我試圖讓一個物件移動到點擊位置,就像在暗黑破壞神或現代 moba 游戲這樣的 rpg 中,我需要找到一種影片方式來點擊坐標,我找到了一種使用勾股定理的方法,我理解并定制了代碼在一定程度上,但是有一個錯誤,球在影片的最后一直彈跳。我知道這是因為“移動”變數和回圈而發生的,但不明白為什么。
這是繪制物件的函式
function drawPlayer() {
//
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.beginPath();
ctx.arc(player.x, player.y, 12, 0, Math.PI*2);
ctx.fillStyle = 'white';
ctx.fill();
ctx.closePath();
//Calculate variables
let dx = player.newx - player.x;
let dy = player.newy - player.y;
let distance = Math.sqrt(dx*dx dy*dy);
let moves = distance/player.speed;
let xunits = (player.newx - player.x)/moves;
let yunits = (player.newy - player.y)/moves;
if (moves > 0 ) {
moves--;
player.x = xunits;
player.y = yunits;
console.log(moves);
}
}
const canvas = document.getElementById('canvas1');
const ctx = canvas.getContext('2d');
canvas.addEventListener('click', e => {
setClickCoords(e);
drawPlayer();
})
canvas.width = 300;
canvas.height = 300;
const player = {
x: 0,
y: 0,
newx: 0,
newy: 0,
speed: 1,
radius: 15,
}
function drawPlayer() {
//Draw
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.beginPath();
ctx.arc(player.x, player.y, 12, 0, Math.PI * 2);
ctx.fillStyle = 'white';
ctx.fill();
ctx.closePath();
//Calculate variables
let dx = player.newx - player.x;
let dy = player.newy - player.y;
let distance = Math.sqrt(dx * dx dy * dy);
let moves = distance / player.speed;
let xunits = (player.newx - player.x) / moves;
let yunits = (player.newy - player.y) / moves;
console.log(moves);
if (moves > 0) {
moves--;
player.x = xunits;
player.y = yunits;
console.log(moves);
}
}
function setClickCoords(e) {
player.newx = e.offsetX;
player.newy = e.offsetY;
document.getElementById('oldcoords').innerHTML = "old Coords " player.x " " player.y;
document.getElementById('newcoords').innerHTML = "new Coords " player.newx " " player.newy;
}
function gameLoop() {
window.setTimeout(gameLoop, 24);
drawPlayer()
}
gameLoop();
body {
background: black;
display: flex;
flex-direction: column;
}
#canvas1 {
border: 3px solid white;
top: 50%;
left: 50%;
position: absolute;
width: 300px;
height: 300px;
transform: translate(-50%, -50%);
}
#oldcoords,
#newcoords {
color: white;
font-size: 18px;
}
<span id="oldcoords"></span>
<span id="newcoords"></span>
<canvas id="canvas1"> </canvas>
uj5u.com熱心網友回復:
檢查是否moves介于 0 和 1 之間。如果介于兩者之間,請將球移動到所需位置。目前,球的方向太遠,必須在下一個影片中回傳。
const canvas = document.getElementById('canvas1');
const ctx = canvas.getContext('2d');
canvas.addEventListener('click', e => {
setClickCoords(e);
drawPlayer();
})
canvas.width = 300;
canvas.height = 300;
const player = {
x: 0,
y: 0,
newx: 0,
newy: 0,
speed: 1,
radius: 15,
}
function drawPlayer() {
//Draw
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.beginPath();
ctx.arc(player.x, player.y, 12, 0, Math.PI * 2);
ctx.fillStyle = 'white';
ctx.fill();
ctx.closePath();
//Calculate variables
let dx = player.newx - player.x;
let dy = player.newy - player.y;
let distance = Math.sqrt(dx * dx dy * dy);
let moves = distance / player.speed;
console.log(moves);
if (moves > 1) {
let xunits = (player.newx - player.x) / moves;
let yunits = (player.newy - player.y) / moves;
moves--;
player.x = xunits;
player.y = yunits;
console.log(moves);
} else if (moves > 0) {
moves = 0;
player.x = player.newx;
player.y = player.newy;
console.log(moves);
}
}
function setClickCoords(e) {
player.newx = e.offsetX;
player.newy = e.offsetY;
document.getElementById('oldcoords').innerHTML = "old Coords " player.x " " player.y;
document.getElementById('newcoords').innerHTML = "new Coords " player.newx " " player.newy;
}
function gameLoop() {
window.setTimeout(gameLoop, 24);
drawPlayer()
}
gameLoop();
body {
background: black;
display: flex;
flex-direction: column;
}
#canvas1 {
border: 3px solid white;
top: 50%;
left: 50%;
position: absolute;
width: 300px;
height: 300px;
transform: translate(-50%, -50%);
}
#oldcoords,
#newcoords {
color: white;
font-size: 18px;
}
<span id="oldcoords"></span>
<span id="newcoords"></span>
<canvas id="canvas1"> </canvas>
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標籤:javascript 动画片 帆布
