Array.forEach 单击时更新数组中的每个项目
Array.forEach Updating each Item in Array on click
当程序运行时,单击鼠标会从屏幕中心创建一个射弹,每一帧都沿发射方向移动(单击鼠标位置)。
当 N+1 颗射弹发射完毕后,屏幕上的所有射弹都会移动到新的点击位置,而不是继续它们的路径。
我无法弄清楚为什么当新弹丸的速度应该对先前的弹丸没有影响时,当前的弹丸会改变方向。
index.html
<canvas></canvas>
<script src="./guns.js"></script>
<script src="./indexh.js"></script>
<script src="./runh.js"></script>
runh.html
const projectilesArray = [];
let frameCount = 0;
function animate() {
animationID = requestAnimationFrame(animate);
c.fillStyle = "rgba(0, 0, 0, 1)";
c.fillRect(0, 0, canvas.width, canvas.height);
projectilesArray.forEach((Projectile, pIndex) => {
Projectile.update();
console.log(Projectile)
if (
Projectile.x + Projectile.radius < 0 ||
Projectile.x - Projectile.radius > canvas.width ||
Projectile.y + Projectile.radius < 0 ||
Projectile.y - Projectile.radius > canvas.height
) {
setTimeout(() => {
projectilesArray.splice(pIndex, 1);
}, 0);
}
});
frameCount++;
if (frameCount > 150) {
}
}
var fire = 1;
let fireRate = 1;
const mouse = {
x: 0,
y: 0,
click: true,
};
canvas.addEventListener('mousedown', (event) => {
if (fire % fireRate == 0) {
if (mouse.click == true) {
mouse.x = event.x;
mouse.y = event.y;
const angle = Math.atan2(mouse.y - (canvas.height / 2), mouse.x - (canvas.width / 2));
const fireY = Math.sin(angle);
const fireX = Math.cos(angle);
//score -= 0;
//scoreL.innerHTML = score;
var weapon = new Projectile(cannon);
weapon.velocity.x = fireX * 9;
weapon.velocity.y = fireY * 9;
projectilesArray.push(weapon);
//var gun = object.constructor()
}
}
});
animate();
indexh.js
const canvas = document.querySelector("canvas");
const c = canvas.getContext("2d");
canvas.width = innerWidth;
canvas.height = innerHeight;
class Projectile {
constructor(config) {
this.color = config.color || "rgb(60, 179, 113)";
this.radius = config.radius || 1;
this.speed = config.speed || 5;
this.rounds = config.rounds || 2;
this.x = config.x || canvas.width / 2;
this.y = config.y || canvas.height /2;
this.velocity = config.velocity;
}
draw() {
c.beginPath();
c.arc(this.x, this.y, this.radius, 0, Math.PI * 2, false);
c.fillStyle = this.color;
c.fill();
}
update() {
this.draw();
this.x = this.x + this.velocity.x * this.speed;
this.y = this.y + this.velocity.y * this.speed;
}
}
gums.js
let pistol = {
color : "rgb(255, 0, 0)",
radius : 10,
speed : 1,
rounds : 1,
velocity : {
x: 1,
y: 1
}
}
let cannon = {
color : "rgb(0, 0, 255)",
radius : 30,
speed : .5,
rounds : 1,
velocity : {
x: 1,
y: 1
}
}
谢谢
问题是您将此 cannon 对象用作配置对象:
let cannon = {
color : "rgb(0, 0, 255)",
radius : 30,
speed : .5,
rounds : 1,
velocity : {
x: 1,
y: 1
}
}
并且在您的 Projectile
构造函数中,您分配 this.velocity = config.velocity;
您正在分配 this.velocity
为所有 Projectile
的相同对象实例。要修复它,请尝试复制对象,例如:
this.velocity = {...config.velocity};
这将创建对象的副本而不是共享相同的对象实例。
另请注意,您有一个错误,但您没有在此行中询问:
projectilesArray.splice(pIndex, 1);
如果两个超时在同一个循环中排队,当第一个超时触发时数组将移动,第二个超时将在错误的索引上操作。
当程序运行时,单击鼠标会从屏幕中心创建一个射弹,每一帧都沿发射方向移动(单击鼠标位置)。
当 N+1 颗射弹发射完毕后,屏幕上的所有射弹都会移动到新的点击位置,而不是继续它们的路径。
我无法弄清楚为什么当新弹丸的速度应该对先前的弹丸没有影响时,当前的弹丸会改变方向。
index.html
<canvas></canvas>
<script src="./guns.js"></script>
<script src="./indexh.js"></script>
<script src="./runh.js"></script>
runh.html
const projectilesArray = [];
let frameCount = 0;
function animate() {
animationID = requestAnimationFrame(animate);
c.fillStyle = "rgba(0, 0, 0, 1)";
c.fillRect(0, 0, canvas.width, canvas.height);
projectilesArray.forEach((Projectile, pIndex) => {
Projectile.update();
console.log(Projectile)
if (
Projectile.x + Projectile.radius < 0 ||
Projectile.x - Projectile.radius > canvas.width ||
Projectile.y + Projectile.radius < 0 ||
Projectile.y - Projectile.radius > canvas.height
) {
setTimeout(() => {
projectilesArray.splice(pIndex, 1);
}, 0);
}
});
frameCount++;
if (frameCount > 150) {
}
}
var fire = 1;
let fireRate = 1;
const mouse = {
x: 0,
y: 0,
click: true,
};
canvas.addEventListener('mousedown', (event) => {
if (fire % fireRate == 0) {
if (mouse.click == true) {
mouse.x = event.x;
mouse.y = event.y;
const angle = Math.atan2(mouse.y - (canvas.height / 2), mouse.x - (canvas.width / 2));
const fireY = Math.sin(angle);
const fireX = Math.cos(angle);
//score -= 0;
//scoreL.innerHTML = score;
var weapon = new Projectile(cannon);
weapon.velocity.x = fireX * 9;
weapon.velocity.y = fireY * 9;
projectilesArray.push(weapon);
//var gun = object.constructor()
}
}
});
animate();
indexh.js
const canvas = document.querySelector("canvas");
const c = canvas.getContext("2d");
canvas.width = innerWidth;
canvas.height = innerHeight;
class Projectile {
constructor(config) {
this.color = config.color || "rgb(60, 179, 113)";
this.radius = config.radius || 1;
this.speed = config.speed || 5;
this.rounds = config.rounds || 2;
this.x = config.x || canvas.width / 2;
this.y = config.y || canvas.height /2;
this.velocity = config.velocity;
}
draw() {
c.beginPath();
c.arc(this.x, this.y, this.radius, 0, Math.PI * 2, false);
c.fillStyle = this.color;
c.fill();
}
update() {
this.draw();
this.x = this.x + this.velocity.x * this.speed;
this.y = this.y + this.velocity.y * this.speed;
}
}
gums.js
let pistol = {
color : "rgb(255, 0, 0)",
radius : 10,
speed : 1,
rounds : 1,
velocity : {
x: 1,
y: 1
}
}
let cannon = {
color : "rgb(0, 0, 255)",
radius : 30,
speed : .5,
rounds : 1,
velocity : {
x: 1,
y: 1
}
}
谢谢
问题是您将此 cannon 对象用作配置对象:
let cannon = {
color : "rgb(0, 0, 255)",
radius : 30,
speed : .5,
rounds : 1,
velocity : {
x: 1,
y: 1
}
}
并且在您的 Projectile
构造函数中,您分配 this.velocity = config.velocity;
您正在分配 this.velocity
为所有 Projectile
的相同对象实例。要修复它,请尝试复制对象,例如:
this.velocity = {...config.velocity};
这将创建对象的副本而不是共享相同的对象实例。
另请注意,您有一个错误,但您没有在此行中询问:
projectilesArray.splice(pIndex, 1);
如果两个超时在同一个循环中排队,当第一个超时触发时数组将移动,第二个超时将在错误的索引上操作。