Javascript 对象在碰撞时粘在 div 对象上
Javascript Object sticks to div object on collision
我想做一个小游戏,用户可以点击页面上的某个地方,圆圈会跟随指针的位置,然后用户可以从那里拖动鼠标来移动圆圈像弹弓。我希望圆圈能够从墙上反弹。
然而,似乎在圆圈与墙壁碰撞时,圆圈似乎 'stick' 撞到了墙上,而不是立即弹开。我认为这可能是因为圆圈由于舍入误差而改变方向太快?顶墙的碰撞还没有实现,因为我认为我没有正确声明顶墙 div 对象。
let windowHeight = window.innerHeight;
let windowWidth = window.innerWidth;
//console.log(`Window height: ${windowHeight}, Window width: ${windowWidth}`);
var $ = document.querySelector.bind(document);
var $on = document.addEventListener.bind(document);
var mouseX, mouseY;
$on('mousedown', function (e){
mouseX = e.clientX || e.pageX;
mouseY = e.clientY || e.pageY;
initialX = mouseX;
initialY = mouseY;
//console.log('mousedown');
});
$on('mouseup', function (e){
//var d = Math.hypot(e.clientX - mouseX, e.clientY - mouseY);
var movebyX = (Math.abs(e.clientX - mouseX));
var movebyY = (Math.abs(e.clientY - mouseY));
// Move puck in opposite direction
if (e.clientX > mouseX){
mouseX -= movebyX;
}
else if(e.clientX < mouseX){
mouseX += movebyX;
}
if (e.clientY > mouseY){
mouseY -= movebyY;
}
else if(e.clientY < mouseY){
mouseY += movebyY;
}
//console.log('mouseup');
});
var circle = $('#circle');
var top = $('#top');
var bottom = $('#bottom');
var left = $('#left');
var right = $('#right');
var top = $('#top');
var x = void 0,
y = void 0,
dx = void 0;
dy = void 0;
v0x = void 0;
v0y = void 0;
accelScalar = 0.3;
key = -1;
velocityScalar = 0.05;
teleport = 0.1;
isCollide = false;
swap = false;
initialX = void 0;
initialY = void 0;
var followMouse = function followMouse(){
key = requestAnimationFrame(followMouse);
//tester();
if(!x || !y){
x = mouseX;
y = mouseY;
}
else {
makeMove(findVelocity().dx,findVelocity().dy);
}
};
function tester() {
console.log(top.getBoundingClientRect());
}
function findVelocity(){
v0x = (mouseX - x) * velocityScalar
v0y = (mouseY - y) * velocityScalar
return {
dx: v0x * accelScalar,
dy: v0y * accelScalar,
};
}
function makeMove(vx,vy){
//console.log(`x: ${x}, mouseX: ${mouseX}, vx: ${vx}`);
// teleport, avoid asymptote
if(Math.abs(vx) + Math.abs(vy) < teleport) {
x = mouseX;
y = mouseY;
vx = 0;
vy = 0;
}
// update position if collision
if (x-41 < (left.getBoundingClientRect().x)){
vx = -vx
vy = -vy
}
if (x+41 > (right.getBoundingClientRect().x)){
vx = -vx
vy = -vy
}
if (y+41 > (bottom.getBoundingClientRect().y)){
vx = -vx
vy = -vy
}
x += vx;
y += vy;
// show circle position
circle.style.left = (x-20) + 'px';
circle.style.top = (y-20) + 'px';
}
followMouse();
html, body {
margin: 0;
height: 100%;
background: #161616;
}
.wrap {
position: absolute;
top: 0;
left: 0;
bottom: 0;
right: 0;
overflow: hidden;
}
@keyframes animation {
0% {
transform: scale(0.9)
}
25% {
transform: scale(1.1)
}
50% {
transform: scale(0.9)
}
75% {
transform: scale(1.1)
}
100% {
transform: scale(0.9)
}
}
#circle {
width: 50px;
height: 50px;
background: none;
border: 5px solid aqua;
border-radius: 50%;
position: absolute;
left: 50%;
top: 50%;
margin: -10px 0 0 -10px;
pointer-events: none;
/*animation: animation 5s infinite
*/
}
#top, #bottom, #left, #right {
background: #a5ebff;
position: fixed;
}
#left, #right {
top: 0; bottom: 0;
width: 10px;
}
#left { left: 0; }
#right { right: 0; }
#top, #bottom {
left: 0; right: 0;
height: 10px;
}
#top { top: 0; }
#bottom { bottom: 0; }
<!DOCTYPE html>
<html>
<head>
<title> Test Project </title>
<link rel = "stylesheet" href = "main.css">
</head>
<body>
<div class = "wrap">
<div id = "circle"></div>
</div>
<div id="left"></div>
<div id="right"></div>
<div id="top"></div>
<div id="bottom"></div>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.5.1/jquery.min.js"></script>
<script type = "text/javascript" src = "./main.js"> </script>
</body>
</html>
两期:
top是顶层框架的保留变量。与尝试访问具有 id top
的元素冲突(您应该避免依赖它,而是使用 getElementById)
仅仅反转速度是行不通的,因为你正在使用最后一次鼠标点击的位置计算每帧的速度(这就是你的缓动到位的工作原理,当速度接近 mouseX/Y).
完成此工作的最简单方法是使用边界外鼠标单击之间的距离来设置边界内偏移距离的新鼠标单击位置。 (基本上与使用边框作为轴来反转位置具有相同的效果。在这种情况下,它还会将一半的圆宽度添加到它反转的轴上。使用硬编码数字,但如果想要作为改进从实际计算维度也可以做到。)
let windowHeight = window.innerHeight;
let windowWidth = window.innerWidth;
//console.log(`Window height: ${windowHeight}, Window width: ${windowWidth}`);
var $ = document.querySelector.bind(document);
var $on = document.addEventListener.bind(document);
var mouseX, mouseY;
$on('mousedown', function (e){
mouseX = e.clientX || e.pageX;
mouseY = e.clientY || e.pageY;
initialX = mouseX;
initialY = mouseY;
//console.log('mousedown');
});
$on('mouseup', function (e){
//var d = Math.hypot(e.clientX - mouseX, e.clientY - mouseY);
var movebyX = (Math.abs(e.clientX - mouseX));
var movebyY = (Math.abs(e.clientY - mouseY));
// Move puck in opposite direction
if (e.clientX > mouseX){
mouseX -= movebyX;
}
else if(e.clientX < mouseX){
mouseX += movebyX;
}
if (e.clientY > mouseY){
mouseY -= movebyY;
}
else if(e.clientY < mouseY){
mouseY += movebyY;
}
//console.log('mouseup');
});
var circle = $('#circle');
var top = $('#top');
var bottom = $('#bottom');
var left = $('#left');
var right = $('#right');
var top = $('#top');
var x = void 0,
y = void 0,
dx = void 0;
dy = void 0;
v0x = void 0;
v0y = void 0;
accelScalar = 0.3;
key = -1;
velocityScalar = 0.05;
teleport = 0.1;
isCollide = false;
swap = false;
initialX = void 0;
initialY = void 0;
var followMouse = function followMouse(){
key = requestAnimationFrame(followMouse);
//tester();
if(!x || !y){
x = mouseX;
y = mouseY;
}
else {
makeMove(findVelocity().dx,findVelocity().dy);
}
};
function tester() {
console.log(top.getBoundingClientRect());
}
function findVelocity(){
v0x = (mouseX - x) * velocityScalar
v0y = (mouseY - y) * velocityScalar
return {
dx: v0x * accelScalar,
dy: v0y * accelScalar,
};
}
function makeMove(vx,vy){
//console.log(`x: ${x}, mouseX: ${mouseX}, vx: ${vx}`);
// teleport, avoid asymptote
if(Math.abs(vx) + Math.abs(vy) < teleport) {
x = mouseX;
y = mouseY;
vx = 0;
vy = 0;
}
// update position if collision
if (x-41 < (left.getBoundingClientRect().x)){
mouseX = Math.abs(mouseX - x) + 41
}
if (x+31 > (right.getBoundingClientRect().x)){
mouseX = right.getBoundingClientRect().x - Math.abs(mouseX - x) - 31
}
var top = document.getElementById('top')
if (y-41 < (top.getBoundingClientRect().y)){
mouseY = Math.abs(mouseY - y) + 41
}
if (y+31 > (bottom.getBoundingClientRect().y)){
mouseY = bottom.getBoundingClientRect().y - Math.abs(mouseY - y) - 31
}
x += vx;
y += vy;
// show circle position
circle.style.left = (x-20) + 'px';
circle.style.top = (y-20) + 'px';
}
followMouse();
html, body {
margin: 0;
height: 100%;
background: #161616;
}
.wrap {
position: absolute;
top: 0;
left: 0;
bottom: 0;
right: 0;
overflow: hidden;
}
@keyframes animation {
0% {
transform: scale(0.9)
}
25% {
transform: scale(1.1)
}
50% {
transform: scale(0.9)
}
75% {
transform: scale(1.1)
}
100% {
transform: scale(0.9)
}
}
#circle {
width: 50px;
height: 50px;
background: none;
border: 5px solid aqua;
border-radius: 50%;
position: absolute;
left: 50%;
top: 50%;
margin: -10px 0 0 -10px;
pointer-events: none;
/*animation: animation 5s infinite
*/
}
#top, #bottom, #left, #right {
background: #a5ebff;
position: fixed;
}
#left, #right {
top: 0; bottom: 0;
width: 10px;
}
#left { left: 0; }
#right { right: 0; }
#top, #bottom {
left: 0; right: 0;
height: 10px;
}
#top { top: 0; }
#bottom { bottom: 0; }
<!DOCTYPE html>
<html>
<head>
<title> Test Project </title>
<link rel = "stylesheet" href = "main.css">
</head>
<body>
<div class = "wrap">
<div id = "circle"></div>
</div>
<div id="left"></div>
<div id="right"></div>
<div id="top"></div>
<div id="bottom"></div>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.5.1/jquery.min.js"></script>
<script type = "text/javascript" src = "./main.js"> </script>
</body>
</html>
我想做一个小游戏,用户可以点击页面上的某个地方,圆圈会跟随指针的位置,然后用户可以从那里拖动鼠标来移动圆圈像弹弓。我希望圆圈能够从墙上反弹。
然而,似乎在圆圈与墙壁碰撞时,圆圈似乎 'stick' 撞到了墙上,而不是立即弹开。我认为这可能是因为圆圈由于舍入误差而改变方向太快?顶墙的碰撞还没有实现,因为我认为我没有正确声明顶墙 div 对象。
let windowHeight = window.innerHeight;
let windowWidth = window.innerWidth;
//console.log(`Window height: ${windowHeight}, Window width: ${windowWidth}`);
var $ = document.querySelector.bind(document);
var $on = document.addEventListener.bind(document);
var mouseX, mouseY;
$on('mousedown', function (e){
mouseX = e.clientX || e.pageX;
mouseY = e.clientY || e.pageY;
initialX = mouseX;
initialY = mouseY;
//console.log('mousedown');
});
$on('mouseup', function (e){
//var d = Math.hypot(e.clientX - mouseX, e.clientY - mouseY);
var movebyX = (Math.abs(e.clientX - mouseX));
var movebyY = (Math.abs(e.clientY - mouseY));
// Move puck in opposite direction
if (e.clientX > mouseX){
mouseX -= movebyX;
}
else if(e.clientX < mouseX){
mouseX += movebyX;
}
if (e.clientY > mouseY){
mouseY -= movebyY;
}
else if(e.clientY < mouseY){
mouseY += movebyY;
}
//console.log('mouseup');
});
var circle = $('#circle');
var top = $('#top');
var bottom = $('#bottom');
var left = $('#left');
var right = $('#right');
var top = $('#top');
var x = void 0,
y = void 0,
dx = void 0;
dy = void 0;
v0x = void 0;
v0y = void 0;
accelScalar = 0.3;
key = -1;
velocityScalar = 0.05;
teleport = 0.1;
isCollide = false;
swap = false;
initialX = void 0;
initialY = void 0;
var followMouse = function followMouse(){
key = requestAnimationFrame(followMouse);
//tester();
if(!x || !y){
x = mouseX;
y = mouseY;
}
else {
makeMove(findVelocity().dx,findVelocity().dy);
}
};
function tester() {
console.log(top.getBoundingClientRect());
}
function findVelocity(){
v0x = (mouseX - x) * velocityScalar
v0y = (mouseY - y) * velocityScalar
return {
dx: v0x * accelScalar,
dy: v0y * accelScalar,
};
}
function makeMove(vx,vy){
//console.log(`x: ${x}, mouseX: ${mouseX}, vx: ${vx}`);
// teleport, avoid asymptote
if(Math.abs(vx) + Math.abs(vy) < teleport) {
x = mouseX;
y = mouseY;
vx = 0;
vy = 0;
}
// update position if collision
if (x-41 < (left.getBoundingClientRect().x)){
vx = -vx
vy = -vy
}
if (x+41 > (right.getBoundingClientRect().x)){
vx = -vx
vy = -vy
}
if (y+41 > (bottom.getBoundingClientRect().y)){
vx = -vx
vy = -vy
}
x += vx;
y += vy;
// show circle position
circle.style.left = (x-20) + 'px';
circle.style.top = (y-20) + 'px';
}
followMouse();
html, body {
margin: 0;
height: 100%;
background: #161616;
}
.wrap {
position: absolute;
top: 0;
left: 0;
bottom: 0;
right: 0;
overflow: hidden;
}
@keyframes animation {
0% {
transform: scale(0.9)
}
25% {
transform: scale(1.1)
}
50% {
transform: scale(0.9)
}
75% {
transform: scale(1.1)
}
100% {
transform: scale(0.9)
}
}
#circle {
width: 50px;
height: 50px;
background: none;
border: 5px solid aqua;
border-radius: 50%;
position: absolute;
left: 50%;
top: 50%;
margin: -10px 0 0 -10px;
pointer-events: none;
/*animation: animation 5s infinite
*/
}
#top, #bottom, #left, #right {
background: #a5ebff;
position: fixed;
}
#left, #right {
top: 0; bottom: 0;
width: 10px;
}
#left { left: 0; }
#right { right: 0; }
#top, #bottom {
left: 0; right: 0;
height: 10px;
}
#top { top: 0; }
#bottom { bottom: 0; }
<!DOCTYPE html>
<html>
<head>
<title> Test Project </title>
<link rel = "stylesheet" href = "main.css">
</head>
<body>
<div class = "wrap">
<div id = "circle"></div>
</div>
<div id="left"></div>
<div id="right"></div>
<div id="top"></div>
<div id="bottom"></div>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.5.1/jquery.min.js"></script>
<script type = "text/javascript" src = "./main.js"> </script>
</body>
</html>
两期:
top是顶层框架的保留变量。与尝试访问具有 id
top
的元素冲突(您应该避免依赖它,而是使用 getElementById)仅仅反转速度是行不通的,因为你正在使用最后一次鼠标点击的位置计算每帧的速度(这就是你的缓动到位的工作原理,当速度接近 mouseX/Y).
完成此工作的最简单方法是使用边界外鼠标单击之间的距离来设置边界内偏移距离的新鼠标单击位置。 (基本上与使用边框作为轴来反转位置具有相同的效果。在这种情况下,它还会将一半的圆宽度添加到它反转的轴上。使用硬编码数字,但如果想要作为改进从实际计算维度也可以做到。)
let windowHeight = window.innerHeight;
let windowWidth = window.innerWidth;
//console.log(`Window height: ${windowHeight}, Window width: ${windowWidth}`);
var $ = document.querySelector.bind(document);
var $on = document.addEventListener.bind(document);
var mouseX, mouseY;
$on('mousedown', function (e){
mouseX = e.clientX || e.pageX;
mouseY = e.clientY || e.pageY;
initialX = mouseX;
initialY = mouseY;
//console.log('mousedown');
});
$on('mouseup', function (e){
//var d = Math.hypot(e.clientX - mouseX, e.clientY - mouseY);
var movebyX = (Math.abs(e.clientX - mouseX));
var movebyY = (Math.abs(e.clientY - mouseY));
// Move puck in opposite direction
if (e.clientX > mouseX){
mouseX -= movebyX;
}
else if(e.clientX < mouseX){
mouseX += movebyX;
}
if (e.clientY > mouseY){
mouseY -= movebyY;
}
else if(e.clientY < mouseY){
mouseY += movebyY;
}
//console.log('mouseup');
});
var circle = $('#circle');
var top = $('#top');
var bottom = $('#bottom');
var left = $('#left');
var right = $('#right');
var top = $('#top');
var x = void 0,
y = void 0,
dx = void 0;
dy = void 0;
v0x = void 0;
v0y = void 0;
accelScalar = 0.3;
key = -1;
velocityScalar = 0.05;
teleport = 0.1;
isCollide = false;
swap = false;
initialX = void 0;
initialY = void 0;
var followMouse = function followMouse(){
key = requestAnimationFrame(followMouse);
//tester();
if(!x || !y){
x = mouseX;
y = mouseY;
}
else {
makeMove(findVelocity().dx,findVelocity().dy);
}
};
function tester() {
console.log(top.getBoundingClientRect());
}
function findVelocity(){
v0x = (mouseX - x) * velocityScalar
v0y = (mouseY - y) * velocityScalar
return {
dx: v0x * accelScalar,
dy: v0y * accelScalar,
};
}
function makeMove(vx,vy){
//console.log(`x: ${x}, mouseX: ${mouseX}, vx: ${vx}`);
// teleport, avoid asymptote
if(Math.abs(vx) + Math.abs(vy) < teleport) {
x = mouseX;
y = mouseY;
vx = 0;
vy = 0;
}
// update position if collision
if (x-41 < (left.getBoundingClientRect().x)){
mouseX = Math.abs(mouseX - x) + 41
}
if (x+31 > (right.getBoundingClientRect().x)){
mouseX = right.getBoundingClientRect().x - Math.abs(mouseX - x) - 31
}
var top = document.getElementById('top')
if (y-41 < (top.getBoundingClientRect().y)){
mouseY = Math.abs(mouseY - y) + 41
}
if (y+31 > (bottom.getBoundingClientRect().y)){
mouseY = bottom.getBoundingClientRect().y - Math.abs(mouseY - y) - 31
}
x += vx;
y += vy;
// show circle position
circle.style.left = (x-20) + 'px';
circle.style.top = (y-20) + 'px';
}
followMouse();
html, body {
margin: 0;
height: 100%;
background: #161616;
}
.wrap {
position: absolute;
top: 0;
left: 0;
bottom: 0;
right: 0;
overflow: hidden;
}
@keyframes animation {
0% {
transform: scale(0.9)
}
25% {
transform: scale(1.1)
}
50% {
transform: scale(0.9)
}
75% {
transform: scale(1.1)
}
100% {
transform: scale(0.9)
}
}
#circle {
width: 50px;
height: 50px;
background: none;
border: 5px solid aqua;
border-radius: 50%;
position: absolute;
left: 50%;
top: 50%;
margin: -10px 0 0 -10px;
pointer-events: none;
/*animation: animation 5s infinite
*/
}
#top, #bottom, #left, #right {
background: #a5ebff;
position: fixed;
}
#left, #right {
top: 0; bottom: 0;
width: 10px;
}
#left { left: 0; }
#right { right: 0; }
#top, #bottom {
left: 0; right: 0;
height: 10px;
}
#top { top: 0; }
#bottom { bottom: 0; }
<!DOCTYPE html>
<html>
<head>
<title> Test Project </title>
<link rel = "stylesheet" href = "main.css">
</head>
<body>
<div class = "wrap">
<div id = "circle"></div>
</div>
<div id="left"></div>
<div id="right"></div>
<div id="top"></div>
<div id="bottom"></div>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.5.1/jquery.min.js"></script>
<script type = "text/javascript" src = "./main.js"> </script>
</body>
</html>