JS.Objects.Using Math.atan2 to make an object follow the mouse pointer
canvas {
border: 2px solid black;
}
var canvas, ctx, width, height;
var rect = {x:40, y:40, radius: 30, width:40, height:40, v:3};
var mousepos = {x:0, y:0};
function init() {
canvas = document.querySelector("#myCanvas");
ctx = canvas.getContext('2d');
width = canvas.width;
height = canvas.height;
canvas.addEventListener('mousemove', function (evt) {
mousepos = getMousePos(canvas, evt);
}, false);
mainloop();
}
function mainloop() {
// 1) clear screen
ctx.clearRect(0, 0, canvas.width, canvas.height);
// 2) move object
var dx = rect.x - mousepos.x;
var dy = rect.y - mousepos.y;
var angle = Math.atan2(dy, dx);
rect.x -= rect.v*Math.cos(angle);
rect.y -= rect.v*Math.sin(angle);
// 3) draw object
drawRectangle(angle);
// 4) request new frame
window.requestAnimationFrame(mainloop);
}
function drawRectangle(angle) {
ctx.save();
// These two lines move the coordinate system
ctx.translate(rect.x, rect.y);
ctx.rotate(angle);
// recenter the coordinate system in the middle
// the rectangle. Like that it will rotate around
// this point instead of top left corner
ctx.translate(-rect.width/2, -rect.height/2);
ctx.fillRect(0, 0, rect.width, rect.height);
ctx.restore();
}
function getMousePos(canvas, evt) {
// necessary to take into account CSS boudaries
var rect = canvas.getBoundingClientRect();
return {
x: evt.clientX - rect.left,
y: evt.clientY - rect.top
};
}
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset=utf-8 />
<title>Use Math.atan2 to make an object follow the mouse cursor</title>
</head>
<body onload="init();">
<p>Move the mouse cursor and see the black rectangle following it.</p>
<canvas id="myCanvas" width="400" height="400">
</canvas>
</body>
</html>