本示例中演示的是模拟声纳探测的动画。在黑色的背景中画了两个黑色的障碍物,通过鼠标点击发出的声波可以将其检测出来:声波碰撞到障碍物之后,障碍物将向外发出声波。
代码如下:
HTML代码:
<canvas id="canvas">
<p>Your browser does not support the canvas element!</p>
</canvas>
JavaScript代码:
对JS内建对象Array的扩展,使其能删除数组中的某个特定对象
Array.prototype.remove = function(obj) {
for (var i = 0; i < this.length; i++) {
if (this[i] === obj) {
this.splice(i, 1);
break;
}
}
}
基础对象类
function BasicObject(x, y, order) {
this.x = x;
this.y = y;
this.order = isNaN(order) ? 0 : order;
this.addTo = function(objects) {
objects.push(this);
objects.sort(function(a, b) {return a.order - b.order;});
}
this.removeFrom = function(objects) {
objects.remove(this);
}
}
声波类,扩展自基础对象类,并实现了绘制、更新、碰撞检测的方法
function Wave(x, y, r) {
BasicObject.call(this, x, y);
this.radius = isNaN(r) ? 1 : r;
this.color = 255;
this.draw = function(context) {
context.beginPath();
context.arc(this.x, this.y, this.radius, 0, Math.PI * 2, false);
context.strokeStyle = "rgb(" + this.color + ", " + this.color + ", " + this.color + ")";
context.stroke();
}
this.update = function(objects) {
this.color -= 20;
this.radius += 10;
if (this.color <= 0) {
this.removeFrom(objects);
}
}
this.collide = function(objects) {
var isCollided = 0;
for (i in objects) {
if (objects[i] instanceof Stone) {
var d = Math.sqrt(Math.pow(this.x - objects[i].x, 2) + Math.pow(this.y - objects[i].y, 2));
if (d < this.radius + objects[i].radius && d > Math.abs(this.radius - objects[i].radius)) {
objects[i].isShocked = true;
isCollided++;
}
}
}
if (isCollided) {
this.removeFrom(objects);
}
}
}
Wave.prototype = new BasicObject();
障碍物类,扩展自基础对象类,并实现了绘制和碰撞时向外发出声波的方法
function Stone(x, y, r) {
BasicObject.call(this, x, y);
this.radius = r;
this.isShocked = false;
this.draw = function(context) {
context.beginPath();
context.arc(this.x, this.y, this.radius, 0, Math.PI * 2, false);
context.fillStyle = "black";
context.fill();
}
this.update = function(objects) {
if (this.isShocked) {
var wave = new Wave(this.x, this.y, this.radius);
wave.addTo(objects);
this.isShocked = false;
}
}
}
Stone.prototype = new BasicObject();
动画引擎类,负责动画的对象初始化、事件处理以及对象管理
function Engin() {
var canvas = document.getElementById("canvas");
canvas.width = screen.width - 30;
canvas.height = screen.height - 100;
var context = canvas.getContext("2d");
var buffer = document.createElement("canvas");
buffer.width = canvas.width;
buffer.height = canvas.height;
var bufferCtx = buffer.getContext("2d");
var objs = new Array();
const FPS = 20;
document.onmousedown = function(event) {
var wave = new Wave(event.clientX, event.clientY);
wave.addTo(objs);
}
this.manage = function() {
bufferCtx.fillRect(0, 0, buffer.width, buffer.height);
context.fillRect(0, 0, canvas.width, canvas.height);
for (x in objs) {
if (objs[x].update) {
objs[x].update(objs);
}
}
for (x in objs) {
if (objs[x].draw) {
objs[x].draw(bufferCtx);
}
}
for (x in objs) {
if (objs[x].collide) {
objs[x].collide(objs);
}
}
context.drawImage(buffer, 0, 0);
}
this.run = function() {
var s1 = new Stone(100, 100, 50);
var s2 = new Stone(canvas.width / 2, canvas.height / 2, 100);
s1.addTo(objs);
s2.addTo(objs);
setInterval(this.manage, 1000 / FPS);
}
}
程序入口
window.onload = function() {
new Engin().run();
}
本示例实现的目的是展示在前一篇示例的动画对象中添加逻辑处理功能的方式。其模型是一种通过继承逐层包裹的对象,最里层是基础对象,中间层中实现绘制和图形更新的方法,而在外层实现逻辑和事务处理。这是我对于动画、游戏引擎的一种思路。
本例中采用的碰撞检测算法是简单的判断圆形是否相交的方法。在后续的文章中将开始使用较复杂的2D碰撞检测算法,如矩形相交、分离轴等。