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h5仿大炮炮弹飞行

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html5仿大炮炮弹的自由落体实现

  html5的魅力相信大家不会陌生,希望各位大大浏览器们早点支持这个特性哦,,还有先吐槽一句,微信的那个broser简直弱爆了就简单的动画,比如滑动,就jquery的show(1000),hide(1000)都卡的不行,还是qq浏览器的内核,qq浏览器,,,算了,,我先冷静下。。。。

还有就是前几天看到的这个!!!

webp

都不支持要他干嘛?????

回归主题大炮

整体思路就是将每个打出来的炮弹看做一个对象,他的x,y转换成canvas的x,y,其中vecior就是个控制力度的一个选项后文会提到。

var cannonBall = function (x,y,vector){        var gravity=0,
        that={            x: x,            y: y,            removeMe:false,            move: function (){
                vector.vy += gravity;
                gravity += 0.1;                //模拟加速度
                that.x+=vector.vx;
                that.y+=vector.vy;                if(that.y > canvas.height -150){
                    that.removeMe=true;
                }
            },            draw: function (){
                ctx.beginPath();
                ctx.arc(that.x,that.y,5,0,Math.PI * 2);
                ctx.fill();
                ctx.closePath();
                }
            };

其中大炮炮弹的对象势必涉及到了向量计算,自己封装了个个方法,,有现成的Vector.js,但觉得太重(对于我们后端每次前端说不用模板,说太重,我们心里都默想重你妹呀,,哈哈哈),很简单,实现简单功能可以,大型游戏强烈建议使用现成的。

var vector2d= function (x,y){    var vec={        vx:x,        vy:y,        scale: function (scale){
            vec.vx*=scale;
            vec.vy*=scale;
        },        add:function (vec2){
            vec.vx+=vec2.vx;
            vec.vy+=vec2.vy;
        },        sub:function (vec2){
            vec.vx-=vec2.vx;
            vec.vy-=vec2.vy;
        },        negate: function(){
            vec.vx=-vec.vx;
            vec.vy=-vec.vy;
        },        length:function (){            return Math.sqrt(vec.vx * vec.vx + vec.vy * vec.vy);
        },        normalize:function (){            var len=this.length();            if(len){
                vec.vx /=len;
                vec.vy /=len;
            }            return len;
        },        rotate:function (angle){            var vx = vec.vx;            var vy = vec.vy;
            vec.vx = vx * Math.cos(angle) - vy * Math.sin(angle)
            vec.vy = vx * Math.sin(angle) + vy * Math.cos(angle);
        },        toString:function(){            return '(' + vec.vx.toFixed(3) + ',' + vec.vy.toFixed(3) + ')' ;
        }
    };    return vec;
};

好了,接着就是个计算角度再加上setInterval了,,其他没啥说的,这里我着重说下canvas.save();和canvas.restore();这里稍微解释一下,
当我们对画布进行旋转,缩放,平移等操作的时候其实我们是想对特定的元素进行操作,比如图片,一个矩形等,但是当你用canvas的方法来进行这些操作的时候,其实是对整个画布进行了操作,那么之后在画布上的元素都会受到影响,所以我们在操作之前调用canvas.save()来保存画布当前的状态,当操作之后取出之前保存过的状态,这样就不会对其他的元素进行影响

全部代码

<!doctype html><html lang="en"><head>
    <meta charset="UTF-8">
    <meta author='gongbangwei'>
    <title>大炮</title></head><body>
    <div id='lidu'>
        <span>选择大炮的</span>
        <input type="radio" checked='checked' value='25'>大        <input type="radio"  value='20'>中        <input type="radio"  value='15'>小    </div>
    
    <canvas id='can' width="640" height="480" style=" border:2px solid">no support html5</canvas>
    <script src='vector2d.js'></script>
    <script src='jquery/jquery-1.7.2.min.js'></script>
    <script>
    var gameObj=[],
    canvas=document.getElementById('can'),
    ctx=canvas.getContext('2d');    var cannonBall = function (x,y,vector){        var gravity=0,
        that={            x: x,            y: y,            removeMe:false,            move: function (){
                vector.vy += gravity;
                gravity += 0.1;                //模拟加速度
                that.x+=vector.vx;
                that.y+=vector.vy;                if(that.y > canvas.height -150){
                    that.removeMe=true;
                }
            },            draw: function (){
                ctx.beginPath();
                ctx.arc(that.x,that.y,8,0,Math.PI * 2);
                ctx.fill();
                ctx.closePath();
                }
            };        
        return that;
    }    var cannon= function (x,y,lidu){        var mx=0,
        my=0,
        angle=0,
        that={            x: x,            y: y,            lidu:lidu,            angle:0,            removeMe:false,            move:function (){
                angle=Math.atan2(my-that.y,mx-that.x);
            },            draw:function(){
                ctx.save();
                ctx.lineWidth=2;
                ctx.translate(that.x,that.y);                //平移,将画布的坐标原点向左右方向移动x,向上下方向移动y.canvas的默认位置是在(0,0)
                ctx.rotate(angle);                //画布旋转
                ctx.strokeRect(0,-5,50,10);
                ctx.moveTo(0,0);
                ctx.beginPath();
                ctx.arc(0,0,15,0,Math.PI * 2 );
                ctx.fill();
                ctx.closePath();
                ctx.restore();
            }
        };//end that
        canvas.onmousedown = function(){            //在这里调用向量的那个js
            var vec = vector2d(mx-that.x,my-that.y);
            vec.normalize();            //console.log(lidu);
            vec.scale(lidu);
            gameObj.push(cannonBall(that.x,that.y,vec));
        }
        canvas.onmousemove = function (event){            var bb= canvas.getBoundingClientRect();
            mx=(event.clientX - bb.left);
            my=(event.clientY - bb.top);
        };        return that;
    };    //画蓝田和草地
    var drawSkyAndGrass = function (){
        ctx.save();
        ctx.globalAlpha= 0.4;        var linGrad=ctx.createLinearGradient(0,0,0,canvas.height);
        linGrad.addColorStop(0,'#00BFFF');
        linGrad.addColorStop(0.5,'white');
        linGrad.addColorStop(0.5,'#55dd00');
        linGrad.addColorStop(1,'white');
        ctx.fillStyle=linGrad;
        ctx.fillRect(0,0,canvas.width, canvas.height);
        ctx.restore();

    }    ///////main/////////////
    var lidu=$('#lidu').find("input:checked").val();
    gameObj.push(cannon(50,canvas.height-150,lidu));
    $('#lidu').click(function (event){        var cl=event.target;
        $(this).find('input').each(function(){
            $(this).attr('checked',false)
        });
        $(cl).attr('checked',true);
        lidu=$(cl).val();
        gameObj.splice(0,gameObj.length);
        gameObj.push(cannon(50,canvas.height-150,lidu));
    })
    
    setInterval( function (){
        drawSkyAndGrass();        var gameObj_fresh=[];        for (var i = 0; i < gameObj.length; i++) {
            gameObj[i].move();
            gameObj[i].draw();            if(gameObj[i].removeMe === false){
                gameObj_fresh.push(gameObj[i]);
            }
        }
        gameObj=gameObj_fresh;
    },50);    </script></body></html>

结束语

一个真正的前端绝不是ui,一个前端游戏工程师也绝对是个数学家。



作者:michaelgbw
链接:https://www.jianshu.com/p/0275332a894b


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