我试图制作一个简单的互动游戏,在画布上有不同颜色的圆圈,当用户点击蓝色圆圈时,它会记录屏幕上的点击次数。当点击任何其他颜色的圆圈时,动画就停止了。
我对javascript非常陌生,但这是我现在所拥有的。我做了一个带有随机颜色圆圈的函数,还有一个蓝色圆圈移动的函数,但是当我点击带有随机颜色圆的函数并记录对蓝色圆圈的点击量时,我完全被困在了如何停止动画上。如果有人能以任何方式帮助我继续前进(不一定是全部的事情),那就太棒了,谢谢。
JS
var canvas;
var ctx;
var w = 1000;
var h = 600;
var colours = ["red", "blue"];
var allCircles = [];
for(var i=0; i<1; i++){
setTimeout(function(){console.log(i)},1000);
}
document.querySelector("#myCanvas").onclick = click;
createData(2);
createDataTwo(20);
setUpCanvas();
animationLoop();
function animationLoop(){
clear();
for(var i = 0; i<allCircles.length; i++){
circle(allCircles[i]);
forward(allCircles[i], 5)
turn(allCircles[i], randn(30));
collisionTestArray(allCircles[i],allCircles)
bounce(allCircles[i]);
}
requestAnimationFrame(animationLoop);
}
function collisionTestArray(o, a){
for(var i=0; i<a.length; i++){
if(o !=a[i]){
collision(o,a[i]);
}
}
}
function collision(o1,o2){
if(o1 && o2){
var differencex = Math.abs(o1.x-o2.x);
var differencey = Math.abs(o1.y-o2.y);
var hdif = Math.sqrt(differencex*differencex+differencey*differencey);
if(hdif<o1.r+o2.r){
if(differencex < differencey){
turn(o1, 180-2*o1.angle);
turn(o2, 180-2*o2.angle);
}else{
turn(o1, 360-2*o1.angle);
turn(o2, 360-2*o2.angle);
}
turn(o1, 180);
turn(o2, 180);
console.log("collision");
};
}
}
function click(event){
clear()
}
function bounce (o){
if(o.x > w || o.x < 0){
turn(o, 180-2*o.angle);
};
if(o.y > h || o.y < 0){
turn(o, 360-2*o.angle);
}
}
function clear(){
ctx.clearRect(0,0,w,h);
}
function stop (){
o1.changex = 0;
o1.changey = 0;
o2.changex = 0;
o2.changey = 0;
}
function circle (o){
var x = o.x;
var y = o.y;
var a = o.angle;
var d = o.d;
ctx.beginPath();
ctx.arc(o.x,o.y,o.r,0,2*Math.PI);
ctx.fillStyle = "hsla("+o.c+",100%,50%, "+o.a+")";
ctx.fill();
o.x = x;
o.y = y;
o.angle = a;
o.d = d;
}
function createData(num){
for(var i=0; i<num; i++){
allCircles.push({
"x": rand(w),
"changex": rand(10),
"y":rand(h),
"changex": rand(10),
"w": randn(w),
"h": randn(h),
"d": 1,
"a": 1,
"angle": 0,
"changle":15,
"c":216,
"r": 50
}
)
}
}
function createDataTwo(num){
for(var i=0; i<num; i++){
allCircles.push({
"x": rand(w),
"changex": rand(10),
"y":rand(h),
"changex": rand(10),
"w": randn(w),
"h": randn(h),
"d": 1,
"a": 1,
"angle": 0,
"changle":15,
"c":rand(90),
"r": 50
}
)
}
}
function turn(o,angle){
if(angle != undefined){
o.changle=angle;
};
o.angle+=o.changle;
}
function forward(o,d){
var changeX;
var changeY;
var oneDegree = Math.PI/180;
if(d != undefined){
o.d = d;
};
changeX= o.d*Math.cos(o.angle*oneDegree);
changeY = o.d*Math.sin(o.angle*oneDegree);
o.x+=changeX;
o.y+=changeY;
}
function randn(r){
var result = Math.random()*r - r/2
return result
}
function randi(r) {
var result = Math.floor(Math.random()*r);
return result
}
function rand(r){
return Math.random()*r
}
function setUpCanvas(){
canvas = document.querySelector("#myCanvas");
ctx = canvas.getContext("2d");
canvas.width = w;
canvas.height = h;
canvas.style.border = "5px solid orange"
ctx.fillStyle = "blue";
ctx.fillRect(0, 0, w, h);
}
console.log("assi4")HTML
<html>
<head>
<link rel="stylesheet" type="text/css" href="../modules.css">
</head>
<body>
<div id="container">
<h1>Click the Blue Circles Only</h1>
<canvas id = "myCanvas"></canvas>
</div>
<script src="assi5.js"></script>
</body>
</html>CSS
#container {
margin: auto;
width: 75%;
text-align: center;
}发布于 2022-05-01 12:22:24
单击非蓝色圆圈时,可以使用cancelAnimationFrame停止动画。
您需要将一个引用传递给从requestAnimationFrame返回的框架ID,这样它才能正常工作。
为了判断是否单击了一个圆,您需要根据单击的坐标检查每个圆圈的坐标。
下面有一个示例,如果您的蓝色圆圈位于“蓝色”数组中,而其他圆圈位于数组" other“中,则requestAnimationFrame返回的ID为"frame”。
check函数返回被击中的蓝色圆圈的数目(得分),如果有任何其他的圆圈被击中,它将停止动画。
getCoords从单击事件返回单击画布的坐标。
canvas.addEventListener('click', event=>{
points += check(getCoords(event), blue, other, frame);
document.getElementById('points').textContent = points;
})
function check({x, y}, blue, other, frame) {
other.filter(circle=>circle.isWithin(x, y))
.length && cancelAnimationFrame(frame); // This is where animation stops
return blue.filter(circle=>circle.isWithin(x, y)).length;
}
function getCoords(event) {
const canvas = event.target;
const rect = canvas.getBoundingClientRect()
const x = event.clientX - rect.left;
const y = event.clientY - rect.top;
return { x, y };
}下面是一个示例,在这个示例中,我将圆圈更改为函数的结果,而不是内联对象,并将您对它们使用的函数移到它们自己的类中。你不必这么做,但我觉得这更容易理解。
function main() {
const canvas = document.getElementById('canvas');
const context = canvas.getContext("2d");
const clear = () => context.clearRect(0, 0, canvas.width, canvas.height);
const blue = new Array(2).fill().map(() => new Circle(context, 216));
const other = new Array(10).fill().map(() => new Circle(context));
let circles = [...blue, ...other];
let frame = 0;
let points = 0;
// Move the circle a bit and check if it needs to bounce
function update(circle) {
circle.forward(1)
circle.turn(30, true)
circle.collisionTestArray(circles)
circle.bounce();
}
// Main game loop, clear canvas, update circle positions, draw circles
function loop() {
clear();
circles.filter(circle => circle.free).forEach(update);
circles.forEach(circle => circle.draw());
frame = requestAnimationFrame(loop);
}
loop();
canvas.addEventListener('click', event => {
points += check(getCoords(event), blue, other, frame, circles);
document.getElementById('points').textContent = points;
})
}
function check({ x, y }, blue, other, frame) {
other.filter(circle => circle.isWithin(x, y))
// .map(circle=>circle.toggle())
.length && cancelAnimationFrame(frame); // This is where animation stops
return blue.filter(circle => circle.isWithin(x, y)).length;
}
function getCoords(event) {
const canvas = event.target;
const rect = canvas.getBoundingClientRect()
const x = event.clientX - rect.left;
const y = event.clientY - rect.top;
return { x, y };
}
main();
function Circle(context, c) {
const randn = r => rand(r) - r / 2;
const randi = r => Math.floor(randi(r));
const rand = r => Math.random() * r;
// These are for easily stopping and starting a circle;
this.free = true;
this.stop = () => this.free = false;
this.release = () => this.free = true;
this.toggle = () => this.free = !this.free;
const {
width,
height
} = context.canvas;
// These are the same properties you were using in your code
this.x = rand(width);
this.changex = rand(10);
this.y = rand(height);
this.changey = rand(10);
this.w = randn(width);
this.h = randn(height);
this.d = 1;
this.a = 1;
this.angle = 0;
this.changle = 15;
this.c = c || rand(90); // This is the only difference between blue and other circles
this.r = 50;
// These next functions you had in your code, I just moved them into the circle definition
this.draw = () => {
const { x, y, r, c } = this;
context.beginPath();
context.arc(x, y, r, 0, 2 * Math.PI);
context.fillStyle = "hsla(" + c + ",100%,50%, 1)";
context.fill();
}
this.bounce = () => {
const { x, y, angle } = this;
if (x > width || x < 0) {
this.turn(180 - 2 * angle);
}
if (y > height || y < 0) {
this.turn(360 - 2 * angle);
}
}
this.turn = (angle, random = false) => {
this.changle = random ? randn(angle) : angle;
this.angle += this.changle;
}
this.forward = d => {
this.d = d;
this.x += this.d * Math.cos(this.angle * Math.PI / 180);
this.y += this.d * Math.sin(this.angle * Math.PI / 180);
}
this.collisionTestArray = a => a
.filter(circle => circle != this)
.forEach(circle => this.collision(circle));
this.collision = circle => {
var differencex = Math.abs(this.x - circle.x);
var differencey = Math.abs(this.y - circle.y);
var hdif = Math.sqrt(differencex ** 2 + differencey ** 2);
if (hdif < this.r + circle.r) {
if (differencex < differencey) {
this.turn(180 - 2 * this.angle);
circle.turn(180 - 2 * circle.angle);
} else {
this.turn(360 - 2 * this.angle);
circle.turn(360 - 2 * circle.angle);
}
this.turn(180);
circle.turn(180);
}
}
// These 2 functions I added to check if the circle was clicked
this.distanceFrom = (x, y) => Math.sqrt((this.x - x) ** 2 + (this.y - y) ** 2);
this.isWithin = (x, y) => this.r > this.distanceFrom(x, y);
}#canvas {
border: 5px solid orange;
}
#container {
margin: auto;
width: 75%;
text-align: center;
}<div id="container">
<h1>Click the Blue Circles Only</h1>
<canvas id="canvas" width="1000" height="600"></canvas>
<p>
Points: <span id="points">0</span>
</p>
</div>
发布于 2022-05-01 12:35:42
在这种情况下使用OOP更好,并且可以节省大量的时间--我已经编写了OOP版本的游戏,我用harry写的,这样您可能会发现一些but,但它是一个很好的起点。
const canvas = document.querySelector("canvas")
const ctx = canvas.getContext("2d")
let h = canvas.height = 600
let w = canvas.width = 800
const numberOfCircles = 20
let circles = []
// running gameover
let gameStatus = "running"
let score = 0
canvas.addEventListener("click", (e) => {
if(gameStatus === "gameOver") {
document.location.reload()
return;
}
const mouse = {x: e.offsetX, y: e.offsetY}
for(let circle of circles) {
if(distance(mouse, circle) <= circle.radius) {
if(circle.color == "blue") {
gameStatus = "running"
score += 1
} else {
gameStatus = "gameOver"
}
}
}
})
class Circle {
constructor(x, y, color, angle) {
this.x = x
this.y = y
this.color = color
this.radius = 15
this.angle = angle
this.speed = 3
}
draw(ctx) {
ctx.beginPath();
ctx.fillStyle = this.color;
ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2);
ctx.fill();
}
move(circles) {
this.check(circles)
this.x += Math.cos(this.angle) * this.speed
this.y += Math.sin(this.angle) * this.speed
}
check(circles) {
if(this.x + this.radius > w || this.x - this.radius < 0) this.angle += Math.PI
if(this.y + this.radius > h || this.y - this.radius < 0) this.angle += Math.PI
for(let circle of circles) {
if(circle === this) continue
if(distance(this, circle) <= this.radius + circle.radius) {
// invert angles or any other effect
// there are much better soultion for resolving colliusions
circle.angle += Math.PI / 2
this.angle += Math.PI / 2
}
}
}
}
}
setUp()
gameLoop()
function gameLoop() {
ctx.clearRect(0,0,w,h)
if(gameStatus === "gameOver") {
ctx.font = "30px Comic"
ctx.fillText("Game Over", w/2 - 150, h/2 - 100)
ctx.fillText("you have scored : " + score, w/2 - 150, h/2)
return;
}
ctx.font = "30px Comic"
ctx.fillText("score : " + score, 20, 30)
for (let i = 0; i < circles.length; i++) {
const cirlce = circles[i]
cirlce.draw(ctx)
cirlce.move(circles)
}
requestAnimationFrame(gameLoop)
}
function random(to, from = 0) {
return Math.floor(Math.random() * (to - from) + from)
}
function setUp() {
gameStatus = "running"
score = 0
circles = []
for (var i = 0; i < numberOfCircles; i++) {
const randomAngle = random(360) * Math.PI / 180
circles.push(new Circle(random(w, 20), random(h, 20), randomColor(), randomAngle))
}
}
function randomColor() {
const factor = random(10)
if(factor < 3) return "blue"
return `rgb(${random(255)}, ${random(255)}, ${random(100)})`
}
function distance(obj1, obj2) {
const xDiff = obj1.x - obj2.x
const yDiff = obj1.y - obj2.y
return Math.sqrt(Math.pow(xDiff, 2) + Math.pow(yDiff, 2))
}https://stackoverflow.com/questions/72073712
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