The Mover class is created. The Mover's location is set at half the width and half the height using the createVector() function. The velocity is set to 0 on this exercise so we can test the acceleration. The acceleration is set using the p5.Vector class to get random 2D acceleration vectors. The acceleration is then multiplied by a number. The acceleration affects the velocity and the velocity in its turn affects the location of the object. Next we added the functions that create the objects.
The update function updates the object's location and velocity by adding the acceleration to velocity and set the limit of the maximum velocity to 10. We then add the velocity to the location each frame. The display function draws the ellipse at the x and y locations with a stroke and fill. The checkEdge function checks if the ellipse leaves the canvas and it turns it around.
var Mover = function(){
this.location = createVector(width / 2, height / 2);
this.velocity = createVector(0, 0);
this.acceleration = p5.Vector.random2D();
this.acceleration.mult(0.02);
this.update = function(){
this.velocity.add(this.acceleration);
this.velocity.limit(10);
this.location.add(this.velocity);
}
this.display = function(){
stroke(0);
strokeWeight(2);
fill(255);
ellipse(this.location.x, this.location.y, 40, 40);
}
this.checkEdge = function(){
if(this.location.x > width || this.location.x < 0){
this.velocity.x = this.velocity.x * -1;
}
if(this.location.y > height || this.location.y < 0){
this.velocity.y = this.velocity.y * -1;
}
}
}
The global variable mover is added to be used in creating the objects. In the setup() function we create the canvas and we set the new Mover. The draw() function has the background and the functions are called from the Mover class so the movers are created.
var mover;
function setup(){
createCanvas(650, 350);
mover = new Mover();
}
function draw(){
background(0);
mover.update();
mover.display();
mover.checkEdge();
}
Result: