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12345678Build a ball pit · Step 2 of 8

Draw and animate

You'll learn10 min
  • Show a canvas by mounting it
  • Place shapes in Y-up, center-origin space
  • Keep shapes and change them
  • Animate with on_update
Time
10 min
Builds on
Step 1: Run your first app
File
pit.lua

Your ball pit starts with one ball. In this step you draw it on a canvas, then move it every frame so that it bounces off the edges.

Draw on a canvas

A canvas is a surface your app draws shapes on. Its positions are in pixels from its center, with y pointing up. On a 480 by 320 canvas, (0, 0) is the middle, x = 240 the right edge and y = 160 the top edge. Coordinates and units compares this with the other spaces DatumHue uses.

Save this as pit.lua, next to hello.lua, and run it with --watch as you ran hello.lua:

pit.lualua
local color = datumhue.color
local vec2 = datumhue.math.vec2

local W, H, R = 480, 320, 12

local canvas = datumhue.draw.new({
    width = W,
    height = H,
    background = color("#232a2e"),
})
canvas:mount({ width = W, height = H })

local ball = canvas:circle({
    pos = vec2(0, 0),
    radius = R,
    color = color("#e67e80"),
})

In this example: datumhue.color datumhue.math.vec2 datumhue.draw.new DrawCanvas:mount DrawCanvas:circle

The size you give draw.new is how many pixels the canvas has; the size you give mount is how large it shows. Mount a 120 by 80 canvas at 480 by 320, and each of its pixels shows four times as wide. Shapes added later sit on top of earlier ones.

Make it move

A shape stays on the canvas until you remove it, so you never draw the ball again: you move it. Assign a new position to the ball's pos, and the ball is there in the next frame.

To move it every frame, hand a function to datumhue.on_update. DatumHue calls it once per frame with dt, the seconds since the frame before. A speed multiplied by dt covers the same distance every second, however fast the frames come. Add the last block:

pit.lualua+16 new lines
local color = datumhue.color
local vec2 = datumhue.math.vec2

local W, H, R = 480, 320, 12

local canvas = datumhue.draw.new({
    width = W,
    height = H,
    background = color("#232a2e"),
})
canvas:mount({ width = W, height = H })

local ball = canvas:circle({
    pos = vec2(0, 0),
    radius = R,
    color = color("#e67e80"),
})
New line: 
New line: local pos = vec2(0, 0)
New line: local vel = vec2(160, 120)
New line: local edge = vec2(W / 2 - R, H / 2 - R)
New line: 
New line: datumhue.on_update(function(dt)
New line:     pos = pos + vel * dt
New line:     if math.abs(pos.x) > edge.x then
New line:         vel = vel:with_x(-vel.x)
New line:     end
New line:     if math.abs(pos.y) > edge.y then
New line:         vel = vel:with_y(-vel.y)
New line:     end
New line:     pos = pos:clamp(-edge, edge)
New line:     ball.pos = pos
New line: end)

In this example: datumhue.color datumhue.math.vec2 datumhue.draw.new DrawCanvas:mount DrawCanvas:circle datumhue.on_update Vec2.x Vec2.y DrawPrimitive.pos

  • pos is where the ball is, and vel its speed: 160 pixels per second to the right and 120 up.
  • pos + vel * dt is where the ball is one frame later. Vectors add and scale like numbers.
  • Past an edge, vel:with_x(-vel.x) turns the ball around. Vec2:with_x returns a new vector with a new x and leaves the old one as it was: a vector is a value.
  • Vec2:clamp keeps the ball inside the canvas: pos:clamp(-edge, edge) holds each coordinate between -edge and edge. Then ball.pos = pos moves the shape there.

Change vel and save. The app starts again, and the ball takes its new speed.

Try this

  • Make the ball twice as big, and check that it still turns at the edges.
  • Draw a second ball that stays still at (100, 50).
  • Add gravity: take a little off vel's y every frame, and watch the bounces change.

Recap

  • A canvas shows only once you mount it.
  • On a canvas, (0, 0) is the center and y points up.
  • A shape stays until you remove it. Keep its handle and change it.
  • on_update runs every frame. Multiply speeds by dt.

New in this step

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