
this.mr = 10;
}else{
this.mr = 1;
}
this.mc += (this.mr-this.m) * 0.45;
this.mc *= 0.05;
this.m += this.mc;
for(var i = 0; i < this.m; i ++){
const m = this.m * (i + 1);
ctx.globalAlpha = 1-(m / 100);
ctx.strokeRect(this.x-m,this.y-m,this.w,this.h);
}
}
// make random boxes.
function createBoxes(){
boxes.length = 0;
boxes.push(...setOf(boxCount,()=>{
return {
x : randI(cw- boxArea/ 2, cw + boxArea/2),
y : randI(ch- boxArea/ 2, ch + boxArea/2),
w : randI(boxMin,boxMax),
h : randI(boxMin,boxMax),
m : 5,
mc : 0,
mr : 5,
col : "black",
dead : false,
draw : draw,
isOver : isOver,
}
}));
}
// use mouse world coordinates to find box under mouse
function isOver(x,y){
return x > this.x && x < this.x + this.w && y > this.y && y < this.y + this.h;
}
var overBox;
function findBox(x,y){
if(overBox){
overBox.col = "black";
}
overBox = undefined;
eachOf(boxes,box=>{
if(box.isOver(x,y)){
overBox = box;
box.col = "red";
return true;
}
})
}
function drawBoxes(){
boxes.forEach(box=>box.draw());
}
// next 3 values control the movement of the origin
// rather than move instantly the currentPos chases the new pos.
const currentPos = {x :0, y : 0};
const newPos = {x :0, y : 0};
const chasePos = {x :0, y : 0};
// this function does the chasing
function updatePos(){
chasePos.x += (newPos.x - currentPos.x) * moveSpeed;
chasePos.y += (newPos.y - currentPos.y) * moveSpeed;
chasePos.x *= moveSpeed;
chasePos.y *= moveSpeed;
currentPos.x += chasePos.x;
currentPos.y += chasePos.y;
}
// ISO matrix and inverse matrix plus 2world and 2 screen
const isoMat = [1,0.5,-1,0.5,0,0];
const invMatrix = [];
const cross = isoMat[0] * isoMat[3] - isoMat[1] * isoMat[2];
invMatrix[0] = isoMat[3] / cross;
invMatrix[1] = -isoMat[1] / cross;
invMatrix[2] = -isoMat[2] / cross;
invMatrix[3] = isoMat[0] / cross;
function screenToWorld(pos,retPos){
const x = pos.x - isoMat[4];
const y = pos.y - isoMat[5];
retPos.x = x * invMatrix[0] + y * invMatrix[2];
retPos.y = x * invMatrix[1] + y * invMatrix[3];
}
function worldToScreen(pos,retPos){
retPos.x = pos.x * isoMat[0] + pos.y * isoMat[2];// + isoMat[4];
retPos.y = pos.x * isoMat[1] + pos.y * isoMat[3];// + isoMat[5];
}
// main update function
function update(timer){
// standard frame setup
globalTime = timer;
ctx.setTransform(1,0,0,1,0,0); // reset transform
ctx.globalAlpha = 1; // reset alpha
if(w !== innerWidth || h !== innerHeight){
cw = (w = canvas.width = innerWidth) / 2;
ch = (h = canvas.height = innerHeight) / 2;
createBoxes();
}else{
ctx.clearRect(0,0,w,h);
}
ctx.fillStyle = "black";
ctx.font = "28px arial";
ctx.textAlign = "center";
ctx.fillText("Click on a box to center it.",cw,28);
// update position
updatePos();
isoMat[4] = currentPos.x;
isoMat[5] = currentPos.y;
// set the screen transform to the iso matrix
// all drawing can now be done in world coordinates.
ctx.setTransform(isoMat[0], isoMat[1], isoMat[2], isoMat[3], isoMat[4], isoMat[5]);
// convert the mouse to world coordinates
screenToWorld(mouse,mouse.world);
// find box under mouse
findBox(mouse.world.x, mouse.world.y);
// if mouse down and over a box
if(mouse.button && overBox){
mouse.button = false;
overBox.dead = true; // make it gray
// get the screen coordinates of the box
worldToScreen({
x:-(overBox.x + overBox.w/2),
y:-(overBox.y + overBox.h/2),
},newPos
);
// move it to the screen center
newPos.x += cw;
newPos.y += ch;
}
// forget what the following function does, think it does something like draw boxes, but I am guessing.. :P
drawBoxes();
requestAnimationFrame(update);
}
requestAnimationFrame(update);
canvas { position : absolute; top : 0px; left : 0px; }
<canvas id="canvas"></canvas>