到目前为止,Here是我项目的链接。
我想使一个球(椭圆形)在画布的所有四个壁上反弹,并且在这种情况下,我还想在每次反弹后更改球的颜色和速度(当然是随机的)。附言:我希望球继续从所有四壁的帆布周围弹起。谢谢您的帮助!!
这是我尝试过的代码。它使球从上到下沿y轴移动并继续前进,但是我不知道如何使它从左右两侧反弹。我只希望球沿顺时针方向在所有四个侧面(左壁,顶部,右壁,底部等)反弹。
已编辑
// position of the ball
var y = 33;
// how far the ball moves every time
var speed = 2;
draw = function() {
background(127, 204, 255);
fill(66, 66, 66);
ellipse(200, y, 50, 50);
// move the ball
y = y + speed;
if (y > 371)
{
speed = -5;
}
if (y < 31)
{
speed = 5;
}
};
最佳答案
您的代码有一些问题。如果在错误的位置键入了第一个花括号,则将其关闭。要使球反弹,只需将速度乘以-1。看一看:
// The position of the ball
var x = 25;
// How far the ball moves every time
var speed = 3;
var draw = function() {
background(47, 222, 126);
// The ball
fill(48, 46, 48);
ellipse(x, 200, 50, 50);
// Moves the ball
x = x + speed;
if (x > 375) {
speed = -speed;
} else if (x < 214) {
speed = -speed;
}
};
这是一个更完整的示例:
var canvas = document.getElementById( "myCanvas" );
var context = canvas.getContext( "2d" );
var width = 400;
var height = 200;
var ball = {
x: 100,
y: 100,
radius: 25,
xSpeed: 3,
ySpeed: 3,
draw: function( ctx ) {
ctx.beginPath();
ctx.arc( this.x, this.y, this.radius, 0, 2*Math.PI );
ctx.fill();
},
move: function() {
this.x += this.xSpeed;
this.y += this.ySpeed;
}
}
setInterval( function(){
context.clearRect( 0, 0, width, height );
context.strokeRect( 0, 0, width, height );
ball.move();
// right
if ( ball.x + ball.radius >= width ) {
ball.x = width - ball.radius;
ball.xSpeed = -ball.xSpeed;
}
// left
if ( ball.x - ball.radius <= 0 ) {
ball.x = ball.radius;
ball.xSpeed = -ball.xSpeed;
}
// down
if ( ball.y + ball.radius >= height ) {
ball.y = height - ball.radius;
ball.ySpeed = -ball.ySpeed;
}
// up
if ( ball.y - ball.radius <= 0 ) {
ball.y = ball.radius;
ball.ySpeed = -ball.ySpeed;
}
ball.draw( context );
}, 10 );
<canvas id="myCanvas" width="400" height="200"></canvas>
这有一些物理模拟...
var canvas = document.getElementById( "myCanvas" );
var context = canvas.getContext( "2d" );
var width = 400;
var height = 200;
var gravity = 1;
var ball = {
x: 100,
y: 100,
radius: 25,
xSpeed: 1,
ySpeed: 1,
friction: 0.99,
elasticity: 0.9,
draw: function( ctx ) {
ctx.beginPath();
ctx.arc( this.x, this.y, this.radius, 0, 2*Math.PI );
ctx.fill();
},
move: function() {
this.x += this.xSpeed;
this.y += this.ySpeed;
}
}
setInterval( function(){
context.clearRect( 0, 0, width, height );
context.strokeRect( 0, 0, width, height );
ball.move();
// right
if ( ball.x + ball.radius >= width ) {
ball.x = width - ball.radius;
ball.xSpeed = -ball.xSpeed * ball.elasticity;
}
// left
if ( ball.x - ball.radius <= 0 ) {
ball.x = ball.radius;
ball.xSpeed = -ball.xSpeed * ball.elasticity;
}
// down
if ( ball.y + ball.radius >= height ) {
ball.y = height - ball.radius;
ball.ySpeed = -ball.ySpeed * ball.elasticity;
}
// up
if ( ball.y - ball.radius <= 0 ) {
ball.y = ball.radius;
ball.ySpeed = -ball.ySpeed * ball.elasticity;
}
ball.xSpeed = ball.friction;
ball.ySpeed = ball.ySpeed + ball.friction + gravity;
ball.draw( context );
}, 10 );
<canvas id="myCanvas" width="400" height="200"></canvas>