我正在制作类似于agar.io的游戏。我已经做了分割功能来分割blob。但是他们的运动存在问题。我希望他们以更快的速度在(mouseX,mouseY)和(blobX,blobY)之间的向量上移动。我不希望它移动到(mouseX,mouseY)。
下面是我的代码和图表。
<html>
<head>
<title>Play Agario Clone</title>
<style>
body {
margin: 0;
padding: 0;
}
</style>
</head>
<body>
<canvas id="game">
kindly update your browser.
</canvas>
<script>
var
canvas,
ctx,
width = innerWidth,
height = innerHeight,
mouseX = 0,
mouseY = 0;
var
camera = {
x: 0,
y: 0,
// camera
update: function(obj) {
this.x = (obj.blobsExtent.minx + obj.blobsExtent.maxx) / 2;
this.y = (obj.blobsExtent.miny + obj.blobsExtent.maxy) / 2;
this.x -= width / 2;
this.y -= height / 2;
}
},
player = {
defaultMass: 54,
x: 0,
y: 0,
blobs: [],
blobsExtent : {
minx :0,
miny : 0,
maxx : 0,
maxy : 0,
},
update: function () {
var be = this.blobsExtent;
for (var i = 0; i < this.blobs.length; i ++) {
var x = mouseX + camera.x - this.blobs[i].x;
var y = mouseY + camera.y - this.blobs[i].y;
var length = Math.sqrt(Math.pow(x, 2) + Math.pow(y, 2));
var speed = 54/this.blobs[i].mass;
this.blobs[i].velX = x/length * speed;
this.blobs[i].velY = y/length * speed;
this.blobs[i].x += this.blobs[i].velX;
this.blobs[i].y += this.blobs[i].velY;
// prblem here
if (this.blobs[i].splitted) {
this.blobs[i].x += x/length * this.blobs[i].speed;
this.blobs[i].y += x/length * this.blobs[i].speed;
if (this.blobs[i].speed > 0) {
this.blobs[i].speed--;
}
}
for (var j = 0; j < this.blobs.length; j ++) {
if (j != i && this.blobs[i] !== undefined) {
var blob1 = this.blobs[i];
var blob2 = this.blobs[j];
var x = blob2.x - blob1.x;
var y = blob2.y - blob1.y;
var dist = Math.sqrt(x * x + y * y);
if (dist < blob1.mass + blob2.mass) {
x /= dist;
y /= dist;
blob1.x = blob2.x - x * (blob1.mass + blob2.mass);
blob1.y = blob2.y - y * (blob1.mass + blob2.mass);
}
}
}
if (i === 0) {
be.maxx = be.minx = blob1.x;
be.maxy = be.miny = blob1.y;
} else {
be.maxx = Math.max(be.maxx, blob1.x);
be.maxy = Math.max(be.maxy, blob1.y);
be.minx = Math.min(be.minx, blob1.x);
be.miny = Math.min(be.miny, blob1.y);
}
}
this.x += (mouseX - width/2)/(width/2) * 1;
this.y += (mouseY - height/2)/(height/2) * 1
},
split: function (cell) {
if(cell.mass >= this.defaultMass) {
cell.mass /= 2;
this.blobs.push({
x: cell.x,
y: cell.y,
mass: cell.mass,
splitted: true,
speed: 20
});
}
},
draw: function () {
for (var i = 0; i < this.blobs.length; i ++) {
ctx.fillStyle = "red";
ctx.beginPath();
ctx.arc(-camera.x + this.blobs[i].x, -camera.y + this.blobs[i].y, this.blobs[i].mass, 0, Math.PI*2);
ctx.fill();
ctx.closePath();
}
}
};
function handleMouseMove (e) {
mouseX = e.clientX;
mouseY = e.clientY;
}
function handleKeydown (e) {
if (e.keyCode == 32) {
var currentLength = player.blobs.length;
for (var i = 0; i < currentLength; i++) {
player.split(player.blobs[i]);
}
}
}
function setup () {
canvas = document.getElementById("game");
ctx = canvas.getContext("2d");
canvas.width = width;
canvas.height = height;
addEventListener("mousemove", handleMouseMove);
addEventListener("keydown", handleKeydown);
player.blobs.push({
x: 0,
y: 0,
mass: player.defaultMass
});
player.blobs.push({
x: 100,
y: 100,
mass: player.defaultMass/2
});
player.blobs.push({
x: 100,
y: 100,
mass: player.defaultMass*2
});
var loop = function () {
update();
draw();
requestAnimationFrame(loop);
}
requestAnimationFrame(loop);
}
function update () {
camera.update(player);
player.update();
}
function draw () {
ctx.fillStyle = "#fff";
ctx.fillRect(0, 0, width, height);
player.draw();
}
setup();
</script>
</body>
</html>
答案 0 :(得分:0)
另一次看到这个并认为它很奇怪但是你想要那样。
this.blobs[i].y += x/length * this.blobs[i].speed;
//.................^ should not be x?
沿着向量移动使用y
this.blobs[i].y += y/length * this.blobs[i].speed;
//.................^ correction now moves along vector