“Realistic mouse movement” means nothing without context:
Each mouse user has different types of behavior with this device, and they won’t even make the same gestures, given what they have on their screen.
If you take the FPS game, the movements will in most cases be in a small vertical range throughout the horizontal screen.
Here is the “drip picture” that I made by recording the movements of the mouse while playing FPS.
If we take the Google homepage , I don’t even use a mouse. The input is already focused, and I just use my keyboard.
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requestAnimationFrame()
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var canvas = document.createElement('canvas');
var ctx = canvas.getContext('2d');
document.body.appendChild(canvas);
var maxX = canvas.width = window.innerWidth;
var maxY = canvas.height = window.innerHeight;
window.onresize = function(){
maxX = canvas.width = window.innerWidth;
maxY = canvas.height = window.innerHeight;
}
gc.onclick = function(){
var coords = mouse.getCoords();
out.innerHTML = 'x : '+coords.x+'<br>y : '+coords.y;
}
var Mouse = function() {
var that = {},
size = 15,
border = size / 2,
maxSpeed = 50,
maxTimePause = 5000;
that.draw = function() {
if (that.paused)
return;
that.update();
ctx.clearRect(0, 0, canvas.width, canvas.height);
if(show.checked){
ctx.drawImage(that.img, that.x - border, that.y - border, size, size)
}
requestAnimationFrame(that.draw);
}
that.update = function() {
that.x += Math.random() * that.speedX;
that.y += Math.random() * that.speedY;
if (that.x <= border || that.x >= maxX - border || that.y <= 0 || that.y >= maxY - border || ++that.i > that.interval)
that.reset();
}
that.reset = function() {
that.i = 0;
that.interval = Math.random() * 50;
that.speedX = (Math.random() * (maxSpeed)) - (maxSpeed / 2);
that.speedY = (Math.random() * (maxSpeed)) - (maxSpeed / 2);
if (that.x <= border && that.speedX < 0 || that.x >= maxX - border && that.speedX > 0)
that.speedX *= -1;
if (that.y <= border && that.speedY < 0 || that.y >= maxY - border && that.speedY > 0)
that.speedY *= -1;
if (that.x > border && that.x < maxX - border && that.y > border && that.y < maxY - border) {
if (Math.random() > .5) {
that.paused = true;
setTimeout(function() {
that.paused = false;
that.draw();
}, (Math.random() * maxTimePause));
}
}
}
that.init = function() {
that.x = 0;
that.y = 0;
that.img = new Image();
that.img.src ="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAB4AAAAeCAYAAAA7MK6iAAABJUlEQVRIic2WXbHEIAyFI6ESKgEJkVIJlYCTSqiESIiESqiEb19gL9Od3f5R5mbmPPHwBTgnIPJfChiAGbCkCQgtG7BpmgAWIALaDDyOI2bGuq40BasqIoKZATgwNAWHEEjHbkBsBhYRVJUYIwBNwVlFaVOwiDDPMylmQ1OwquY7d0CBrglYkuEeidoeOKt61I6Cq0ftKFhqR+0MOKuo2BQsInnndvnOr4JvR+0qWO5G7Q44K0XtOXDf96jqh9z9WXAy1FJ8l0qd+zbtvU7lWs7wIzkuh8SvpqqDi3zGndPQauDkzvdESm8xZvbh4mVZ7k8ud/+aR0C3YPk7mVvgkCZPVrdZV3dHVem6bju1roMPNmbAmq8kG+/ynD7ZwNsAVVz9dL0AhBrZq7F+CSQAAAAASUVORK5CYII=";
that.reset();
}
that.getCoords = function(){
return {x: that.x, y:that.y};
}
that.init()
return that;
}
var mouse = new Mouse()
mouse.draw();
html,body {margin: 0}
canvas {position: absolute; top:0; left:0;z-index:-1}
#out{font-size: 0.8em}
<label for="show">Display cursor</label><input name="show" type="checkbox" id="show" checked="true"/><br>
<button id="gc">get cursor Coords</button>
<p id="out"></p>
Hide result