This might be more a geometry related question, but I\'m trying to constrain a controller within an area of a circle. I know I have to touch the Math.sin() and Math.cos() me
var pointerEl = document.getElementById("pointer");
var canvasEl = document.getElementById("canvas");
var canvas = {
width: canvasEl.offsetWidth,
height: canvasEl.offsetHeight,
top: canvasEl.offsetTop,
left: canvasEl.offsetLeft
};
canvas.center = [canvas.left + canvas.width / 2, canvas.top + canvas.height / 2];
canvas.radius = canvas.width / 2;
window.onmousemove = function(e) {
var result = limit(e.x, e.y);
if (!result.limit) {
pointer.style.left = result.x + "px";
pointer.style.top = result.y + "px";
}
}
function limit(x, y) {
var dist = distance([x, y], canvas.center);
if (dist <= canvas.radius) {
return {x: x, y: y};
} else {
return {limit: true};
}
}
function distance(dot1, dot2) {
var x1 = dot1[0],
y1 = dot1[1],
x2 = dot2[0],
y2 = dot2[1];
return Math.sqrt(Math.pow(x1 - x2, 2) + Math.pow(y1 - y2, 2));
}
this could do the work, though the movement is not smooth....that will need more geometry knowledge...
fiddle: http://jsfiddle.net/cRxMa/