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javascript - 简单 JavaScript 游戏的陡坡体积算法

转载 作者:塔克拉玛干 更新时间:2023-11-03 03:48:07 26 4
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我正在编写一个简单的 JavaScript 游戏,您可以在其中寻找页面上隐藏的图像。当你点击它时,图像就会出现。每次点击都会播放一段声音。它本质上是马可波罗。当您靠近隐藏的物体时,我希望声音片段的音量变大。我有这个工作,但是由于距离和体积之间存在线性关系,因此很难准确确定图像的位置,因此,我想建立一种关系,当您非常接近时,体积倾斜度非常陡峭。类似 y = x^5 的内容。不必是 x^5 但这是我的想法。

enter image description here

现在,图像在页面加载时随机放置在页面上,以点 (imgX, imgY) 为中心。该页面的尺寸为 (pageX, pageY),我在屏幕上点击了 (clickX, clickY)

现在,我的想法是页面上总是有一个距离图像坐标的“最大距离”LD(理论上这应该是屏幕上的一个 Angular )。我们可以简单地获取四个 Angular 的坐标并找到最大距离 NBD。

从 0 到 1 的音量应该具有类似于

的功能
V = 1 - D

其中 D 是某种我现在无法确定的关系。

为了获得我目前正在使用的简单线性关系

D = d / LD

在哪里

d = sqrt((imgX - clickX)^2 + (imgY - clickY)^2)

编辑只是想我会澄清我的意图:1-d/LD 有效,但是当你靠近时,这会导致音量直线增加。这在直觉上不是很清楚,但实际上当你获得大约 80%-100% 的音量时,它听起来非常相同,这意味着图像周围的区域对人耳来说似乎具有相同的音量。当你真的很接近时,我想要一个更显着的增长。也就是说,它应该只在 3-4% 的距离内达到 80% 以上的音量(如果这有意义的话)

最佳答案

除了我之前的评论之外,这是我认为您需要的可视化。我刚刚意识到我没有费心重新计算距离最远 Angular 的距离——我只是使用了从正方形中心到 Angular 的距离。这种遗漏是如果到目标的距离超过从正方形中心到 Angular 落的距离,红点可能会绘制在 Y 轴左侧的原因。

点击第二个 Canvas 重新定位隐藏的目标。移动鼠标将计算它到该目标的距离。然后将该值除以上述最大到 Angular 的距离数字。

最后,这个值将作为衰减函数的横坐标。值 [0..1] 将用于驱动生成的体积。我在代码中留下了一个变量 steepnessFactor,以便快速轻松地修改衰减曲线。该值就是线性距离的幂次方。

function allByClass(clss,parent){return (parent==undefined?document:parent).getElementsByClassName(clss)}
function byId(id){return document.getElementById(id)}

window.addEventListener('load', onDocLoaded, false);

var steepnessFactor = 5; // inputs [0..1] will be raised to this power
var visSize = 128; // width/height of the 2 canvases

// click pos and corners of our window
var targetPoint;
var topLeft, topRight, botLeft, botRight;
// initialized to dist from center to (any) corner
var maxDist = (Math.sqrt(2) * visSize) / 2;


function onDocLoaded(evt)
{
targetPoint = new vec2_t(visSize/2,visSize/2);

topLeft = new vec2_t(0,0);
topRight = new vec2_t(visSize,0);
botLeft = new vec2_t(0,visSize);
botRight = new vec2_t(visSize,visSize);

var can1 = byId('graph');
var can2 = byId('map');

can1.width = visSize;
can1.height = visSize;

can2.width = visSize;
can2.height = visSize;



byId('map').addEventListener('click', onMapClicked, false);
byId('map').addEventListener('mousemove', onMapMouseMoved, false);
drawGraph();
drawMap(byId('map'));
}

function drawGraph()
{
var can = byId('graph');
var ctx = can.getContext('2d');

ctx.clearRect(0,0,can.width,can.height);

// draw the axis lines
ctx.strokeStyle = "#555555";
ctx.moveTo(0,can.height/2);
ctx.lineTo(can.width, can.height/2);
ctx.moveTo(can.width/2, 0);
ctx.lineTo(can.width/2, can.height);
ctx.stroke();

// draw the unit markers (spaced at 0.1 unit intervals)
var numDivisions = 20;
for (var x=0; x<can.width; x+= can.width/(numDivisions) )
{
ctx.moveTo(x, (can.height/2) - 4 );
ctx.lineTo(x, (can.height/2) + 4 );
}
for (var y=0; y<can.height; y+= can.height/(numDivisions) )
{
ctx.moveTo( (can.width/2)-4, y);
ctx.lineTo( (can.width/2)+4, y);
}
ctx.stroke();

var scaleX = 2 / can.width;
var scaleY = 2 / can.height;

ctx.beginPath();
ctx.moveTo(0,can.height);
for (var curX=0; curX<can.width; curX++)
{
var scaledX = -1;
scaledX += curX * scaleX;

var curY = Math.pow( scaledX, steepnessFactor); // steepness of curve
curY *= can.height/2;

curY = can.height/2 - curY;

ctx.lineTo(curX, curY);
}
ctx.strokeStyle = "#7e6cb5";
ctx.stroke();
}

function vec2_t(x,y)
{
this.x=x;
this.y=y;
this.equals = function(vec2){this.x = vec2.x; this.y = vec2.y;}
this.addVec = function(vec2){this.x += vec2.x; this.y += vec2.y;}
this.scalarMult = function(scalar){this.x *= scalar; this.y *= scalar;}
this.vecLen = function(){return Math.sqrt( this.x*this.x + this.y*this.y );}
this.normalize = function(){ let k = 1.0 / this.vecLen(); this.scalarMult(k); }
this.vecSub = function(vec2){this.x-=vec2.x;this.y-=vec2.y;}
this.toString = function(){return"<"+this.x+","+this.y+">"}
return this;
}

function onMapClicked(evt)
{
targetPoint.x = evt.offsetX;
targetPoint.y = evt.offsetY;
drawMap(this);
}

function drawMap(canvasElem)
{
var ctx = canvasElem.getContext('2d');
ctx.clearRect(0,0,canvasElem.width,canvasElem.height);
var radius = 5;
ctx.beginPath();
ctx.arc(targetPoint.x, targetPoint.y, radius, 0, 2 * Math.PI, false);
ctx.fillStyle = 'green';
ctx.fill();
}

function onMapMouseMoved(evt)
{
var x = evt.offsetX, y = evt.offsetY;

var curPos = new vec2_t(x, y);
var curVec = new vec2_t();

curVec.equals( curPos );
curVec.vecSub( targetPoint );
var curDist = curVec.vecLen();

var linearDist = (1-(curDist/maxDist));

// console.log("CurDist / MaxDist = " + linearDist );
// console.log("CurValue = " + Math.pow(linearDist, 5) );

x = linearDist;
y = Math.pow(linearDist, steepnessFactor); // steepness of curve
setVolumeSVG(y * 100);

drawGraph();
var mapCan = byId('graph');
var ctx = mapCan.getContext('2d');

var scaleX = mapCan.width / 2;
var scaleY = -mapCan.height / 2;

var radius = 5;
ctx.beginPath();
ctx.arc( x*scaleX + mapCan.width/2,
y*scaleY + mapCan.height/2, radius, 0, 2 * Math.PI, false);
ctx.fillStyle = 'red';
ctx.fill();
ctx.beginPath();
}

function setVolumeSVG(percent)
{
var svg = byId('mSvg');
var barWidth = (percent/100) * svg.width.baseVal.value;
var barHeight = (percent/100) * svg.height.baseVal.value;

var msg = "0,"+svg.height.baseVal.value + " "
+ barWidth + "," + (svg.height.baseVal.value-barHeight) + " "
+ barWidth + "," + svg.height.baseVal.value;

allByClass('barSlider')[0].setAttribute('points', msg);
}
#graph{	border: solid 1px black; }
#map{ border: solid 1px red; }
<canvas width=256 height=256 id='graph'></canvas>
<canvas width=256 height=256 id='map'></canvas><br>
<svg id='mSvg' xmlns="http://www.w3.org/2000/svg" viewBox="0 0 285 100" width=285 height=100>
<g>
<polygon class="barFrame" points="0,100 285,100 285,0"></polygon>
<polygon class='barSlider' points="0,100 143,100 143,50"></polygon>
</g>
<style>
.barFrame{ fill: #d1d3d4; }
.barSlider{ fill: #69bd45; }
</style>
</svg>

关于javascript - 简单 JavaScript 游戏的陡坡体积算法,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/40199641/

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