当蝙蝠与蝙蝠碰撞时,我想以正确的方向移动球,就像this example
一样尽管如此,它并不一定非常好。正确的工作是这里的目标。
到目前为止,我可以在以下网址中看到我所拥有的内容: https://jsfiddle.net/qphqvntx/4/
当蝙蝠击球时,问题出在碰撞上。它表现得非常奇怪。
//Canvas Variable
var mainCanvas = document.getElementById("mainCanvas");
var ctx = mainCanvas.getContext("2d");
var canvasHeight = mainCanvas.height;
var canvasWidth = mainCanvas.width;
var borderRadius = 10;
var bottomRadius = 120;
var gravity = 0.2;
var animate = false;
//Ball Object related variable
var balls = [];
var ballObj = {
x: 0,
y: 0,
velocity: {x: 0, y: 0},
};
var ball = '';
var debugBall = '';
var ballRadius = 10;
var dumping = 0.99;
var ballSpeed = 6;
var force = 1.8;
var setBallTimer = 150;
var updateBallTimer = 0;
var target;
var distanceX;
var distancey;
var j, balls2;
//Bat related variable
var batXPos = 200;
var batYPos = canvasHeight - bottomRadius - 120;
var batHeight = 100;
var batWidth = 10;
var mouse = [0, 0];
var point = [170, 175];
var dx, dy;
//run related variable
var oneRunLine = 60;
var twoRunLine = 90;
var fourRunLine = 100;
var outTopLine = 450;
var oneRunChain = canvasHeight - bottomRadius;
var twoRunChain = canvasHeight - bottomRadius - oneRunLine;
var fourRunChain = canvasHeight - bottomRadius - oneRunLine - twoRunLine;
var sixRunChain = canvasHeight - bottomRadius - oneRunLine - twoRunLine - fourRunLine;
var circleUnderMouse;
var mouse = {
x: 0,
y: 0,
down: false
}
var res;
var previousEvent = false;
function executeFrame() {
if (animate) {
requestAnimFrame(executeFrame);
}
ctx.lineWidth = "3";
ctx.strokeRect(0, 0, mainCanvas.width, mainCanvas.height);
ctx.strokeRect(0, 0, mainCanvas.width, mainCanvas.height - bottomRadius);
ctx.fillStyle = 'rgba(255,255,255,0.3)';
ctx.fillRect(0, 0, mainCanvas.width, mainCanvas.height);
update();
if (balls.length != '0') {
balls.forEach(function (ball, j, i) {
drawBall(ball);
createBat();
});
}
}
initializeGame();
function update() {
if (balls.length != '0') {
balls.forEach(function (ball, balli, ballj) {
ball.addGravity();
ball.velocity.y *= dumping;
ball.velocity.x *= dumping;
ball.y += ball.velocity.y;
ball.x += ball.velocity.x * force;
if (hitGround(ball) == true) {
ball.y = mainCanvas.height - bottomRadius;
ball.velocity.y = -Math.abs(ball.velocity.y);
}
if (hitLeft(ball) == true) {
ball.velocity.x = Math.abs(ball.velocity.x);
}
var hit = linePoint(point[0], point[1], mouse[0], mouse[1], ball.x, ball.y, ball);
if (hit == true) {
//console.log("hit");
} else {
//console.log("not yet");
}
for (j = balli + 1; j < balls.length; j++) {
balls2 = ballj[j];
var dx = balls2.x - ball.x;
var dy = balls2.y - ball.y;
var d = Math.sqrt(dx * dx + dy * dy);
if (d < 2 * ballRadius) {
if (d === 0) {
d = 0.1;
}
var unitX = dx / d;
var unitY = dy / d;
var newForce = -1;
var forceX = unitX * newForce;
var forceY = unitY * newForce;
ball.velocity.x += forceX;
ball.velocity.y += forceY;
balls2.velocity.x -= forceX;
balls2.velocity.y -= forceY;
}
}
});
}
updateBallTimer++;
if (updateBallTimer >= setBallTimer) {
createBall();
updateBallTimer = 0;
}
}
function initializeGame() {
createBall();
createBat();
}
function createBall() {
randomPoint(50, 150);
ball = instantiateBall(canvasWidth, target.y, ballObj);
ball.velocity.x -= getRandomNumber(4, 6);
}
function instantiateBall(xPos, yPos, ball) {
ball = {
x: xPos,
y: yPos,
velocity: {x: 0, y: 0},
addGravity: function () {
return this.velocity.y += gravity;
},
onCanvas: false
};
balls.push(ball);
drawBall(ball);
return ball;
}
function drawBall(ball) {
if (ball != '') {
ctx.beginPath();
ctx.arc(ball.x, ball.y, ballRadius, 0, 2 * Math.PI, false);
ctx.fillStyle = "#000";
ctx.fill();
}
}
function createBat() {
// ctx.clearRect(0, 0, width, height)
dx = mouse[0] - point[0],
dy = mouse[1] - point[1];
rot = Math.atan2(dy, dx);
ctx.fillStyle = 'red';
ctx.fillRect(point[0], point[1], 10, 10);
ctx.fillStyle = 'gray';
ctx.save();
ctx.translate(point[0], point[1]);
ctx.rotate(rot);
ctx.fillRect(0, 0, batHeight, batWidth);
ctx.moveTo(point[0], point[1]);
ctx.lineTo(point[0] + (mouse[0] - point[0]) + 0.5, point[1] + (mouse[1] - point[1]) * 0.5);
//ctx.stroke();
ctx.restore();
}
function linePoint(x1, y1, x2, y2, px, py, ball) {
var d1 = dist(px, py, x1, y1);
var d2 = dist(px, py, x2, y2);
var lineLen = dist(x1, y1, x2, y2);
var buffer = 3;
var batAngle = Math.atan2(d2, d1);
var batAngleX = Math.sin(batAngle);
var batAngleY = -Math.cos(batAngle);
if (d1 + d2 >= lineLen - buffer && d1 + d2 <= lineLen + buffer) {
var d = 2 * (ball.velocity.x * batAngleX + ball.velocity.y * batAngleY);
ball.x -= d * batAngleX;
ball.x -= d * batAngleY;
ball.velocity.x -= d * batAngleX + res;
ball.velocity.y -= d * batAngleY + res;
return true;
}
return false;
}
function dist(x1, y1, x2, y2) {
var xs = x2 - x1,
ys = y2 - y1;
xs *= xs;
ys *= ys;
return Math.sqrt(xs + ys);
}
function getRandomNumber(min, max) {
return Math.random() * (max - min) + min;
}
function randomPoint(min, max) {
var rndNum = Math.random() * (max - min) + min;
target = {
x: canvasWidth,
y: rndNum
};
// ctx.beginPath();
// ctx.arc(rndNum, canvasHeight, ballRadius, 0, 2 * Math.PI, false);
// ctx.fillStyle = "#ff0";
// ctx.fill();
}
function isOnCanvas(obj) {
if (obj.x <= mainCanvas.width && obj.y <= mainCanvas.height - bottomRadius) {
return true;
}
return false;
}
function hitGround(obj) {
if (obj.y >= mainCanvas.height - bottomRadius) {
//console.log("hit the ground");
return true;
}
return false;
}
function hitTop(obj) {
if (obj.y <= borderRadius) {
//console.log("hit the top");
return true;
}
return false;
}
function hitLeft(obj) {
if (obj.x <= borderRadius) {
//console.log("hit the left");
return true;
}
return false;
}
function hitRight(obj) {
if (obj.x >= mainCanvas.width - borderRadius) {
//console.log("hit the left");
return true;
}
return false;
}
function drawLineRandomPoint(moveX, moveY, lineX, lineY, strColor) {
ctx.beginPath();
ctx.moveTo(moveX, moveY);
ctx.lineTo(lineX, lineY);
ctx.strokeStyle = strColor;
ctx.stroke();
}
mainCanvas.addEventListener('mousemove', function (e) {
e.time = Date.now();
res = makeVelocityCalculator(e, previousEvent);
previousEvent = e;
mouse[0] = e.clientX;
mouse[1] = e.clientY;
});
function makeVelocityCalculator(e_init, e) {
var x = e_init.clientX, new_x, new_y, new_t,
x_dist, y_dist, interval, velocity,
y = e_init.clientY,
t;
if (e === false) {
return 0;
}
t = e.time;
new_x = e.clientX;
new_y = e.clientY;
new_t = Date.now();
x_dist = new_x - x;
y_dist = new_y - y;
interval = new_t - t;
// update values:
x = new_x;
y = new_y;
velocity = Math.sqrt(x_dist * x_dist + y_dist * y_dist) / interval;
return velocity;
}
mainCanvas.addEventListener('mouseover', function (e) {
animate = true;
executeFrame();
});
mainCanvas.addEventListener("mouseout", function (e) {
animate = false;
});
executeFrame();
window.requestAnimFrame = (function () {
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function (callback) {
window.setTimeout(callback, 1000 / 60);
};
})();
<body>
<canvas id="mainCanvas" height="400" width="600"></canvas>
<script src="main.js" type="text/javascript"></script>
</body>