<强> JSFiddle
预期行为
示例值:速度:10; Angular :45°;红色;半径:50。
点击“射击!”按钮,球应该移动,直到它最终消失在一堵墙后面。请注意,我想模拟具有重力的现实世界球。
每次我们单击“射击”时,都会在 balls
数组中添加一个球,该数组也会被绘制。
发生了什么
单击一次/多次拍摄时会显示一个黑色椭圆。没有看到控制台错误。
代码:
(function () {
var canvas = document.querySelector("canvas"),
ctx = canvas.getContext("2d"),
WIDTH = canvas.width,
HEIGHT = canvas.height;
// our ball object
function Ball(radius, color) {
this.radius = radius;
this.color = color;
this.x = 50; // start coordinates
this.y = 50;
this.velX = 0;
this.velY = 0;
this.accX = 0;
this.accY = 0;
this.gravity = 0;
this.start = function (angle, velocity) {
this.gravity = 9.8;
this.angle = angle / 180 * Math.PI; // convert to radians
this.velX = velocity * Math.cos(this.angle);
this.velY = velocity * Math.sin(this.angle);
this.accX = 0; // zero intially
this.accY = 0; // TODO: set option for user to set himself
};
this.update = function () {
this.velY -= this.gravity;
};
this.draw = function () {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, 2 * Math.PI);
ctx.fillSyle = this.color;
ctx.fill();
ctx.closePath();
}
}
// balls array
var balls = [];
document.querySelector("input[type='button']").onclick = function () {
var color = gId("color").value, // getElementById; defined in jsfiddle
velocity = gId("velocity").value,
angle = gId("angle").value,
radius = gId("radius").value;
var ball = new Ball(radius, color);
ball.start(angle, velocity);
balls.push(ball);
};
setInterval(function () {
for (var i = 0, len = balls.length; i < len; i++) {
ctx.clearRect(0, 0, WIDTH, HEIGHT);
balls[i].draw();
balls[i].update();
}
}, 1000 / 60); // 1000/x depicts x fps
我不知道为什么它不起作用。系统:最新的 Chrome/Firefox 上的 Windows 7。
感谢任何帮助。请评论以获取更多信息。
最佳答案
1) 在 Canvas 元素上设置宽度和高度属性,而不是应用 css 样式,即:
<canvas width="400px" height="400px">You don't support canvas.</canvas>
2) 将重力值除以 60,因为更新函数每 1/60 秒调用一次,即:
this.start = function (angle, velocity) {
this.gravity = 9.8 / 60;
this.angle = angle / 180 * Math.PI; // convert to radians
this.velX = velocity * Math.cos(this.angle);
this.velY = velocity * Math.sin(this.angle);
this.accX = 0; // zero intially
this.accY = 0; // TODO: set option for user to set himself
};
3)将更新函数更改为:
this.update = function () {
this.velY += this.gravity;
this.x += this.velX;
this.y += this.velY;
};
4) 将 ctx.clearRect 方法移到 for 循环之外,否则您只会看到一个球始终处于动画状态,即
setInterval(function () {
ctx.clearRect(0, 0, WIDTH, HEIGHT);
for (var i = 0, len = balls.length; i < len; i++) {
balls[i].draw();
balls[i].update();
}
}, 1000 / 60); // 1000/x depicts x fps
这里是更新的 js-fiddle:http://jsfiddle.net/km6ozj6L/1/
关于javascript - 显示椭圆形黑球的 Canvas 弹跳球,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/27201755/