如何让以下脚本生效?我希望能够将船移动到鼠标坐标。空间本身应该移动,船应该留在中心视图中。 如果你能修改脚本会很好,因为每个人都写不同的函数。
最后,如果单击按钮,我希望船只移动到该目的地
我尝试了它,当它工作,船从未移动,我不知道它是否与prototype.update
功能有关。
prototype.update
或.render
是否与我写this.update
或this.render
相同?
<script>
function domanDown(evt)
{
switch (evt)
{
case 38: /* Up arrow was pressed or button pressed*/
offsetY+=100 ;
break;
case 40: /* Down arrow was pressed or button pressed*/
offsetY-=100;
break;
case 37: /* Left arrow was pressedor button pressed*/
offsetX+=100;
break;
case 39: /* Right arrow was pressed or button pressed*/
offsetX-=100;
break;
}
}
window.requestAnimationFrame = function() {
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.msRequestAnimationFrame ||
window.oRequestAnimationFrame ||
function(f) {
window.setTimeout(f,1e3/60);
}
}();
var Obj = function (x,y,sp,size){
this.size = size;
this.x = x;
this.y = y;
this.color = sp;
this.selected = 0;
}
var Planet_Class = function (x,y,sp){
this.type = 'Planet_Class';
this.depot = 11;
this.xtype = new Obj(x,y,sp,10);
w.objects.push(this);
Planet_Class.prototype.update =function () {
}
Planet_Class.prototype.render =function () {
ctx.save();
ctx.beginPath();
ctx.fillStyle = this.xtype.color;
ctx.fillRect(this.xtype.x, this.xtype.y,this.xtype.size,this.xtype.size);
ctx.fill();
ctx.restore();
}
}
var Usership = function(x,y,sp){
this.depot = 10;
this.type = 'Usership';
this.xtype = new Obj(x,y,sp,10);
w.objects.push(this);
Usership.prototype.update =function (x,y) {
this.xtype.x = x || 20;
this.xtype.y = y || 20;
}
Usership.prototype.render =function () {
ctx.save();
ctx.beginPath();
ctx.fillStyle = this.xtype.color;
ctx.fillRect(this.xtype.x, this.xtype.y,this.xtype.size,this.xtype.size);
ctx.fill();
ctx.restore();
}
}
var World = function(){
this.objects = new Array();
this.count = function(type,sp){
var cnt = 0;
for(var k = 0;k<this.objects.length;k++)
cnt++;
return cnt;
}
}
renderWorld = function(){
requestAnimationFrame(renderWorld);
var spliceArray = Array();
ctx.beginPath();
objcnt = w.objects.length;
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = "white";
ctx.fill();
i = 0;
while(i < objcnt){
w.objects[i].update();
w.objects[i].render();
if(w.objects[i].depot < 1)
spliceArray.push(i);
i++;
}
for(var k = 0;k<spliceArray.length;k++)
{
w.objects.splice(spliceArray[k],1); }
}
function r1(max,min){
return (Math.floor(Math.random() * (max - min)) + 1);
}
canvas = document.getElementById("canvas");
ctx = canvas.getContext("2d"),
width = 1024,
height = 768;
offsetX = (canvas.width/2)-300; /Startpoint x for the Ship
offsetY = (canvas.height/2)-300; /Startpoint y for the Ship
generateshipx = -offsetX + (canvas.width/2);
generateshipy = -offsetY + (canvas.height/2);
mX = generateshipx;
mY = generateshipy;
w = new World();
new Usership(generateshipx,generateshipy,'green');
for(i=1;i<4;i++){
new Planet_Class(r1(600,2),r1(600,2),'red');
}
canvas.addEventListener("click", function (e) {
mX = e.pageX- canvas.offsetLeft -offsetX) ;
mY = e.pageY - canvas.offsetTop -offsetY) ;
});
renderWorld();
</script>
&#13;
<html>
<head>
</head>
<body style="background-color:black;">
<canvas style="z-index:1" width="1024" height="768" id="canvas"></canvas>
<input type="button" style="z-index:2; position:absolute; top:300; left:10" value="uo" onCLick="domanDown(38)()">
<input type="button" style="z-index:2; position:absolute; top:340; left:10" value="down" onCLick="domanDown(40)">
<input type="button" style="z-index:2; position:absolute; top:380; left:10" value="left" onCLick="domanDown(37)">
<input type="button" style="z-index:2; position:absolute; top:420; left:10" value="right" onCLick="domanDown(39)">
<input type="button" style="z-index:2; position:absolute; top:460; left:10" value="move" onCLick="moveObj()">
</body>
</html>
&#13;
答案 0 :(得分:0)
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<style>
body {
background-color: black;
}
canvas {
position: absolute;
margin-left: auto;
margin-right: auto;
left: 0;
right: 0;
cursor: crosshair;
border: solid 1px white;
border-radius: 10px;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<script type="application/javascript">
var canvasWidth = 180;
var canvasHeight = 160;
var canvas = null;
var ctx = null;
var bounds = null;
var isRotating = false;
var isMoving = false;
var pan = {
x: 0.0,
y: 0.0
};
var target = {
x: 0.0,
y: 0.0,
dist: 0.0
};
var ship = {
x: (canvasWidth * 0.5)|0,
y: (canvasHeight * 0.5)|0,
width: 10.0,
height: 10.0,
rotation: 0.0,
deltaRotation: 0.0
};
var stars = [];
stars.length = 100;
window.onload = function() {
canvas = document.getElementById("canvas");
canvas.width = canvasWidth;
canvas.height = canvasHeight;
ctx = canvas.getContext("2d");
bounds = canvas.getBoundingClientRect();
for (var i = 0; i < stars.length; ++i) {
stars[i] = {
x: (Math.random() * 4 * canvasWidth - 2 * canvasWidth)|0,
y: (Math.random() * 4 * canvasHeight - 2 * canvasHeight)|0
};
}
loop();
}
window.onmousedown = function(e) {
isRotating = true;
isMoving = false;
target.x = pan.x + e.clientX - bounds.left;
target.y = pan.y + e.clientY - bounds.top;
}
function loop() {
// Tick
// Rotate to face target
if (isRotating) {
// Vector creation
var tX = ship.x - target.x;
var tY = ship.y - target.y;
var tL = Math.sqrt(tX**2 + tY**2);
var fX = Math.sin(ship.rotation);
var fY = -Math.cos(ship.rotation);
var sX = Math.sin(ship.rotation + Math.PI * 0.5);
var sY = -Math.cos(ship.rotation + Math.PI * 0.5);
// Normalization
tX = tX / tL;
tY = tY / tL;
// Left or right?
var a = 1.0 - Math.abs(tX * fX + tY * fY);
ship.rotation += 0.075 * (sX * tX + sY * tY < 0.0 ? 1.0 : -1.0);
if (a < 0.01) {
target.dist = tL;
isRotating = false;
isMoving = true;
}
}
// Accelerate to target
if (isMoving) {
ship.x += Math.sin(ship.rotation) * 1.0;
ship.y -= Math.cos(ship.rotation) * 1.0;
if (--target.dist < 0.0) {
isMoving = false;
}
}
// Render
// Update pan coordinates
pan.x = ship.x - canvasWidth * 0.5;
pan.y = ship.y - canvasHeight * 0.5;
// Draw background
ctx.fillStyle = "#222222";
ctx.fillRect(0,0,canvasWidth,canvasHeight);
ctx.fillStyle = "white";
for (var i = 0; i < stars.length; ++i) {
ctx.fillRect(
stars[i].x - pan.x,
stars[i].y - pan.y,
2,
2
);
}
// Draw ship
ctx.strokeStyle = "white";
ctx.fillStyle = "darkred";
ctx.translate(canvasWidth * 0.5,canvasHeight * 0.5);
ctx.rotate(ship.rotation);
ctx.beginPath();
ctx.moveTo(-ship.width * 0.5,ship.height * 0.5);
ctx.lineTo(ship.width * 0.5,ship.height * 0.5);
ctx.lineTo(0.0,-ship.height * 0.5);
ctx.lineTo(-ship.width * 0.5,ship.height * 0.5);
ctx.fill();
ctx.stroke();
ctx.rotate(-ship.rotation);
ctx.translate(-canvasWidth * 0.5,-canvasHeight * 0.5);
requestAnimationFrame(loop);
}
</script>
</body>
</html>