How you search depends on what you do with the balls, and how you place them.
Here a simple example that you can click a ball and bring it in the foreground.
We create 200 balls.
To find the correct ball we start searching in an one time sorted array, based on the z-index of the ball (from the balls on the back to the balls on the frond), as you can not click the balls on the back, we search starting from the last element of the array.
In this example, this is a good solution, but in your applications it may not be, it depends on many things, like if the balls overlap, or if the possition is not random.
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
var getRandomColor = function() {
// Code from : http://stackoverflow.com/questions/1484506/random-color-generator-in-javascript
var letters = '0123456789ABCDEF';
var color = '#';
for (var i = 0; i < 6; i++ ) {
color += letters[Math.floor(Math.random() * 16)];
}
return color;
}
var createRandomBall = function(){
// The ball object
var ball = {};
// Random radius (min 5 max 30)
ball.radius = Math.floor((Math.random() * 25) + 5);
ball.radius2 = Math.pow(ball.radius, 2);
// Random x position
ball.x = Math.floor((Math.random() * (canvas.width - ball.radius*2)) + ball.radius);
// Random y position
ball.y = Math.floor((Math.random() * (canvas.height - ball.radius*2)) + ball.radius);
// Random color
ball.color = getRandomColor();
return ball;
}
// Create many balls
var ballList = [];
var tmp_ball;
for (var i = 0; i < 200; i++) {
// Make a random ball
tmp_ball = createRandomBall();
// Add to the list
ballList.push(tmp_ball);
}
// Render the balls
var renderBalls = function(){
var ball;
// For each ball
for (var i = 0; i < ballList.length; i++) {
ball = ballList[i];
// Stroke ball
context.beginPath();
context.arc(ball.x, ball.y, ball.radius - 1, 0, 2 * Math.PI, false);
context.fillStyle = ball.color;
context.fill();
context.lineWidth = 1;
context.strokeStyle = '#000000';
context.stroke();
}
}
// Render balls
renderBalls();
// Add click event
canvas.addEventListener('click', function(event){
// Get x and y of click
var click = {
x : event.clientX - canvas.offsetLeft,
y : event.clientY - canvas.offsetTop
};
var ball = null;
// Find clicked ball
// we search the array from the back,
// because on the back balls are over the frond balls
for (var i = ballList.length - 1; i >= 0; i--) {
if( Math.pow(click.x - ballList[i].x, 2) + Math.pow(click.y - ballList[i].y, 2) <= ballList[i].radius2 ){
ball = i;
break;
}
}
// If no ball found return
if(ball == null){
console.log("No ball clicked");
return;
}
// else ball found
ball = ballList.splice(ball, 1)[0];
// Else position ball on the frond
ballList.push(ball);
// Re-render
renderBalls();
}, false);
*{
padding: 0px;
margin: 0px;
}
#myCanvas{
position: absolute;
top: 10px;
right: 10px;
bottom: 10px;
left: 10px;
}
<canvas id="myCanvas" width="600" height="200"></canvas>
A general solution is to make a map table, a grid of your canvas, and on each cell add the corresponding balls, so that you can match in which grid box the click was made and check a smaller group of balls.
So for example, lets say that you want when you click, all the balls under the click to change color. Here is an example with mapping the balls on smaller groups, we make a grid of 10 columns and 5 lines. Each ball may be in more than 1 group. We create 400 balls.
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
var getRandomColor = function() {
// Code from : http://stackoverflow.com/questions/1484506/random-color-generator-in-javascript
var letters = '0123456789ABCDEF';
var color = '#';
for (var i = 0; i < 6; i++ ) {
color += letters[Math.floor(Math.random() * 16)];
}
return color;
}
var gridSize = {x:10, y:5};
var gridList = [];
// Rows
for (var i = 0; i < gridSize.y; i++) {
gridList.push([]);
// Columns
for (var j = 0; j < gridSize.x; j++) {
gridList[i].push([]);
}
}
var createRandomBall = function(){
// The ball object
var ball = {};
// Random radius (min 5 max 30)
ball.radius = Math.floor((Math.random() * 25) + 5);
ball.radius2 = Math.pow(ball.radius, 2);
// Random x position
ball.x = Math.floor((Math.random() * (canvas.width - ball.radius*2)) + ball.radius);
// Random y position
ball.y = Math.floor((Math.random() * (canvas.height - ball.radius*2)) + ball.radius);
// Random color
ball.color = getRandomColor();
// Map ball - find cells that the circle overlap
grid = {
x : {
min : Math.floor((ball.x - ball.radius)*gridSize.x/canvas.width),
max : Math.floor((ball.x + ball.radius)*gridSize.x/canvas.width)
},
y : {
min : Math.floor((ball.y - ball.radius)*gridSize.y/canvas.height),
max : Math.floor((ball.y + ball.radius)*gridSize.y/canvas.height)
}
}
for (var y = grid.y.min; y <= grid.y.max; y++) {
for (var x = grid.x.min; x <= grid.x.max; x++) {
gridList[y][x].push(ball);
}
}
return ball;
}
// Create many balls
var ballList = [];
var tmp_ball;
for (var i = 0; i < 400; i++) {
// Make a random ball
tmp_ball = createRandomBall();
// Add to the list
ballList.push(tmp_ball);
}
// Render the balls
var renderBalls = function(){
var ball;
// For each ball
for (var i = 0; i < ballList.length; i++) {
ball = ballList[i];
// Stroke ball
context.beginPath();
context.arc(ball.x, ball.y, ball.radius - 1, 0, 2 * Math.PI, false);
context.fillStyle = ball.color;
context.fill();
context.lineWidth = 1;
context.strokeStyle = '#000000';
context.stroke();
}
for (var i = 0; i < gridSize.x + 1; i++) {
context.beginPath();
context.moveTo((canvas.width/gridSize.x)*i, 0);
context.lineTo((canvas.width/gridSize.x)*i, canvas.height);
context.stroke();
}
for (var i = 0; i < gridSize.y + 1; i++) {
context.beginPath();
context.moveTo(0, (canvas.height/gridSize.y)*i);
context.lineTo(canvas.width, (canvas.height/gridSize.y)*i);
context.stroke();
}
}
// Render balls
renderBalls();
// Add click event
canvas.addEventListener('click', function(event){
// Get x and y of click
var click = {
x : event.clientX - canvas.offsetLeft,
y : event.clientY - canvas.offsetTop
};
var grid = {
x : Math.floor(click.x*gridSize.x/canvas.width),
y : Math.floor(click.y*gridSize.y/canvas.height)
};
var ball = 0;
var smallerList = gridList[grid.y][grid.x];
// Find clicked ball
for (var i = smallerList.length - 1; i >= 0; i--) {
if( Math.pow(click.x - smallerList[i].x, 2) + Math.pow(click.y - smallerList[i].y, 2) <= smallerList[i].radius2 ){
ball++;
smallerList[i].color = getRandomColor();
}
}
console.log("Group["+grid.y+"]["+grid.x+"], " + smallerList.length + " balls in group, clicked " + ball + " balls");
// If no ball found return
if(ball == 0){
return;
}
// Re-render
renderBalls();
}, false);
*{
padding: 0px;
margin: 0px;
}
#myCanvas{
position: absolute;
top: 10px;
right: 10px;
bottom: 10px;
left: 10px;
}
<canvas id="myCanvas" width="600" height="200"></canvas>