This package takes acceleromter data from your device, calculates position, and applies it to a DOM element. Applications inlcude gaming, user interface controls, and more.
Version 3.3.0: request device motion permission bug fix
It numerically integrates the velocity and position, in real time, from the accelerometer data from the device.
npm install @methodswithclass/accelerometer
import Accelerometer, { ValidStatus } from @methodswithclass/accelerometer
one of these values is returned in a promise from accel.validate()
ValidStatus = { valid: 'valid', invalid: 'invalid', unchecked: 'unchecked', denied: 'denied', unresponsive: 'unresponsive', } parameters for numerical integration process and general motion behavior, defaults are shown
const params = { interval: 2, //acceleromter interval in milliseconds filterSize: 3, //sampling/smoothing size mu: 0.1, //friction damp: 0.4, //bounce dampening gravity: true, //whether the object responds to tilting of device (true) or only change in position of device (false) bounce: true, //whether the object bounces off walls (true), or sticks to the wall (false) timeout: 10, // motion timeout with no activity, in seconds xDir: 1, //horizonal flip yDir: 1, //vertical flip factor: 0.008, //sensitivity factor (speed of object) } Accelerometer manages several instances by id, subsequent calls return original
const accel = Accelerometer({ id: "accel", // name of accelerometer instance arena: "arenaId", // element id to space to move within object: "objectId", //element id of object to be moved params, //inject accelerometer parameters overrideValidate: false // not all devices have accelerometers, this flag forces the validator to return 'valid', for local development }); accel.calibrate({ xDir, yDir, factor}); // this is run by default accel.validate(); // returns a promise with the device validation status, requests permission if necessary (must prompt with a button to request permission) accel.start(); //start updating position of DOM element based on accelerometer data accel.stop(); // stop updating position, reset accel.reset(); // returns object to initial position