<!DOCTYPE html>
<html lang="zh-CN">
<head>
<meta charset="utf-8" />
<title>弹球</title>
<style>
body {
margin: 0;
overflow: hidden;
font-family: "PingFangSC-Regular", "微软雅黑", sans-serif;
height: 100%;
}
h1 {
font-size: 2rem;
letter-spacing: -1px;
position: absolute;
margin: 0;
top: -4px;
right: 5px;
color: transparent;
text-shadow: 0 0 4px white;
}
p {
position: absolute;
margin: 0;
top: 35px;
right: 5px;
color: #aaa;
}
</style>
</head>
<body>
<h1>弹球</h1>
<p></p>
<canvas></canvas>
<script src="../scripts/main5.js" defer></script>
</body>
</html>
const BALLS_COUNT = 25;
const BALL_SIZE_MIN = 10;
const BALL_SIZE_MAX = 20;
const BALL_SPEED_MAX = 7;
class Shape {
constructor(x, y, velX, velY, exists) {
this.x = x;
this.y = y;
this.velX = velX;
this.velY = velY;
this.exists = exists;
}
}
class Ball extends Shape {
constructor(x, y, velX, velY, color, size, exists) {
super(x, y, velX, velY, exists);
this.color = color;
this.size = size;
}
draw() {
ctx.beginPath();
ctx.fillStyle = this.color;
ctx.arc(this.x, this.y, this.size, 0, 2 * Math.PI);
ctx.fill();
}
update() {
if (this.x + this.size >= width) {
this.velX = -this.velX;
}
if (this.x - this.size <= 0) {
this.velX = -this.velX;
}
if (this.y + this.size >= height) {
this.velY = -this.velY;
}
if (this.y - this.size <= 0) {
this.velY = -this.velY;
}
this.x += this.velX;
this.y += this.velY;
}
collisionDetect() {
for (let j = 0; j < balls.length; j++) {
if (!(this === balls[j])) {
const dx = this.x - balls[j].x;
const dy = this.y - balls[j].y;
const distance = Math.sqrt(dx * dx + dy * dy);
if (distance < this.size + balls[j].size && balls[j].exists) {
balls[j].color = this.color = randomColor();
}
}
}
}
}
class EvilCircle extends Shape {
constructor(x, y, exists) {
super(x, y, exists);
this.velX = BALL_SPEED_MAX;
this.velY = BALL_SPEED_MAX;
this.color = "white";
this.size = 10;
this.setControls();
}
draw() {
ctx.beginPath();
ctx.strokeStyle = this.color;
ctx.lineWidth = 3;
ctx.arc(this.x, this.y, this.size, 0, 2 * Math.PI);
ctx.stroke();
}
checkBounds() {
if (this.x + this.size >= width) {
this.x -= this.size;
}
if (this.x - this.size <= 0) {
this.x += this.size;
}
if (this.y + this.size >= height) {
this.y -= this.size;
}
if (this.y - this.size <= 0) {
this.y += this.size;
}
}
setControls() {
window.onkeydown = (e) => {
switch (e.key) {
case "a":
case "A":
case "ArrowLeft":
this.x -= this.velX;
break;
case "d":
case "D":
case "ArrowRight":
this.x += this.velX;
break;
case "w":
case "W":
case "ArrowUp":
this.y -= this.velY;
break;
case "s":
case "S":
case "ArrowDown":
this.y += this.velY;
break;
}
};
}
collisionDetect() {
for (let j = 0; j < balls.length; j++) {
if (balls[j].exists) {
const dx = this.x - balls[j].x;
const dy = this.y - balls[j].y;
const distance = Math.sqrt(dx * dx + dy * dy);
if (distance < this.size + balls[j].size) {
balls[j].exists = false;
count--;
para.textContent = "还剩 " + count + " 个球";
}
}
}
}
}
const para = document.querySelector("p");
const canvas = document.querySelector("canvas");
const ctx = canvas.getContext("2d");
const width = (canvas.width = window.innerWidth);
const height = (canvas.height = window.innerHeight);
const balls = [];
let count = 0;
const evilBall = new EvilCircle(
random(0, width),
random(0, height),
true,
);
loop();
function random(min, max) {
return Math.floor(Math.random() * (max - min)) + min;
}
function randomColor() {
return (
"rgb(" +
random(0, 255) +
", " +
random(0, 255) +
", " +
random(0, 255) +
")"
);
}
function loop() {
ctx.fillStyle = "rgba(0, 0, 0, 0.25)";
ctx.fillRect(0, 0, width, height);
while (balls.length < BALLS_COUNT) {
const size = random(BALL_SIZE_MIN, BALL_SIZE_MAX);
const ball = new Ball(
random(0 + size, width - size),
random(0 + size, height - size),
random(-BALL_SPEED_MAX, BALL_SPEED_MAX),
random(-BALL_SPEED_MAX, BALL_SPEED_MAX),
randomColor(),
size,
true,
);
balls.push(ball);
count++;
para.textContent = "还剩 " + count + " 个球";
}
for (let i = 0; i < balls.length; i++) {
if (balls[i].exists) {
balls[i].draw();
balls[i].update();
balls[i].collisionDetect();
}
}
evilBall.draw();
evilBall.checkBounds();
evilBall.collisionDetect();
requestAnimationFrame(loop);
}
结果展示: