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