我正在研究应该制作10个球不同颜色并从墙壁反弹的代码,但是当我运行代码时,我会继续获得一个或两个不同颜色的球,否则它将完美地运行每1个/10倍。有什么想法吗? 画布动画
<body>
<canvas id = "canvas" width="600" height = "500"> </canvas>
<script>
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var width = 300 //changes canvas size
var height = 400
width = canvas.width
height = canvas.height
/* In this constructor, the starting position
of the ball is set to this.x and this.y
*/
var Ball = function () {
this.x = Math.random() * canvas.width;
this.y = Math.random() * canvas.height;
this.xSpeed = -2; // -2 means 2 pixels left for every step of animation.
this.ySpeed = 3;
var circle = function (x, y, radius, color, fill) { //function to make drawing circles faster
ctx.strokeStyle = color
ctx.beginPath();
ctx.arc(x, y, radius, 0, Math.PI * 2, false);
if (fill === true) {
ctx.fillStyle = color;
ctx.fill()
}
ctx.stroke();
}
// The Ball maker
x = Math.floor(Math.random() * 10)
myColors = ["Green", "Red", "Orange", "Yellow", "Chocolate", "Brown", "Silver", "Black", "Purple", "Blue"]
Ball.prototype.draw = function () {
circle(this.x, this.y, 3, myColors[x], true)
};
// this will move the balls
Ball.prototype.move = function () {
this.x += this.xSpeed;
this.y += this.ySpeed;
};
Ball.prototype.checkCollision = function () { //makes the balls bounce off walls
if (this.x < 0 || this.x > width) {
this.xSpeed = -this.xSpeed;
}
if (this.y < 0 || this.y > height) {
this.ySpeed = -this.ySpeed;
}
}
}
var moBalls = [] //stores balls to be called later
for (var x = 0; x < 10; x++) {
moBalls[x] = new Ball()
}
width = canvas.width
height = canvas.height
setInterval(function () {
ctx.clearRect(0, 0, width, height);
for (x = 0; x < 10; x++) { //takes the balls from moBalls and moves the ten of them
moBalls[x].draw()
moBalls[x].move()
moBalls[x].checkCollision();
}
ctx.lineWidth = 4
ctx.strokeRect(0, 0, width, height); //makes the walls
}, 30);
</script>
</body>
</html>
答案 0 :(得分:0)
我很确定这是因为你在不使用x
关键字的情况下在多个地方使用变量var
(正如@pointy所说,你没有声明它)。
使用var x
生成随机数,从阵列中选择颜色,也可以在for
循环中调用draw
方法。
甚至更好,使用不同的变量名称,这些名称将清楚地表明变量的意图。例如:
var randomColorIndex = Math.floor(Math.random() * 10)
var myColors = ["Green", "...", "Blue"]
Ball.prototype.draw = function () {
circle(this.x, this.y, 3, myColors[randomColorIndex], true)
};
(我知道这看起来有点长,但这仅仅是一个例子;使用对你来说最重要的方法)。