JS Canvas - 以指定角度绘制线条

Gro*_*ler 7 javascript math geometry canvas

我想制作一个应用程序,让球以你的鼠标击中它的角度移动.因此,如果你将鼠标从左上象限向下滑动30度(我猜这将是180-30 = 150度的角度),它会以这种方式击球.我一直在画线条:

        function drawAngles () {
            var d = 50; //start line at (10, 20), move 50px away at angle of 30 degrees
            var angle = 80 * Math.PI/180;
            ctx.beginPath();
            ctx.moveTo(300,0);
            ctx.lineTo(300,600); //x, y
            ctx.moveTo(0,300);
            ctx.lineTo(600,300);
            ctx.moveTo(300,300);
            ctx.lineTo(600,100);
            ctx.arc(300,300,300,0,2*Math.PI);
            ctx.stroke();
        }
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但这并没有让我知道角度是什么.

然后我以那个角度移动球(现在,我在没有鼠标交互的情况下制作动画)

        function getAngleX (x) {
            return x = x + (50 * Math.cos(Math.PI/6));          
        }
        function getAngleY(y) {
            return  y = y + (50 * Math.sin(Math.PI/6));
        }

            //just animate this box to move at an angle from center down at 30 degrees
            $(".anotherBox").mouseenter(function(e) {
                pos =  $(this).position();
                box2X = pos.left;
                box2Y = pos.top;    

                $(this).animate({
                    //top : $(window).outerHeight(),
                    top : getAngleY(box2Y)+"px",
                    left: getAngleX(box2X)+"px",
                }, "slow");     
            });
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那么我怎么能以指定的角度画一条线呢?我想确保我的球沿着那条路走.

在此输入图像描述

Gam*_*ist 2

如果我猜对了,我认为你希望鼠标像棒球棒一样工作,并且你需要测量当前的鼠标角度,即存储以前的鼠标位置并做一些数学运算。

您还必须跟踪是否已经处理了当前碰撞,以避免球被“粘住”并跟随鼠标。

http://jsfiddle.net/gamealchemist/z3U8g/

var ctx = cv.getContext('2d');

var ball = {
    x:200, y:200, 
    r : 30,
    vx : 0.4, vy:0.4
}

// when mouse moved that distance, ball speed norm will be 1
var speedNorm = 10;

var collisionOnGoing = false;

function collide() {
    var dist = sq(ball.x - mx) + sq (ball.y-my); 
    // too far from ball ?
    if (dist > sq(ball.r)) { 
        collisionOnGoing = false;
        return;
    }
    // return if collision allready handled
    if (collisionOnGoing) return;
    var mouseDist =Math.sqrt( sq(mx-lastmx) + sq(my-lastmy) );
    // no collision if mouse too slow
    if (mouseDist<speedNorm/5) return;
    // launch the ball in current direction
    // with a speed relative to the mouse speed.
    var mouseAngle = Math.atan2(my-lastmy, mx-lastmx);
    ball.vx= (mouseDist / speedNorm ) * Math.cos(mouseAngle);
    ball.vy= (mouseDist / speedNorm ) * Math.sin(mouseAngle);
    collisionOnGoing = true;    
}

function animate() {
    requestAnimationFrame(animate);
    ctx.clearRect(0,0,400,400);
    // collide ball with mouse
    collide();
    // draw ball
    ctx.beginPath();
    ctx.arc(ball.x, ball.y, ball.r, 0, 6.3);
    ctx.fill();
    ctx.closePath();
    // move
    ball.x+=ball.vx;
    ball.y+=ball.vy;
    // collide with screen
    if (ball.x>400) ball.vx=-Math.abs(ball.vx);
    if (ball.x<0) ball.vx=Math.abs(ball.vx);
    if (ball.y>400) ball.vy=-Math.abs(ball.vy);
    if (ball.y<0) ball.vy=Math.abs(ball.vy);
}

animate();

//  ---  Mouse handling ---

addEventListener('mousemove', mouseMove);

var mx=-1, my=-1, lastmx=-1, lastmy=-1;
var cvRect = cv.getBoundingClientRect();
var cvLeft = cvRect.left;
var cvTop = cvRect.top;
function mouseMove(e) {
    lastmx = mx; lastmy=my;
    mx=e.clientX - cvLeft; 
    my=e.clientY - cvTop;
}

function sq(x) { return x*x;  }
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