我正在玩我的代码。我有一个移动的矩形。我在坐标X和Y上添加了条件,如(x和y上的posx和posy positon):
if (!go_down) {
if (posx < 250 && go_right) {
posx += 3;
} else if (posx < 30) {
go_right = true;
go_down = true;
} else if (!go_right) {
posx -= 3;
} else {
go_right = false;
go_down = true;
}
} else {
//if(posy <= 30)
posy += 5;
go_down = false;
}
你可以看到我的矩形曾经下降过。好吧,我决定创建一个对象数组,并尝试用它们实现我的IF条件....但它们的工作方式不一样......有什么建议吗?任何帮助表示赞赏....
window.onload = function () {
function Shape(x, y, w, h, fill) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
this.fill = fill;
}
// get canvas element.
var elem = document.getElementById('paper');
context = elem.getContext('2d');
//var container = {x:100, y:100, width:1200, height: 800};
context.fillStyle = "black";
context.fillRect(0, 0, elem.width, elem.height);
context.fillStyle = "white";
context.fillRect(250, 450, 40, 40);
// check if context exist
if (elem.getContext) {
var array = [];
array.push(new Shape(20, 0, 50, 50, "red"));
array.push(new Shape(20, 60, 50, 50, "red"));
array.push(new Shape(20, 120, 50, 50, "red"));
array.push(new Shape(80, 0, 50, 50, "red"));
array.push(new Shape(80, 60, 50, 50, "red"));
array.push(new Shape(80, 120, 50, 50, "red"));
array.push(new Shape(140, 0, 50, 50, "red"));
array.push(new Shape(140, 60, 50, 50, "red"));
array.push(new Shape(140, 120, 50, 50, "red"));
//context = elem.getContext('2d');
}
//function draw (){
// context.fillStyle = 'red';
//context.fillRect(container.x, container.y, container.width, container,height);
//}
var go_right = true;
var go_down = false;
setInterval(function () {
/// clear canvas for each frame
context.fillStyle = 'black';
context.fillRect(0, 0, elem.width, elem.height);
context.fillStyle = "white";
context.fillRect(250, 450, 40, 40);
/// iterate object array and move all objects
for (var i = 0, oRec; oRec = array[i]; i++) {
oRec.x++; /// update each object's position
context.fillStyle = oRec.fill;
context.fillRect(oRec.x, oRec.y, oRec.w, oRec.h);
if (!go_down) {
if (oRec.x < 250 && go_right) {
oRec.x += 3;
} else if (oRec.x < 30) {
go_right = true;
go_down = true;
} else if (!go_right) {
oRec.x -= 3;
} else {
go_right = false;
go_down = true;
}
} else {
oRec.y += 5;
go_down = false;
}
}
}, 40);
答案 0 :(得分:0)
在画布上移动对象的传统方法是:
所以你的rect对象可能是这样定义的:
var rect={
x:10,
y:10,
velocityX:3,
velocityY:4,
directionX:1,
directionY:1
};
因此,在动画框架内,你可以像这样移动你的矩形:
rect.x += velocityX * directionX;
rect.y += velocityY * directionY;
由于directionX和directionY最初为1,因此你的矩形向右移动3并向下移动4。
如果要反转矩形方向,只需将其directionX或directionY乘以-1即可。
rect.directionX *= -1;
rect.directionY *= -1;
现在你的矩形向左移动3,向上移动4。
关键是将你的矩形(或数组)速度与其方向分开。
如果你想让一组rects向同一个方向移动,只需迭代数组并将它们的directionX和/或directionY改为相同。
祝你的项目好运!
答案 1 :(得分:-1)
var array = [];
array.push(new Shape(20, 0, 50, 50, "red"));
array.push(new Shape(20, 60, 50, 50, "red"));
array.push(new Shape(20, 120, 50, 50, "red"));
array.push(new Shape(80, 0, 50, 50, "red"));
array.push(new Shape(80, 60, 50, 50, "red"));
array.push(new Shape(80, 120, 50, 50, "red"));
array.push(new Shape(140, 0, 50, 50, "red"));
array.push(new Shape(140, 60, 50, 50, "red"));
array.push(new Shape(140, 120, 50, 50, "red"));
//context = elem.getContext('2d');
}
//function draw (){
// context.fillStyle = 'red';
//context.fillRect(container.x, container.y, container.width, container,height);
//}
var go_right = true;
var go_down = false;
setInterval( function(){
/// clear canvas for each frame
context.fillStyle = 'black';
context.fillRect(0, 0, elem.width, elem.height);
context.fillStyle = "white";