I’ve got drawings of planets that revolve around the sun. They rotate fine, but they need to be positioned accurately. They move at the same speed so it doesn’t look realistic.
I would like to know how to make some planets swing a lot faster than others but they’re all in the same animation function and trying to make several animation functions just causes errors.
Here's my relevant code:
function rotate_point(pointX, pointY, originX, originY, ang) {
ang = Math.PI / 180.0;
return {
x: Math.cos(ang) * (pointX-originX) - Math.sin(ang) * (pointY-originY) + originX ,
y: Math.sin(ang) * (pointX-originX) + Math.cos(ang) * (pointY-originY) + originY
};
}
, Venus: {
render: function(){
ctx.beginPath();
gravityVenus = rotate_point(gravityVenus.x, gravityVenus.y, dynamicSunX, dynamicSunY, angleOfSun); //the positions are dynamic based on what the canvas height and width are
ctx.arc(gravityVenus.x,gravityVenus.y ,7, 0, 2*Math.PI);
ctx.fillStyle = "rgba(255,165,0,1)";
ctx.closePath();
ctx.fill();
}
}
, Mercury: {
render: function(){
ctx.beginPath();
gravityMercury = rotate_point(gravityMercury.x, gravityMercury.y, dynamicSunX, dynamicSunY - 2, angleOfSun);
ctx.arc(gravityMercury.x,gravityMercury.y ,5, 0, 2*Math.PI);
ctx.fillStyle = "rgba(119,136,153,1)";
ctx.closePath();
ctx.fill();
ctx.stroke();
}
function animate(){
background.render();
Solarsystem.Neptune.render();
Solarsystem.Uranus.render();
Solarsystem.Saturn.render();
Solarsystem.Jupiter.render();
Solarsystem.Mars.render();
Solarsystem.Earth.render();
Solarsystem.Venus.render();
Solarsystem.Mercury.render();
Solarsystem.Sun.render();
}
var animateInterval = setInterval(animate, 1000/60); //this sets the speed for everything in the Solarsystem array.
I’ve found a snippet from somewhere that might help you but didn’t help me adjust , I tried to play with it but I couldn’t get it working. Here it is.
var time = new Date();
ctx.arc( ((2*Math.PI)/60)*time.getSeconds() + ((2*Math.PI)/60000)*time.getMilliseconds() );
enter code here
Could someone help me out? Thanks!