我正在做射击游戏,子弹位置(现在居中)有问题。如何更改子弹位置(如此图像(旋转)):。
我的示例(https://jsfiddle.net/60kvpx7s/,控件:鼠标,左键进行拍摄):
var ctx = game.getContext('2d');
var sprite = new Image;
sprite.src = "https://opengameart.org/sites/default/files/styles/medium/public/preview_idle.gif";
var player = {
x: game.width / 2 - 250 / 2,
y: game.height / 2 - 213 / 2,
width: 250,
height: 213,
rotation: 0,
vx: 0,
vy: 0
};
var mouse = {x: 0, y: 0};
var angle = 0;
var bullets = [];
setInterval(function() {
// bullets update
for (var a = 0; a < bullets.length; a++) {
var bullet = bullets[a];
bullet.x += bullet.vx;
bullet.y += bullet.vy;
}
// player update (rotate)
angle = Math.atan2(mouse.y - (player.y + player.height / 2), mouse.x - (player.x + player.width / 2));
player.rotation = angle * (180 / Math.PI);
// draw
ctx.clearRect(0, 0, game.width, game.height);
// draw player (+rotate)
ctx.save();
ctx.translate(player.x + player.width / 2, player.y + player.height / 2);
ctx.rotate(player.rotation * Math.PI / 180);
ctx.drawImage(sprite, -player.width / 2, -player.height / 2, player.width, player.height);
ctx.restore();
// draw bullets
for (var e = 0; e < bullets.length; e++) {
var bullet = bullets[e];
ctx.fillRect(bullet.x, bullet.y, bullet.width, bullet.height);
}
}, 1000 / 60);
window.addEventListener("mousemove", function(e) {
mouse.x = e.pageX;
mouse.y = e.pageY;
});
window.addEventListener("mousedown", function(e) {
bullets.push({
width: 25,
height: 25,
x: player.x + player.width / 2 + (50 * Math.cos(angle)),
y: player.y + player.height / 2 + (50 * Math.sin(angle)),
vx: Math.cos(angle) * 7 + player.vx,
vy: Math.sin(angle) * 7 + player.vy,
});
});
<canvas id="game" width="640" height="480" style="border:1px solid;">
有人可以解释为什么会发生这种情况以及我该如何解决。预先感谢!
答案 0 :(得分:3)
您需要添加一些“偏移”(位于bullets.push
上)才能从正确的位置开始:
这是我尝试将其放在正确的位置的方法,同时我也将子弹更改为圆形。
var ctx = game.getContext('2d');
var sprite = new Image;
sprite.src = "https://opengameart.org/sites/default/files/styles/medium/public/preview_idle.gif";
var player = {
x: game.width / 2 - 250 / 2,
y: game.height / 2 - 213 / 2,
width: 250, height: 213,
rotation: 0, vx: 0, vy: 0
};
var mouse = {x: 0, y: 0};
var angle = 0;
var bullets = [];
window.addEventListener("mousedown", function(e) {
bullets.push({
radi: 3,
x: player.x + player.width / 2 - 5 / 2 + (100 * Math.cos(angle+0.5)),
y: player.y + player.height / 2 - 5 / 2 + (100 * Math.sin(angle+0.5)),
vx: Math.cos(angle) * 7 + player.vx,
vy: Math.sin(angle) * 7 + player.vy,
});
});
setInterval(function() {
// bullets update
for (var a = 0; a < bullets.length; a++) {
var bullet = bullets[a];
bullet.x += bullet.vx;
bullet.y += bullet.vy;
}
// player update (rotate)
angle = Math.atan2(mouse.y - (player.y + player.height / 2), mouse.x - (player.x + player.width / 2));
player.rotation = angle * (180 / Math.PI);
// draw
ctx.clearRect(0, 0, game.width, game.height);
// draw player (+rotate)
ctx.save();
ctx.translate(player.x + player.width / 2, player.y + player.height / 2);
ctx.rotate(player.rotation * Math.PI / 180);
ctx.drawImage(sprite, -player.width / 2, -player.height / 2, player.width, player.height);
ctx.restore();
// draw bullets
for (var e = 0; e < bullets.length; e++) {
var bullet = bullets[e];
ctx.beginPath();
ctx.arc(bullet.x, bullet.y, bullet.radi, 0, 2 * Math.PI);
ctx.fill();
}
}, 1000 / 60);
window.addEventListener("mousemove", function(e) {
mouse.x = e.pageX;
mouse.y = e.pageY;
});
<canvas id="game" width="640" height="480" style="border:1px solid;">