我已经在WebGL(html&javascript)中创建了一个简单的动画,其中在画布上对2D形状进行了动画处理和操纵。默认动画是形状以设定的速度向右移动,然后使用“ WASD”更改其方向。即使从画布上移出并从剪辑空间中移出,形状也会无限地沿给定方向移动。我想将形状包裹在画布上,而不是即使看不见也要继续。例如,如果形状向右移动并完全移出画布,我希望它出现在左侧,但仍向右移动并继续循环。它向左或向上或向下移动也是如此。
关于如何实施此建议?
最佳答案
您必须将其绘制2至4次,具体取决于是否要同时包裹左/右和上/下
假设我们只想水平环绕。如果播放器位于左边缘附近,我们还需要向右侧绘制播放器1的屏幕宽度。如果玩家在右边缘附近,我们需要在左侧向左拖动一个玩家。上下相同
这是一个使用canvas 2D的示例,但是WebGL的唯一区别是您将使用WebGL进行绘制。概念是相同的。
例:
var x = 150;
var y = 100;
var vx = 0;
var vy = 0;
const maxSpeed = 250;
const acceleration = 1000;
const ctx = document.querySelector("canvas").getContext("2d");
const keys = {};
const LEFT = 65;
const RIGHT = 68;
const DOWN = 83;
const UP = 87;
const width = ctx.canvas.width;
const height = ctx.canvas.height;
var then = 0;
function render(now) {
now *= 0.001; // seconds
const deltaTime = now - then;
then = now;
ctx.clearRect(0, 0, width, height);
if (keys[UP]) { vy -= acceleration * deltaTime; }
if (keys[DOWN]) { vy += acceleration * deltaTime; }
if (keys[LEFT]) { vx -= acceleration * deltaTime; }
if (keys[RIGHT]) { vx += acceleration * deltaTime; }
// keep speed under max
vx = absmin(vx, maxSpeed);
vy = absmin(vy, maxSpeed);
// move based on velociy
x += vx * deltaTime;
y += vy * deltaTime;
// wrap
x = euclideanModulo(x, width);
y = euclideanModulo(y, height);
// draw player 4 times
const xoff = x < width / 2 ? width : -width;
const yoff = y < height / 2 ? height : -height;
drawPlayer(x, y);
drawPlayer(x + xoff, y);
drawPlayer(x, y + yoff);
drawPlayer(x + xoff, y + yoff);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
function drawPlayer(x, y) {
ctx.fillStyle = "blue";
ctx.strokeStyle = "red";
ctx.lineWidth = 4;
ctx.beginPath();
ctx.arc(x, y, 20, 0, Math.PI * 2, false);
ctx.fill();
ctx.stroke();
}
function absmin(v, max) {
return Math.min(Math.abs(v), max) * Math.sign(v);
}
function euclideanModulo(n, m) {
return ((n % m) + m) % m;
}
window.addEventListener('keydown', e => {
keys[e.keyCode] = true;
});
window.addEventListener('keyup', e => {
keys[e.keyCode] = false;
});
canvas {
display: block;
border: 1px solid black;
}
<canvas></canvas>
<p><span style="color:red;">click here</span> then use ASWD to move</p>
WebGL版本不更改与包装相关的代码。
var x = 150;
var y = 100;
var vx = 0;
var vy = 0;
const maxSpeed = 250;
const acceleration = 1000;
const gl = document.querySelector("canvas").getContext("webgl");
const keys = {};
const LEFT = 65;
const RIGHT = 68;
const DOWN = 83;
const UP = 87;
const width = gl.canvas.width;
const height = gl.canvas.height;
var program = setupWebGL();
var positionLoc = gl.getAttribLocation(program, "position");
var then = 0;
function render(now) {
now *= 0.001; // seconds
const deltaTime = now - then;
then = now;
if (keys[UP]) { vy -= acceleration * deltaTime; }
if (keys[DOWN]) { vy += acceleration * deltaTime; }
if (keys[LEFT]) { vx -= acceleration * deltaTime; }
if (keys[RIGHT]) { vx += acceleration * deltaTime; }
// keep speed under max
vx = absmin(vx, maxSpeed);
vy = absmin(vy, maxSpeed);
// move based on velociy
x += vx * deltaTime;
y += vy * deltaTime;
// wrap
x = euclideanModulo(x, width);
y = euclideanModulo(y, height);
// draw player 4 times
const xoff = x < width / 2 ? width : -width;
const yoff = y < height / 2 ? height : -height;
drawPlayer(x, y);
drawPlayer(x + xoff, y);
drawPlayer(x, y + yoff);
drawPlayer(x + xoff, y + yoff);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
function drawPlayer(x, y) {
gl.useProgram(program);
// only drawing a single point so no need to use a buffer
gl.vertexAttrib2f(
positionLoc,
x / width * 2 - 1,
y / height * -2 + 1);
gl.drawArrays(gl.POINTS, 0, 1);
}
function absmin(v, max) {
return Math.min(Math.abs(v), max) * Math.sign(v);
}
function euclideanModulo(n, m) {
return ((n % m) + m) % m;
}
window.addEventListener('keydown', e => {
keys[e.keyCode] = true;
});
window.addEventListener('keyup', e => {
keys[e.keyCode] = false;
});
function setupWebGL() {
const vs = `
attribute vec4 position;
void main() {
gl_Position = position;
gl_PointSize = 40.;
}
`;
const fs = `
void main() {
gl_FragColor = vec4(1,0,1,1);
}
`;
// compiles and links shaders and assigns position to location 0
return twgl.createProgramFromSources(gl, [vs, fs]);
}
canvas {
display: block;
border: 1px solid black;
}
<canvas></canvas>
<p><span style="color:red;">click here</span> then use ASWD to move</p>
<script src="https://twgljs.org/dist/3.x/twgl-full.min.js"></script>
如果您不希望播放器出现在两侧,那么您的问题与图形无关,您只需等到播放器的x位置至少为
screenWidth + haflPlayerWidth
,这意味着播放器完全位于右侧,然后进行设置他们在-halfPlayerWidth
的x位置,这会使他们偏离左侧,反之亦然var x = 150;
var y = 100;
var vx = 0;
var vy = 0;
const maxSpeed = 250;
const acceleration = 1000;
const ctx = document.querySelector("canvas").getContext("2d");
const keys = {};
const LEFT = 65;
const RIGHT = 68;
const DOWN = 83;
const UP = 87;
const width = ctx.canvas.width;
const height = ctx.canvas.height;
const playerSize = 40;
const halfPlayerSize = playerSize / 2;
var then = 0;
function render(now) {
now *= 0.001; // seconds
const deltaTime = now - then;
then = now;
ctx.clearRect(0, 0, width, height);
if (keys[UP]) { vy -= acceleration * deltaTime; }
if (keys[DOWN]) { vy += acceleration * deltaTime; }
if (keys[LEFT]) { vx -= acceleration * deltaTime; }
if (keys[RIGHT]) { vx += acceleration * deltaTime; }
// keep speed under max
vx = absmin(vx, maxSpeed);
vy = absmin(vy, maxSpeed);
// move based on velociy
x += vx * deltaTime;
y += vy * deltaTime;
// wrap
x = euclideanModulo(x + halfPlayerSize, width + playerSize) - halfPlayerSize;
y = euclideanModulo(y + halfPlayerSize, height + playerSize) - halfPlayerSize;
// draw player
drawPlayer(x, y);
requestAnimationFrame(render);
}
requestAnimationFrame(render);
function drawPlayer(x, y) {
ctx.fillStyle = "blue";
ctx.strokeStyle = "red";
ctx.lineWidth = 4;
ctx.beginPath();
ctx.arc(x, y, halfPlayerSize, 0, Math.PI * 2, false);
ctx.fill();
ctx.stroke();
}
function absmin(v, max) {
return Math.min(Math.abs(v), max) * Math.sign(v);
}
function euclideanModulo(n, m) {
return ((n % m) + m) % m;
}
window.addEventListener('keydown', e => {
keys[e.keyCode] = true;
});
window.addEventListener('keyup', e => {
keys[e.keyCode] = false;
});
canvas {
display: block;
border: 1px solid black;
}
<canvas></canvas>
<p><span style="color:red;">click here</span> then use ASWD to move</p>
该代码可能需要解释
x = euclideanModulo(x + haflPlayerSize, width + playerSize) - haflPlayerSize;
y = euclideanModulo(y + haflPlayerSize, height + playerSize) - haflPlayerSize;
首先,
euclideanModulo
就像普通的%
模运算符一样,除法后,即使对负数,欧几里德模仍保持相同的余数,它返回除法运算后的余数。换一种说法 3 % 5 = 3
8 % 5 = 3
13 % 5 = 3
-2 % 5 = -2
-7 % 5 = -2
-12 % 5 = -2
但
3 euclideanMod 5 = 3
8 euclideanMod 5 = 3
13 euclideanMod 5 = 3
-2 euclideanMod 5 = 3
-7 euclideanMod 5 = 3
-12 euclideanMod 5 = 3
因此,这是包装物品的超级简单方法。
x = euclideanModulo(x, screenWidth)
类似于
if (x < 0) x += screenWidth;
if (x >= screenWidth) x -= screenWidth;
除非如果
x > screenWidth * 2
会失败,例如使用euclideanModulo的那个不会失败。所以,回到
x = euclideanModulo(x + haflPlayerSize, width + playerSize) - haflPlayerSize;
y = euclideanModulo(y + haflPlayerSize, height + playerSize) - haflPlayerSize;
我们知道玩家(在本例中为圆圈)在其中心位置。因此,我们知道当其中心位于屏幕左右两侧的playerSize的一半时,它完全不在屏幕上,因此我们希望将其移到另一侧。这意味着我们可以想象屏幕确实是
width + halfPlayerSize + halfPlayerSize
宽的。第一个halfPlayerSize
用于下移左侧,第二个halfPlayerSize
用于下移右侧。换句话说,它只有width + playerSize
宽。然后,我们希望玩家在x < -halfPlayerSize
时从左到右环绕。因此,我们将halfPlayerSize
添加到玩家的位置,然后执行euclideanModulo来包装位置,然后减去halfPlayerSize。