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  • 【JavaScript】弹球添加新功能

    以下内容为学习记录,可以参考 MDN 原文。

    环境

    • vscode 1.46
    • Microsoft Edge 83

    概述

    我们的弹球 demo 很有趣, 但是现在我们想让它更具有互动性,我们为它添加一个由玩家控制的“恶魔圈”,
    如果恶魔圈抓到弹球会把它会吃掉。我们还想测验你面向对象的水平,首先创建一个通用 Shape() 对象,
    然后由它派生出弹球和恶魔圈。最后,我们为 demo 添加一个计分器来记录剩下的球数。

    定义 html

    <!DOCTYPE html>
    <html>
    
    <head>
      <meta charset="utf-8">
      <title>Bouncing balls</title>
      <link rel="stylesheet" href="style.css">
    </head>
    
    <body>
      <h1>bouncing balls</h1>
      <p>Ball count: </p>
      <canvas></canvas>
    
      <script src="main.js"></script>
    </body>
    
    </html>
    

    定义样式表

    html, body {
      margin: 0;
    }
    
    html {
      font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;
      height: 100%;
    }
    
    body {
      overflow: hidden;
      height: inherit;
    }
    
    h1 {
      font-size: 2rem;
      letter-spacing: -1px;
      position: absolute;
      margin: 0;
      top: -4px;
      right: 5px;
    
      color: transparent;
      text-shadow: 0 0 4px white;
    }
    
    p {
      position: absolute;
      margin: 0;
      top: 35px;
      right: 5px;
      color: #aaa;
    }
    

    定义画布

    const para = document.querySelector("p");
    let count = 0;
    
    // setup canvas
    
    const canvas = document.querySelector("canvas");
    const ctx = canvas.getContext("2d");
    
    const width = canvas.width = window.innerWidth;
    const height = canvas.height = window.innerHeight;
    

    随机值函数

    /**
     * 生成随机数的函数
     * @param {number} min 最小值
     * @param {number} max 最大值
     * @return {number} 随机值
     */
    function random(min, max) {
      const num = Math.floor(Math.random() * (max - min)) + min;
      return num;
    }
    

    定义形状模型

    // define shape constructor
    
    function Shape(x, y, velX, velY, exists) {
      this.x = x;
      this.y = y;
      this.velX = velX;
      this.velY = velY;
      this.exists = exists;
    }
    

    定义小球模型

    // define Ball constructor, inheriting from Shape
    
    function Ball(x, y, velX, velY, exists, color, size) {
      Shape.call(this, x, y, velX, velY, exists);
    
      this.color = color;
      this.size = size;
    }
    
    Ball.prototype = Object.create(Shape.prototype);
    Ball.prototype.constructor = Ball;
    

    画小球

    Ball.prototype.draw = function() {
      ctx.beginPath();
      ctx.fillStyle = this.color;
      ctx.arc(this.x, this.y, this.size, 0, 2 * Math.PI);
      ctx.fill();
    }
    

    更新小球位置

    Ball.prototype.update = function() {
      if ((this.x + this.size) >= width) {
        this.velX = -(this.velX);
      }
    
      if ((this.x - this.size) <= 0) {
        this.velX = -(this.velX);
      }
    
      if ((this.y + this.size) >= height) {
        this.velY = -(this.velY);
      }
    
      if ((this.y - this.size) <= 0) {
        this.velY = -(this.velY);
      }
    
      this.x += this.velX;
      this.y += this.velY;
    }
    

    小球碰撞检测

    // define ball collision detection
    
    Ball.prototype.collisionDetect = function() {
      for (let j = 0; j < balls.length; j++) {
        if (!(this === balls[j])) {
          const dx = this.x - balls[j].x;
          const dy = this.y - balls[j].y;
          const distance = Math.sqrt(dx * dx + dy * dy);
    
          if (distance < this.size + balls[j].size && balls[j].exists) {
            balls[j].color = this.color = "rgb(" + random(0, 255) + "," +
              random(0, 255) + "," + random(0, 255) + ")";
          }
        }
      }
    };
    

    定义恶魔圈

    // define EvilCircle constructor, inheriting from Shape
    
    function EvilCircle(x, y, exists) {
      Shape.call(this, x, y, 20, 20, exists);
    
      this.color = "white";
      this.size = 10;
    }
    
    EvilCircle.prototype = Object.create(Shape.prototype);
    EvilCircle.prototype.constructor = EvilCircle;
    

    画恶魔圈

    // define EvilCircle draw method
    
    EvilCircle.prototype.draw = function() {
      ctx.beginPath();
      ctx.strokeStyle = this.color;
      ctx.lineWidth = 3;
      ctx.arc(this.x, this.y, this.size, 0, 2 * Math.PI);
      ctx.stroke();
    };
    

    恶魔圈边界

    // define EvilCircle checkBounds method
    
    EvilCircle.prototype.checkBounds = function() {
      if ((this.x + this.size) >= width) {
        this.x -= this.size;
      }
    
      if ((this.x - this.size) <= 0) {
        this.x += this.size;
      }
    
      if ((this.y + this.size) >= height) {
        this.y -= this.size;
      }
    
      if ((this.y - this.size) <= 0) {
        this.y += this.size;
      }
    };
    

    控制恶魔圈

    EvilCircle.prototype.setControls = function() {
      const _this = this;
      window.onkeydown = function(e) {
        if (e.key === "a") {
          _this.x -= _this.velX;
        } else if (e.key === "d") {
          _this.x += _this.velX;
        } else if (e.key === "w") {
          _this.y -= _this.velY;
        } else if (e.key === "s") {
          _this.y += _this.velY;
        }
      };
    };
    

    恶魔圈碰撞检测

    // define EvilCircle collision detection
    
    EvilCircle.prototype.collisionDetect = function() {
      for (let j = 0; j < balls.length; j++) {
        if (balls[j].exists) {
          const dx = this.x - balls[j].x;
          const dy = this.y - balls[j].y;
          const distance = Math.sqrt(dx * dx + dy * dy);
    
          if (distance < this.size + balls[j].size) {
            balls[j].exists = false;
            count--;
            para.textContent = "Ball count: " + count;
          }
        }
      }
    };
    

    生成多个小球

    // define array to store balls and populate it
    
    const balls = [];
    
    while (balls.length < 25) {
      const size = random(10, 20);
      const ball = new Ball(
        // ball position always drawn at least one ball width
        // away from the adge of the canvas, to avoid drawing errors
        random(0 + size, width - size),
        random(0 + size, height - size),
        random(-7, 7),
        random(-7, 7),
        true,
        "rgb(" + random(0, 255) + "," + random(0, 255) + "," + random(0, 255) + ")",
        size
      );
      balls.push(ball);
      count++;
      para.textContent = "Ball count: " + count;
    }
    

    最后

    // define loop that keeps drawing the scene constantly
    
    const evil = new EvilCircle(random(0, width), random(0, height), true);
    evil.setControls();
    
    function loop() {
      ctx.fillStyle = "rgba(0,0,0,0.25)";
      ctx.fillRect(0, 0, width, height);
    
      for (let i = 0; i < balls.length; i++) {
        if (balls[i].exists) {
          balls[i].draw();
          balls[i].update();
          balls[i].collisionDetect();
        }
      }
    
      evil.draw();
      evil.checkBounds();
      evil.collisionDetect();
    
      requestAnimationFrame(loop);
    }
    
    
    loop();
    
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  • 原文地址:https://www.cnblogs.com/jiangbo44/p/13369667.html
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