摩擦力是与速度向量相反的力,模拟摩擦力时,沿着速度向量的方向减去与摩擦力相等的大小。这里注意的一点,不能分别在 x、y 轴上减小速度向量,因为如果物体正沿着某个角度运动,就会出现物体在某条轴上的速度降为零,而继续在另一条轴上运动的奇怪现场。
1、将 vx 与 vy 平方后求和,再开平方;再通过计算 Math.atan2(vy, vx) 获得角度:
let speed = Math.sqrt(vx * vx + vy * vy);
let angle = Math.atan2(vy, vx);
2、从速度中减去摩擦力大小,判断速度不能为负值,否则会逆转速度向量。如果摩擦力大于速度,则速度变为零:
if(speed > friction) {
speed -= friction;
} else {
speed = 0;
}
3、通过正余弦函数将角速度转回 vx、vy 的格式:
vx = speed * Math.cos(angle);
vy = speed * Math.sin(angle);
完整代码如下:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="initial-scale=1.0,minimum-scale=1.0,maximum-scale=1.0,user-scalable=no,width=device-width">
<title></title>
<style>
*{margin: 0;padding: 0}
body {
background-color: #eee
}
canvas {
background-color: #fff
}
</style>
</head>
<body>
<canvas id="canvas" width="600" height="400">
Your browser does not support HTML5 Canvas.
</canvas>
<script>
(function(){
window.addEventListener("load", eventWindowLoaded, false);
function eventWindowLoaded(){
canvasApp();
}
function canvasSupport(e){
return !!e.getContext;
}
function canvasApp(){
let canvas = document.getElementById("canvas");
if(!canvasSupport(canvas)){
return ;
}
// start
let context = canvas.getContext("2d");
drawScreen(canvas, context);
}
// write your codes
function drawScreen(canvas, context){
let ball = new Ball();
let vx = Math.random() * 10 - 5,
vy = Math.random() * 10 - 5;
let friction = 0.1;
let speed = Math.sqrt(vx * vx + vy * vy);
let angle = Math.atan2(vy, vx);
ball.x = canvas.width / 2;
ball.y = canvas.height / 2;
(function drawFrame() {
window.requestAnimationFrame(drawFrame, canvas);
context.clearRect(0, 0, canvas.width, canvas.height);
if (speed > friction) {
speed -= friction
} else {
speed = 0;
}
vx = speed * Math.cos(angle);
vy = speed * Math.sin(angle);
ball.x += vx;
ball.y += vy;
ball.draw(context);
} ())
}
})();
</script>
<script>
function Ball(radius, color) {
if (radius === undefined) {
radius = 40;
}
if (color === undefined) {
color = "#ff0000";
}
this.x = 0;
this.y = 0;
this.color = color;
this.radius = radius;
}
Ball.prototype.draw = function(context) {
context.save();
context.translate(this.x, this.y);
context.fillStyle = this.color;
context.beginPath();
context.arc(0, 0, this.radius, 0, 360 * Math.PI / 180, false);
context.closePath();
context.fill();
context.restore();
}
</script>
</body>
</html>
我们可以实现模拟摩擦力的一种简便方法,该方法只需两行简单的乘法组成。将 x、y 轴上的速度向量乘以一个百分数即可,一个接近 0.9 的系数就能够很好地模拟出摩擦力的效果。
这样,在每一帧中,vx 和 vy 的值都会降为上一帧中对应值的 80%或90%。理论上,速度向量会无限接近零,而永远不会等于零。不过,计算机在表达小数时只会精确到某个特定的精度,所以最终结果也会变为零。
这一方法的好处是速度向量永远不会变为负数。可以比较 vx 与一个指定的较小的值从而节省一些不必要的计算。
if (Math.abs(vx) > 0.001) {
vx *= friction;
ball.x += vx;
}
if (Math.abs(vy) > 0.001) {
vy *= friction;
ball.y += vy;
}
完整代码如下:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="initial-scale=1.0,minimum-scale=1.0,maximum-scale=1.0,user-scalable=no,width=device-width">
<title></title>
<style>
*{margin: 0;padding: 0}
body {
background-color: #eee
}
canvas {
background-color: #fff
}
</style>
</head>
<body>
<canvas id="canvas" width="600" height="400">
Your browser does not support HTML5 Canvas.
</canvas>
<script>
(function(){
window.addEventListener("load", eventWindowLoaded, false);
function eventWindowLoaded(){
canvasApp();
}
function canvasSupport(e){
return !!e.getContext;
}
function canvasApp(){
let canvas = document.getElementById("canvas");
if(!canvasSupport(canvas)){
return ;
}
// start
let context = canvas.getContext("2d");
drawScreen(canvas, context);
}
// write your codes
function drawScreen(canvas, context){
let ball = new Ball();
let vx = Math.random() * 10 - 5,
vy = Math.random() * 10 - 5;
let friction = 0.95;
ball.x = canvas.width / 2;
ball.y = canvas.height / 2;
(function drawFrame() {
window.requestAnimationFrame(drawFrame, canvas);
context.clearRect(0, 0, canvas.width, canvas.height);
if (Math.abs(vx) > 0.01) {
vx *= friction;
ball.x += vx;
}
if (Math.abs(vy) > 0.01) {
vy *= friction;
ball.y += vy;
}
ball.draw(context);
} ())
}
})();
</script>
<script>
function Ball(radius, color) {
if (radius === undefined) {
radius = 40;
}
if (color === undefined) {
color = "#ff0000";
}
this.x = 0;
this.y = 0;
this.color = color;
this.radius = radius;
}
Ball.prototype.draw = function(context) {
context.save();
context.translate(this.x, this.y);
context.fillStyle = this.color;
context.beginPath();
context.arc(0, 0, this.radius, 0, 360 * Math.PI / 180, false);
context.closePath();
context.fill();
context.restore();
}
</script>
</body>
</html>