0
我一直在研究一些研究與動畫和一些jquery的幫助我創建了一個動畫,當用戶鼠標通過mousemove jquery事件與屏幕上的另一個正方形(正方形2)相撞時,被擊中的將移動一定的長度,並且如果擊中框靠近它的邊緣而不是物體旋轉。我們遇到的問題是,當對象旋轉時,它會創建方形輪廓的僞殘影。起初我以爲我可以通過使用clearRect()方法去除afterImage來包含square2周圍更大的區域,但這樣做不僅使我的問題沒有得到解決,而且使我的第一個方形的一部分不可見,這是不希望的。如果有人能幫我弄清楚這個代碼出錯的地方,肯定會感激它。畫布上的旋轉動畫期間的意外行爲
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
canvas.width = 1000;
canvas.height = 400;
var width = canvas.width;
var height = canvas.height;
var particles = [];
var mouseSize = 50;
var isColliding = false;
var mouseX;
var mouseY;
var animationForward = false;
function particle() {
var particle = {
originX: width/2,
originY: height/2,
x: width/2,
y: height/2,
size: 30,
centerPointX: this.x + this.size/2,
centerPointY: this.y + this.size/2,
decay: .98,
vx: 0,
vy: 0,
rotate: 0,
vr: 0,
draw: function() {
ctx.fillStyle = "white";
ctx.fillRect(this.x, this.y, this.size, this.size)
// rotation logic
// method found at http://stackoverflow.com/questions/2677671/how-do-i-rotate-a-single-object-on-an-html-5-canvas
function drawImageRot(x, y, width, height, deg) {
ctx.clearRect(x, y, width, height);
//Convert degrees to radian
var rad = deg * Math.PI/180;
//Set the origin to the center of the image
ctx.translate(x + width/2, y + height/2);
//Rotate the canvas around the origin
ctx.rotate(rad);
//draw the image
ctx.fillRect(width/2 * (-1), height/2 * (-1), width, height);
//reset the canvas
ctx.rotate(rad * (-1));
ctx.translate((x + width/2) * (-1), (y + height/2) * (-1));
}
//check for collision
if (mouseX < particles[0].x + particles[0].size &&
mouseX + mouseSize > particles[0].x &&
mouseY < particles[0].y + particles[0].size &&
mouseSize + mouseY > particles[0].y) {
isColliding = true;
} else {
isColliding = false;
}
//controlling velocity dependending on location of collision.
if (isColliding) {
//x axis
animationForward = true;
// checking below to see if mouseRect is hitting near the center of particleRect.
// if it hits near center the vy or vx will not be as high depending on direction and if it //does not than we will make square rotate
if (mouseX < this.x) {
this.vr = 3 + Math.random() * 10
if (mouseX + mouseSize/2 > this.x) {
this.vx = 0 + Math.random() * 2;
} else {
this.vx = 3 + Math.random() * 3;
}
} else {
this.vr = -3 - Math.random() * 10
if (mouseX + mouseSize/2 < this.x + this.size) {
this.vx = 0 - Math.random() * 2;
} else {
this.vx = -3 - Math.random() * 3;
}
}
//y axis checking
if (mouseY < this.y) {
if (mouseY + mouseSize/2 > this.y) {
this.vy = 0 + Math.random() * 2;
} else {
this.vy = 3 + Math.random() * 3;
}
} else {
if (mouseY + mouseSize/2 < this.y + this.size) {
this.vy = 0 - Math.random() * 2;
} else {
this.vy = -3 - Math.random() * 3;
}
}
}
//decay all motions each frame while animation is forward
if (animationForward) {
this.vx *= this.decay;
this.vy *= this.decay;
this.vr *= this.decay;
}
//when animation is done, set all velocities to 0
if (this.x != this.originX && Math.abs(this.vx) < .1 && this.y != this.originY && Math.abs(this.vy) < .1) {
animationForward = false;
this.vx = 0;
this.vy = 0;
this.vr = 0
}
//x check to see if animation over. if it is slowly put square back to original location
if (this.x != this.originX && !animationForward) {
if (this.x > this.originX) {
this.vx = -1;
}
if (this.x < this.originX) {
this.vx = 1;
}
if (this.x > this.originX && this.x - this.originX < 1) {
this.vx = 0;
this.x = this.originX;
}
if (this.x < this.originX && this.originX - this.x < 1) {
this.vx = 0;
this.x = this.originX;
}
}
// end x collison
// y check to see if animation over
if (this.y != this.originX && !animationForward) {
if (this.y > this.originY) {
this.vy = -1;
}
if (this.y < this.originY) {
this.vy = 1;
}
if (this.y > this.originY && this.y - this.originY < 1) {
this.vy = 0;
this.y = this.originY;
}
if (this.y < this.originY && this.originY - this.y < 1) {
this.vy = 0;
this.y = this.originY;
}
}
// end y collison
//check rotation
if (this.rotate != 0 && !animationForward) {
this.rotate = Math.round(this.rotate);
if (this.rotate < 0) {
if (this.rotate < -300) {
this.rotate += 10
} else if (this.rotate < -200) {
this.rotate += 7
} else if (this.rotate < -125) {
this.rotate += 5
} else if (this.rotate < -50) {
this.rotate += 3
} else {
this.rotate++;
}
} else {
if (this.rotate > 300) {
this.rotate -= 10;
} else if (this.rotate > 200) {
this.rotate -= 7
} else if (this.rotate > 125) {
this.rotate -= 5
} else if (this.rotate > 50) {
this.rotate -= 3
} else {
this.rotate--;
}
}
}
// move the rect based off of previous set conditions and make square rotate if edges hit
this.x += this.vx;
this.y += this.vy;
this.rotate += this.vr;
drawImageRot(this.x, this.y, this.size, this.size, this.rotate);
// boundary control
if (this.x + this.size > width || this.x < 0) {
this.vx = -this.vx * 2
}
if (this.y + this.size > height || this.y < 0) {
this.vy = -this.vy * 2
}
}
}
return particle;
}
function createParticles() {
particles.push(particle())
//wouldnt be too hard to put more particles. would have to go back and change the isColliding and animationForward global variable and make each object have their own to check. also would have to go back and implement for loops wherever i mention an element in my array
}
createParticles();
function draw() {
console.log(particles[0].rotate);
ctx.clearRect(0, 0, width, height);
ctx.fillStyle = 'white';
ctx.fillRect(mouseX, mouseY, mouseSize, mouseSize);
particles[0].draw();
requestAnimationFrame(draw);
}
$("#canvas").mousemove(function(event) {
mouseX = event.pageX;
mouseY = event.pageY;
})
window.onload = draw();
嗯現在多數民衆贊成在有趣的回顧代碼它確實有意義,這將需要被刪除,因爲我畫drawImagerot函數的平方無論如何。非常感謝! –