我几天来一直在克隆agar.io。我已经完成了分割功能。但是我的分裂机制既古老又无聊。我希望它像agar.io一样(以更快的速度加速并减速)。打开agar.io并播放一次,你会知道我期待改进的地方。
以下是我的代码。
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 * Math.min(1, Math.pow(x / this.blobs[i].mass, 2));
this.blobs[i].velY = y / length * speed * Math.min(1, Math.pow(y / this.blobs[i].mass, 2));
this.blobs[i].x += this.blobs[i].velX;
this.blobs[i].y += this.blobs[i].velY;
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
});
}
},
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
});
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);
ctx.fillStyle = "green";
ctx.fillRect(-camera.x + 0, -camera.y + 0, 20, 20);
player.draw();
}
setup();
body {
margin: 0;
padding: 0;
}
<title>Play Agario Clone</title>
<canvas id="game">Kindly update your browser.</canvas>
空格键分裂。
我希望分裂的blob首先以更高的速度运行然后减速。所有blob更新都是从player.update
完成的答案 0 :(得分:1)
有点乱,因为我没有那么多时间。添加了快速背景网格以显示移动。
将速度属性添加回blob并使用它来控制所有blob的速度,而不仅仅是分裂的blob。当一个blob分裂时,我给两个分裂的blob一个新的速度(8但是由你决定)
如果速度&gt;计算每个斑点的速度之后。 1(在分裂斑点的情况下)我通过乘以非常接近1(0.995)的数字来降低速度,这会在很多帧上缓慢降低速度。你将这个数字越接近1,加速时间越长。数字必须低于1或blob将继续变得越来越快。
// need something to see relative movement so this is to add a background grid
var gPattern;
function createGridPattern() {
const grid = document.createElement("canvas");
grid.width = 128;
grid.height = 128;
grid.ctx = grid.getContext("2d");
grid.ctx.fillStyle = "white";
grid.ctx.fillRect(0, 0, 128, 128);
const alphas = [1, 0.2, 0.4, 0.2];
grid.ctx.fillStyle = "black";
for (var x = 0; x < 128; x += 16) {
grid.ctx.globalAlpha = alphas[(x / 16) % 4];
grid.ctx.fillRect(x, 0, 1, 128);
grid.ctx.fillRect(0, x, 128, 1);
}
return ctx.createPattern(grid,"repeat");
}
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 * this.blobs[i].speed * Math.min(1, Math.pow(x / this.blobs[i].mass, 2));
this.blobs[i].velY = y / length * this.blobs[i].speed * Math.min(1, Math.pow(y / this.blobs[i].mass, 2));
if(this.blobs[i].speed > 1){
this.blobs[i].speed *= 0.995; // make speed a little slow each frame
// make the 0.995 closer to 1 to make the speedup last longer
// eg 0.999 will keep speed longer
// this number must be less than 1
}else{
this.blobs[i].speed = 1;
}
this.blobs[i].x += this.blobs[i].velX;
this.blobs[i].y += this.blobs[i].velY;
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;
cell.speed = 8; // this is the amount of extra speed when split
this.blobs.push({
x: cell.x,
y: cell.y,
mass: cell.mass,
speed : 8, // this is the amount of extra speed when split
});
}
},
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,
speed : 1,
mass: player.defaultMass
});
player.blobs.push({
x: 100,
y: 100,
speed : 1,
mass: player.defaultMass / 2
});
player.blobs.push({
x: 100,
y: 100,
speed : 1,
mass: player.defaultMass / 2
});
player.blobs.push({
x: 100,
y: 100,
speed : 1,
mass: player.defaultMass / 2
});
player.blobs.push({
x: 100,
y: 100,
speed : 1,
mass: player.defaultMass * 2
});
var loop = function() {
update();
draw();
requestAnimationFrame(loop);
}
gPattern = createGridPattern();
loop();
}
function update() {
camera.update(player);
player.update();
}
function draw() {
ctx.fillStyle = gPattern;
ctx.setTransform(1,0,0,1,(-camera.x % 128) - 128, (-camera.y % 128) - 128);
ctx.fillRect(0,0, width+256, height+256);
ctx.setTransform(1,0,0,1,0,0);
ctx.fillStyle = "green";
ctx.fillRect(-camera.x + 0, -camera.y + 0, 20, 20);
player.draw();
}
setup();
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canvas {
border: 2px solid black;
padding : 0px;
margin : 0px;
}
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<canvas id="game">
</canvas>
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