diff --git a/files/en-us/web/api/canvas_api/tutorial/advanced_animations/index.md b/files/en-us/web/api/canvas_api/tutorial/advanced_animations/index.md index 8bf52a9440d5c78..e517c5e765748c6 100644 --- a/files/en-us/web/api/canvas_api/tutorial/advanced_animations/index.md +++ b/files/en-us/web/api/canvas_api/tutorial/advanced_animations/index.md @@ -90,10 +90,10 @@ ball.draw(); Without any boundary collision testing our ball runs out of the canvas quickly. We need to check if the `x` and `y` position of the ball is out of the canvas dimensions and invert the direction of the velocity vectors. To do so, we add the following checks to the `draw` method: ```js -if (ball.y + ball.vy > canvas.height || ball.y + ball.vy < 0) { +if (ball.y + ball.vy > canvas.height - ball.radius || ball.y + ball.vy < ball.radius) { ball.vy = -ball.vy; } -if (ball.x + ball.vx > canvas.width || ball.x + ball.vx < 0) { +if (ball.x + ball.vx > canvas.width - ball.radius || ball.x + ball.vx < ball.radius) { ball.vx = -ball.vx; } ``` @@ -137,10 +137,10 @@ function draw() { ball.x += ball.vx; ball.y += ball.vy; - if (ball.y + ball.vy > canvas.height || ball.y + ball.vy < 0) { + if (ball.y + ball.vy > canvas.height - ball.radius || ball.y + ball.vy < ball.radius) { ball.vy = -ball.vy; } - if (ball.x + ball.vx > canvas.width || ball.x + ball.vx < 0) { + if (ball.x + ball.vx > canvas.width - ball.radius || ball.x + ball.vx < ball.radius) { ball.vx = -ball.vx; } @@ -214,10 +214,10 @@ function draw() { ball.vy *= 0.99; ball.vy += 0.25; - if (ball.y + ball.vy > canvas.height || ball.y + ball.vy < 0) { + if (ball.y + ball.vy > canvas.height - ball.radius || ball.y + ball.vy < ball.radius) { ball.vy = -ball.vy; } - if (ball.x + ball.vx > canvas.width || ball.x + ball.vx < 0) { + if (ball.x + ball.vx > canvas.width - ball.radius || ball.x + ball.vx < ball.radius) { ball.vx = -ball.vx; } @@ -288,10 +288,10 @@ function draw() { ball.vy *= 0.99; ball.vy += 0.25; - if (ball.y + ball.vy > canvas.height || ball.y + ball.vy < 0) { + if (ball.y + ball.vy > canvas.height - ball.radius || ball.y + ball.vy < ball.radius) { ball.vy = -ball.vy; } - if (ball.x + ball.vx > canvas.width || ball.x + ball.vx < 0) { + if (ball.x + ball.vx > canvas.width - ball.radius || ball.x + ball.vx < ball.radius) { ball.vx = -ball.vx; } @@ -360,10 +360,10 @@ function draw() { ball.x += ball.vx; ball.y += ball.vy; - if (ball.y + ball.vy > canvas.height || ball.y + ball.vy < 0) { + if (ball.y + ball.vy > canvas.height - ball.radius || ball.y + ball.vy < ball radius) { ball.vy = -ball.vy; } - if (ball.x + ball.vx > canvas.width || ball.x + ball.vx < 0) { + if (ball.x + ball.vx > canvas.width - ball.radius || ball.x + ball.vx < ball.radius) { ball.vx = -ball.vx; }