zoukankan      html  css  js  c++  java
  • js实现多个小球碰撞

    实现思路:小球的移动,是通过改变小球的left和top值来改变,坐标分别为(x,y)当x/y值加到最大,即加到父级的宽度或者高度时,使x值或者y值减小,同理当x值或者y值减到最小时,同样的使x值或者y值增加,以上的思路可以实现小球的碰壁反弹

    小球与小球之间的碰撞,要判断小球在被撞小球的哪个方向,从而判断小球该向哪个方向移动,同样的改变小球的坐标值,来实现小球的反弹

    实现代码:

    1
    2
    3
    4
    5
    6
    7
    8
    9
    10
    11
    12
    13
    14
    15
    16
    17
    18
    19
    20
    21
    22
    23
    24
    25
    26
    27
    28
    29
    30
    31
    32
    33
    34
    35
    36
    37
    38
    39
    40
    41
    42
    43
    44
    45
    46
    47
    48
    49
    50
    51
    52
    53
    54
    55
    56
    57
    58
    59
    60
    61
    62
    63
    64
    65
    66
    67
    68
    69
    70
    71
    72
    73
    74
    75
    76
    77
    78
    79
    80
    81
    82
    83
    84
    85
    86
    87
    88
    89
    90
    91
    92
    93
    94
    95
    96
    97
    98
    99
    100
    101
    102
    103
    104
    105
    106
    107
    108
    109
    110
    111
    112
    113
    114
    115
    116
    117
    118
    119
    120
    121
    122
    123
    124
    125
    126
    127
    128
    129
    130
    131
    132
    133
    134
    135
    136
    137
    138
    139
    140
    141
    142
    143
    144
    145
    146
    147
    148
    149
    150
    151
    152
    153
    154
    155
    156
    157
    158
    159
    160
    161
    162
    163
    164
    165
    166
    167
    168
    169
    170
    171
    172
    173
    174
    175
    176
    177
    178
    179
    180
    181
    182
    183
    184
    185
    186
    187
    <!doctype html>
    <html lang="en">
      <head>
        <meta charset="UTF-8" />
        <title>小球碰撞</title>
        <style type="text/css">
          * {
            margin: 0;
            padding: 0;
          }
          #wrap {
            height: 800px;
             1300px;
            border: 1px solid red;
            /*小球设置相对定位*/
            position: relative;
            margin: 0 auto;
            overflow: hidden;
          }
          p {
             40px;
            height: 40px;
            border-radius: 50%;
            
            position: absolute;
            top: 0;
            left: 0;
            color: white;
            font-size: 25px;
            text-align: center;
            line-height: 40px;
          }
        </style>
      </head>
      <body>
        <div id="wrap">
        </div>
      </body>
      <!--<script src="js/common.js" type="text/javascript" charset="utf-8"></script>-->
      <script type="text/javascript">
        /**
         * 生成并返回一个从m到n全区间的随机数
         * @param {Object} m
         * @param {Object} n
         */
        function randomNum(m, n) {
          return Math.floor(Math.random() * (n - m + 1) + m);
        }
        /**
         * 生成一个随机颜色,并返回rgb字符串值
         */
        function randomColor() {
          var r = randomNum(0, 255);
          var g = randomNum(0, 255);
          var b = randomNum(0, 255);
          return "rgb(" + r + "," + g + "," + b + ")";
        }
        //获得wrapDiv
        var wrapDiv = document.getElementById("wrap");
        //定义数组存储所有的小球
        var balls = [];
        //生成小球函数
        function createBalls() {
          for (var i = 0; i < 20; i++) {
            var ball = document.createElement("p");
            //随机小球起始的X坐标和小球的Y坐标
            ball.x = randomNum(0, 1200);
            ball.y = randomNum(0, 700);
            //随机小球的移动速度
            ball.speed = randomNum(2, 5);
            //随机小球移动的方向
            if (Math.random() - 0.5 > 0) {
              ball.xflag = true;
            } else {
              ball.xflag = false;
            }
            if (Math.random() - 0.5 > 0) {
              ball.yflag = true;
            } else {
              ball.yflag = false;
            }
            //随机小球的背景颜色
            ball.style.backgroundColor = randomColor();
            ball.innerHTML = i + 1;
            //将小球插入当wrapDiv中
            wrapDiv.appendChild(ball);
            //将所有的小球存储到数组中
            balls.push(ball);
          }
        }
        createBalls();
        //小球移动函数,判断小球的位置
        function moveBalls(ballObj) {
          setInterval(function() {
            ballObj.style.top = ballObj.y + "px";
            ballObj.style.left = ballObj.x + "px";
            //判断小球的标志量,对小球作出相应操作
            if (ballObj.yflag) {
              //小球向下移动
              ballObj.y += ballObj.speed;
              if (ballObj.y >= 800 - ballObj.offsetWidth) {
                ballObj.y = 800 - ballObj.offsetWidth;
                ballObj.yflag = false;
              }
            } else {
              //小球向上移动
              ballObj.y -= ballObj.speed;
              if (ballObj.y <= 0) {
                ballObj.y = 0;
                ballObj.yflag = true;
              }
            }
            if (ballObj.xflag) {
              //小球向右移动
              ballObj.x += ballObj.speed;
              if (ballObj.x >= 1300 - ballObj.offsetHeight) {
                ballObj.x = 1300 - ballObj.offsetHeight;
                ballObj.xflag = false;
              }
            } else {
              //小球向左移动
              ballObj.x -= ballObj.speed;
              if (ballObj.x <= 0) {
                ballObj.x = 0;
                ballObj.xflag = true;
              }
            }
            crash(ballObj);
          }, 10);
        }
        var x1, y1, x2, y2;
        //碰撞函数
        function crash(ballObj) {
          //通过传过来的小球对象来获取小球的X坐标和Y坐标
          x1 = ballObj.x;
          y1 = ballObj.y;
          for (var i = 0; i < balls.length; i++) {
            //确保不和自己对比
            if (ballObj != balls[i]) {
              x2 = balls[i].x;
              y2 = balls[i].y;
              //判断位置的平方和小球的圆心坐标的关系
              if (Math.pow(x1 - x2, 2) + Math.pow(y1 - y2, 2) + 800 <= Math.pow(ballObj.offsetWidth + balls[i].offsetWidth, 2)) {
                //判断传过来的小球对象,相对于碰撞小球的哪个方位
                if (ballObj.x < balls[i].x) {
                  if (ballObj.y < balls[i].y) {
                    //小球对象在被碰小球的左上角
                    ballObj.yflag = false;
                    ballObj.xflag = false;
                  } else if (ballObj.y > balls[i].y) {
                    //小球对象在被碰小球的左下角
                    ballObj.xflag = false;
                    ballObj.yflag = true;
                  } else {
                    //小球对象在被撞小球的正左方
                    ballObj.xflag = false;
                  }
                } else if (ballObj.x > balls[i].x) {
                  if (ballObj.y < balls[i].y) {
                    //小球对象在被碰撞小球的右上方
                    ballObj.yflag = false;
                    ballObj.xflag = true;
                  } else if (ballObj.y > balls[i].y) {
                    //小球对象在被碰撞小球的右下方
                    ballObj.xflag = true;
                    ballObj.yflag = true;
                  } else {
                    //小球对象在被撞小球的正右方
                    ballObj.xflag = true;
                  }
                } else if (ballObj.y > balls[i].y) {
                  //小球对象在被撞小球的正下方
                  ballObj.yflag = true;
                } else if (ballObj.y < balls[i].y) {
                  //小球对象在被撞小球的正上方
                  ballObj.yflag = false;
                }
              }
            }
          }
        }
        for (var i = 0; i < balls.length; i++) {
          //将所有的小球传到函数中,来实现对小球的移动
          moveBalls(balls[i]);
        }
      </script>
    </html>
    努力到无能为力,拼搏到感动自己。 欢迎大家在下方多多评论。
  • 相关阅读:
    Nginx IP限制
    Hadoop 基本原理
    Redis 主从复制原理
    ThreadLoacl 小记
    Spring boot @Transaction,@Async在同一个类中注解失效的原因和解决办法
    Kafka学习
    Spring BeanUtils简单使用
    精彩的解释CAP理论的文章
    tcp粘包,udp丢包
    java多线程
  • 原文地址:https://www.cnblogs.com/wasbg/p/10759101.html
Copyright © 2011-2022 走看看