Alright folks, let me tell you about my little coding adventure today. I decided to tackle something simple, yet visually satisfying: a batboy catching a ball animation. Sounded easy enough, right? Well, let’s dive in and see what went down.
First things first, the setup. I fired up my trusty IDE (it’s VS Code, if you’re curious) and created a new project. Figured I’d use HTML, CSS, and JavaScript for this – the classic combo. I started with the basic HTML structure, you know, <html>
, <head>
, <body>
– the whole shebang. I needed a canvas to draw on, so I added a <canvas>
element with a specific ID that I could target later with JavaScript.
Next up, styling. CSS time! I wanted a simple, clean look, so I kept things minimal. I centered the canvas on the screen, gave it a background color (a light green, felt like a baseball field), and made sure it had a nice border so we could actually see it. Nothing fancy, just the essentials.
Now for the fun part: JavaScript. This is where the magic happens. I started by getting a reference to the canvas element using its ID. Then, I got the 2D rendering context – that’s what lets you draw shapes and images on the canvas. After that, I defined some variables to represent the batboy, the ball, and their positions. I just picked some numbers that seemed reasonable for the canvas size.
Drawing the batboy and the ball. I created two functions: one to draw the batboy as a simple rectangle (hey, I’m no artist!), and another to draw the ball as a circle. I used fillRect()
for the batboy and arc()
for the ball. I filled them with different colors so they were easily distinguishable. Initially, I just drew them in fixed positions to make sure everything was working.
Animating the ball. This is where things got a little trickier. I wanted the ball to move across the screen, from right to left, and then “bounce” when the batboy caught it. I set up a variable to represent the ball’s speed and updated its x-coordinate in each frame of the animation. I used requestAnimationFrame()
to create a smooth animation loop. When the ball’s x-coordinate was close to the batboy’s position, I changed the ball’s direction to simulate a bounce.

Detecting the “catch.” To make it look like the batboy was actually catching the ball, I added some collision detection logic. I checked if the ball’s x-coordinate was within a certain range of the batboy’s x-coordinate. If it was, I triggered a “catch” animation. In the “catch” animation, I simply stopped the ball’s movement and maybe changed the batboy’s color for a brief moment to give the impression of impact.
Adding some polish. The initial version was pretty rough. The ball just stopped abruptly when it was “caught,” which looked unnatural. So, I added a simple easing function to slow down the ball as it approached the batboy. This made the “catch” look much smoother. I also tweaked the colors and sizes of the batboy and the ball to make them more visually appealing.
The final result? A simple, but fun, animation of a batboy catching a ball. It’s not perfect, but it’s a good starting point. I learned a lot about canvas animation and collision detection in the process. Maybe next time I’ll add some more complex animations or even some user interaction. Who knows? The possibilities are endless!
What I Learned
- Using
requestAnimationFrame()
for smooth animations. - Basic collision detection techniques.
- The importance of easing functions for creating natural-looking animations.
And that’s it! A quick and dirty batboy catching ball animation. Hope you found it interesting!
