我正在编写一个简单的JavaScript游戏,您正在寻找页面上隐藏的图像。单击它时,将显示图像。每次点击都会播放声音。它基本上是马可波罗。当你越来越接近隐藏的物体时,我希望声音的音量变大。我有这个工作,但是在距离和体积之间存在线性关系,很难准确地确定图像的位置,因此,我想建立一个关系,当你非常接近时,存在非常陡峭的体积倾斜。类似y = x^5
的内容。不一定是x^5
,但这是我的想法。
现在,图像被放置在页面上,页面加载随机居中于点(imgX, imgY)
。该页面的尺寸为(pageX, pageY)
,我点击了(clickX, clickY)
的屏幕。
现在,我的想法是,从图像坐标开始,页面上始终存在“最大距离”LD
(理论上这应该是屏幕上的一个角落)。我们可以简单地获得四个角的坐标并找到最大距离NBD。
从0到1的音量应该具有类似于
的功能V = 1 - D
D是某种关系,我现在无法确定。
要获得一个简单的线性关系,我目前正在使用
D = d / LD
哪里
d = sqrt((imgX - clickX)^2 + (imgY - clickY)^2)
修改 我想我会澄清我的意图:1-d / LD可以工作,但是当你靠近时会导致直线增加。它并不直观清晰,但在实践中,当你达到80%-100%的音量时,它听起来非常相同,这意味着图像周围的区域似乎与人耳的音量相同。当你非常接近时,我想要一个更加戏剧性的增长。也就是说,当距离在3-4%之内时,它应该只能达到80%以上(如果有意义的话)
答案 0 :(得分:2)
继我之前的评论之后,这里是我认为你需要的可视化。 我刚刚意识到我没有费心去重新计算距离最远角落的距离 - 我只是简单地使用了从广场中心到角落的距离。如果距目标的距离超过从正方形中心到角落的距离,则可以将红点绘制到Y轴的左侧。
单击第二个画布重新定位隐藏目标。移动鼠标将导致计算它与该目标的距离。然后将该值除以上述最大距离到角落的数字。
最后,该值将用作衰减函数的X坐标。值[0..1]将用于驱动合成音量。
我在代码中留下了变量steepnessFactor
,以便快速轻松地修改衰减曲线。这个值就是将线性距离提升到幂的值。
function allByClass(clss,parent){return (parent==undefined?document:parent).getElementsByClassName(clss)}
function byId(id){return document.getElementById(id)}
window.addEventListener('load', onDocLoaded, false);
var steepnessFactor = 5; // inputs [0..1] will be raised to this power
var visSize = 128; // width/height of the 2 canvases
// click pos and corners of our window
var targetPoint;
var topLeft, topRight, botLeft, botRight;
// initialized to dist from center to (any) corner
var maxDist = (Math.sqrt(2) * visSize) / 2;
function onDocLoaded(evt)
{
targetPoint = new vec2_t(visSize/2,visSize/2);
topLeft = new vec2_t(0,0);
topRight = new vec2_t(visSize,0);
botLeft = new vec2_t(0,visSize);
botRight = new vec2_t(visSize,visSize);
var can1 = byId('graph');
var can2 = byId('map');
can1.width = visSize;
can1.height = visSize;
can2.width = visSize;
can2.height = visSize;
byId('map').addEventListener('click', onMapClicked, false);
byId('map').addEventListener('mousemove', onMapMouseMoved, false);
drawGraph();
drawMap(byId('map'));
}
function drawGraph()
{
var can = byId('graph');
var ctx = can.getContext('2d');
ctx.clearRect(0,0,can.width,can.height);
// draw the axis lines
ctx.strokeStyle = "#555555";
ctx.moveTo(0,can.height/2);
ctx.lineTo(can.width, can.height/2);
ctx.moveTo(can.width/2, 0);
ctx.lineTo(can.width/2, can.height);
ctx.stroke();
// draw the unit markers (spaced at 0.1 unit intervals)
var numDivisions = 20;
for (var x=0; x<can.width; x+= can.width/(numDivisions) )
{
ctx.moveTo(x, (can.height/2) - 4 );
ctx.lineTo(x, (can.height/2) + 4 );
}
for (var y=0; y<can.height; y+= can.height/(numDivisions) )
{
ctx.moveTo( (can.width/2)-4, y);
ctx.lineTo( (can.width/2)+4, y);
}
ctx.stroke();
var scaleX = 2 / can.width;
var scaleY = 2 / can.height;
ctx.beginPath();
ctx.moveTo(0,can.height);
for (var curX=0; curX<can.width; curX++)
{
var scaledX = -1;
scaledX += curX * scaleX;
var curY = Math.pow( scaledX, steepnessFactor); // steepness of curve
curY *= can.height/2;
curY = can.height/2 - curY;
ctx.lineTo(curX, curY);
}
ctx.strokeStyle = "#7e6cb5";
ctx.stroke();
}
function vec2_t(x,y)
{
this.x=x;
this.y=y;
this.equals = function(vec2){this.x = vec2.x; this.y = vec2.y;}
this.addVec = function(vec2){this.x += vec2.x; this.y += vec2.y;}
this.scalarMult = function(scalar){this.x *= scalar; this.y *= scalar;}
this.vecLen = function(){return Math.sqrt( this.x*this.x + this.y*this.y );}
this.normalize = function(){ let k = 1.0 / this.vecLen(); this.scalarMult(k); }
this.vecSub = function(vec2){this.x-=vec2.x;this.y-=vec2.y;}
this.toString = function(){return"<"+this.x+","+this.y+">"}
return this;
}
function onMapClicked(evt)
{
targetPoint.x = evt.offsetX;
targetPoint.y = evt.offsetY;
drawMap(this);
}
function drawMap(canvasElem)
{
var ctx = canvasElem.getContext('2d');
ctx.clearRect(0,0,canvasElem.width,canvasElem.height);
var radius = 5;
ctx.beginPath();
ctx.arc(targetPoint.x, targetPoint.y, radius, 0, 2 * Math.PI, false);
ctx.fillStyle = 'green';
ctx.fill();
}
function onMapMouseMoved(evt)
{
var x = evt.offsetX, y = evt.offsetY;
var curPos = new vec2_t(x, y);
var curVec = new vec2_t();
curVec.equals( curPos );
curVec.vecSub( targetPoint );
var curDist = curVec.vecLen();
var linearDist = (1-(curDist/maxDist));
// console.log("CurDist / MaxDist = " + linearDist );
// console.log("CurValue = " + Math.pow(linearDist, 5) );
x = linearDist;
y = Math.pow(linearDist, steepnessFactor); // steepness of curve
setVolumeSVG(y * 100);
drawGraph();
var mapCan = byId('graph');
var ctx = mapCan.getContext('2d');
var scaleX = mapCan.width / 2;
var scaleY = -mapCan.height / 2;
var radius = 5;
ctx.beginPath();
ctx.arc( x*scaleX + mapCan.width/2,
y*scaleY + mapCan.height/2, radius, 0, 2 * Math.PI, false);
ctx.fillStyle = 'red';
ctx.fill();
ctx.beginPath();
}
function setVolumeSVG(percent)
{
var svg = byId('mSvg');
var barWidth = (percent/100) * svg.width.baseVal.value;
var barHeight = (percent/100) * svg.height.baseVal.value;
var msg = "0,"+svg.height.baseVal.value + " "
+ barWidth + "," + (svg.height.baseVal.value-barHeight) + " "
+ barWidth + "," + svg.height.baseVal.value;
allByClass('barSlider')[0].setAttribute('points', msg);
}
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#graph{ border: solid 1px black; }
#map{ border: solid 1px red; }
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<canvas width=256 height=256 id='graph'></canvas>
<canvas width=256 height=256 id='map'></canvas><br>
<svg id='mSvg' xmlns="http://www.w3.org/2000/svg" viewBox="0 0 285 100" width=285 height=100>
<g>
<polygon class="barFrame" points="0,100 285,100 285,0"></polygon>
<polygon class='barSlider' points="0,100 143,100 143,50"></polygon>
</g>
<style>
.barFrame{ fill: #d1d3d4; }
.barSlider{ fill: #69bd45; }
</style>
</svg>
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