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在我的代码中,我有一艘火箭飞船并添加了一个发射函数。我想做两件事:
我猜我需要以某种方式将火箭动画与发射动画分开?目前,我将发射动画作为火箭飞船对象的一种方法。火箭飞船的旋转与发射动画相关联。
谢谢!
var rocket;
var baseLine;
var rotateValue = 0;
function setup() {
createCanvas(1000, 600);
baseLine = height - 50
rocket = {
x: width / 2,
y: baseLine,
thrust: false,
fire: false,
fireX: width / 2,
fireY: baseLine,
moveLeft: false,
moveRight: false,
rCW: false,
rCCW: false,
rotateAngle: 0,
drawRocket: function() {
fill(80)
push();
if (this.rCW) {
translate(this.x, this.y);
rotate(this.rotateAngle);
rect(10, -90, 10, 100);
} else if (this.rCCW) {
translate(this.x, this.y);
rotate(this.rotateAngle);
rect(10, -90, 10, 100);
} else {
translate(this.x, this.y);
rotate(this.rotateAngle);
rect(10, -90, 10, 100);
}
pop();
fill(150, 0, 0)
push();
translate(this.x, this.y);
rotate(this.rotateAngle);
triangle(10, -90, 15, -120, 20, -90);
pop();
fill(150, 0, 0);
noStroke();
push();
translate(this.x, this.y);
rotate(this.rotateAngle);
triangle(-10, 10, 10, -20, 10, 10);
pop();
push();
translate(this.x, this.y);
rotate(this.rotateAngle);
triangle(20, 10, 20, -20, 40, 10);
pop();
if (this.thrust) {
fill(255, 150, 0);
noStroke();
push();
translate(this.x, this.y);
rotate(this.rotateAngle);
triangle(0, 10, 20, 10, 10, 30);
triangle(5, 10, 25, 10, 15, 35);
triangle(10, 10, 30, 10, 20, 30);
pop();
}
},
moveRocket: function() {
if (this.thrust && this.y > 0 && this.rCW === true) {
this.y -= 2;
this.x += 1;
} else if (this.thrust && this.y > 0 && this.rCCW === true) {
this.y -= 2;
this.x -= 1;
} else if (this.thrust && this.y > 0) {
this.y -= 2;
} else if (this.y < baseLine) {
this.y += 3;
}
if (this.moveLeft && this.x > 0 && this.y != baseLine) {
this.x -= 2;
}
if (this.moveRight && this.x < width && this.y != baseLine) {
this.x += 2;
}
},
fireRocket: function() {
if (this.fire && this.fireY >= 0) {
fill(255, 140, 0);
noStroke();
ellipse(this.fireX + 5, this.fireY - 10, random(3, 6), random(8, 11));
ellipse(this.fireX + 25, this.fireY - 10, random(3, 6), random(8, 11));
if (this.rCW === true) {
this.fireY -= 3;
this.fireX += 2;
} else if (this.rCCW === true) {
this.fireY -= 3;
this.fireX -= 2;
} else {
this.fireY -= 3;
}
if (this.fireY <= 1) {
this.fireY = baseLine;
this.fire = false;
}
}
}
}
}
function draw() {
background(10);
rocket.drawRocket();
rocket.moveRocket();
rocket.fireRocket();
}
function keyPressed() {
if (key == "W") {
rocket.thrust = true;
}
if (key == "A") {
rocket.moveLeft = true;
}
if (key == "D") {
rocket.moveRight = true;
}
if (key == "F") {
rocket.fireX = rocket.x;
rocket.fireY = rocket.y;
rocket.fire = true;
}
if (key == "R") {
rocket.rCW = true;
rocket.rotateAngle = PI / 4;
}
if (key == "E") {
rocket.rCCW = true;
rocket.rotateAngle = -PI / 4;
}
}
function keyReleased() {
if (key == "W") {
rocket.thrust = false;
}
if (key == "A") {
rocket.moveLeft = false;
}
if (key == "D") {
rocket.moveRight = false;
}
if (key == "R") {
rocket.rCW = false;
rocket.rotateAngle = 0;
}
if (key == "E") {
rocket.rCCW = false;
rocket.rotateAngle = 0;
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.4.0/p5.min.js"></script>
最佳答案
快速浏览您的代码,我发现有一对火坐标。您想要的是一个单独的 fire(bullet) 类,以便此类的实例可以独立更新。您需要一个数组来存储项目符号。当火箭发射时,一颗新子弹在火箭的位置实例化,但从那时起,每颗子弹的速度都会更新子弹位置:
var rocket;
var missiles = [];
var baseLine;
var rotateValue = 0;
class Missile{
constructor(x, y, vx, vy){
this.x = x;
this.y = y;
this.vx = vx;
this.vy = vy;
}
update(){
this.x += this.vx;
this.y += this.vy;
fill(255, 140, 0);
noStroke();
ellipse(this.x + 5, this.y - 10, random(3, 6), random(8, 11));
ellipse(this.x + 25, this.y - 10, random(3, 6), random(8, 11));
}
}
function setup() {
createCanvas(1000, 600);
baseLine = height - 50
rocket = {
x: width / 2,
y: baseLine,
vx: 0,
vy: 0,
thrust: false,
fire: false,
fireX: width / 2,
fireY: baseLine,
moveLeft: false,
moveRight: false,
rCW: false,
rCCW: false,
rotateAngle: 0,
drawRocket: function() {
fill(80)
push();
if (this.rCW) {
translate(this.x, this.y);
rotate(this.rotateAngle);
rect(10, -90, 10, 100);
} else if (this.rCCW) {
translate(this.x, this.y);
rotate(this.rotateAngle);
rect(10, -90, 10, 100);
} else {
translate(this.x, this.y);
rotate(this.rotateAngle);
rect(10, -90, 10, 100);
}
pop();
fill(150, 0, 0)
push();
translate(this.x, this.y);
rotate(this.rotateAngle);
triangle(10, -90, 15, -120, 20, -90);
pop();
fill(150, 0, 0);
noStroke();
push();
translate(this.x, this.y);
rotate(this.rotateAngle);
triangle(-10, 10, 10, -20, 10, 10);
pop();
push();
translate(this.x, this.y);
rotate(this.rotateAngle);
triangle(20, 10, 20, -20, 40, 10);
pop();
if (this.thrust) {
fill(255, 150, 0);
noStroke();
push();
translate(this.x, this.y);
rotate(this.rotateAngle);
triangle(0, 10, 20, 10, 10, 30);
triangle(5, 10, 25, 10, 15, 35);
triangle(10, 10, 30, 10, 20, 30);
pop();
}
},
moveRocket: function() {
if (this.thrust && this.y > 0 && this.rCW === true) {
this.y -= 2;
this.x += 1;
this.vy = -2;
this.vx = 1;
} else if (this.thrust && this.y > 0 && this.rCCW === true) {
this.y -= 2;
this.x -= 1;
this.vy = -2;
this.vx = -1;
} else if (this.thrust && this.y > 0) {
this.y -= 2;
this.vy = -2;
} else if (this.y < baseLine) {
this.y += 3;
this.vy = 2;
}
if (this.moveLeft && this.x > 0 && this.y != baseLine) {
this.x -= 2;
this.vx = -2;
}
if (this.moveRight && this.x < width && this.y != baseLine) {
this.x += 2;
this.vx = 2;
}
},
fireRocket: function() {
if (this.fire && this.fireY >= 0) {
fill(255, 140, 0);
noStroke();
ellipse(this.fireX + 5, this.fireY - 10, random(3, 6), random(8, 11));
ellipse(this.fireX + 25, this.fireY - 10, random(3, 6), random(8, 11));
if (this.rCW === true) {
this.fireY -= 3;
this.fireX += 2;
} else if (this.rCCW === true) {
this.fireY -= 3;
this.fireX -= 2;
} else {
this.fireY -= 3;
}
if (this.fireY <= 1) {
this.fireY = baseLine;
this.fire = false;
}
}
}
}
}
function draw() {
background(10);
rocket.drawRocket();
rocket.moveRocket();
//rocket.fireRocket();
// update missiles
for(let i = 0 ; i < missiles.length; i++){
missiles[i].update();
}
}
function keyPressed() {
if (key == "W") {
rocket.thrust = true;
}
if (key == "A") {
rocket.moveLeft = true;
}
if (key == "D") {
rocket.moveRight = true;
}
if (key == "F") {
//rocket.fireX = rocket.x;
//rocket.fireY = rocket.y;
//rocket.fire = true;
missiles.push(new Missile(rocket.x, rocket.y, rocket.vx, rocket.vy));
console.log(missiles);
}
if (key == "R") {
rocket.rCW = true;
rocket.rotateAngle = PI / 4;
}
if (key == "E") {
rocket.rCCW = true;
rocket.rotateAngle = -PI / 4;
}
}
function keyReleased() {
if (key == "W") {
rocket.thrust = false;
}
if (key == "A") {
rocket.moveLeft = false;
}
if (key == "D") {
rocket.moveRight = false;
}
if (key == "R") {
rocket.rCW = false;
rocket.rotateAngle = 0;
}
if (key == "E") {
rocket.rCCW = false;
rocket.rotateAngle = 0;
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.4.0/p5.min.js"></script>
这有点 hacky:理想情况下,您希望更新 keyPressed 上的速度并简单地重复使用它以将其添加到当前位置。
不幸的是,此时我无法详细介绍很多细节,但我建议简化代码并掌握 p5.Vector 的窍门。/Daniel Shiffman's Nature of Code Vector math videos和一个 bit of trigonometry会有帮助。
这是一个您可以改编的 super 基本示例:
class Rocket{
constructor(x, y){
this.position = createVector(x, y);
this.velocity = createVector();
this.thrust = 0;
this.angle = 0;
this.friction = 0.1;
}
update(){
// use polar to cartesian coordinate conversion formulate apply direction angle and thrust (radius)
// -HALF_PI angle offset is because 0 degrees points to the right when it comes to rendering and we want our ship pointing up
this.velocity.set(cos(this.angle - HALF_PI) * this.thrust,
sin(this.angle - HALF_PI) * this.thrust);
// add velocity to position
this.position.add(this.velocity);
// render
push();
// remember: order of transformations is important
translate(this.position.x, this.position.y);
rotate(this.angle);
triangle(0 , -10,
-5, 10,
+5, 10);
pop();
}
}
class Laser{
constructor(position, velocity, angle){
this.position = position;
this.velocity = velocity;
// angle is simply copied so it can be reused for rendering without having to re-calculate using this.velocity.heading()
this.angle = angle;
// keep direction, but change speed
this.velocity.normalize();
this.velocity.mult(3);
}
update(){
this.position.add(this.velocity);
push();
translate(this.position.x, this.position.y);
rotate(this.angle);
line(0, -5,
0, 5);
pop();
}
}
let rocket;
// store lasers shot
let lasers = [];
function setup() {
createCanvas(300, 300);
rocket = new Rocket(width / 2, height / 2);
}
function draw() {
// smooth controls in draw
if(keyIsPressed){
// change angle and thrust
if (keyCode === UP_ARROW) {
rocket.thrust = 0.3;
}
if (keyCode === LEFT_ARROW) {
rocket.angle -= radians(1);
}
if (keyCode === RIGHT_ARROW) {
rocket.angle += radians(1);
}
}
background(255);
rocket.update();
updateLasers();
text("use arrow keys to drive ship\nuse SPACE to shoot", 10, 15);
}
function updateLasers(){
for(let i = 0 ; i < lasers.length; i++){
lasers[i].update();
}
}
function keyPressed(){
// if space is pressed and the ship is moving
if(key == ' ' && rocket.velocity.mag() > 0){
// copy the ships position and velocity as well as the pre-computed rotation angle to the newly shot laser
// ...and append it to the lasers array
lasers.push(new Laser(rocket.position.copy(),
rocket.velocity.copy(),
rocket.angle));
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.4.0/p5.min.js"></script>
这并不完美:还有很多地方需要改进(例如处理离开屏幕的飞船,将激光标记为在屏幕上或屏幕外以重新使用并避免减速,等等),但是目的是说明将火/激光功能解耦为一个单独的类。射击将产生在数组中管理的新实例。希望这一点得到理解。
(您可能还会在 this answer 中找到一些方便的提示)
更新 为了好玩,这里有一个版本,其中包含一些建议的调整(例如环绕边界、放慢速度等):
class Rocket{
constructor(x, y){
this.position = createVector(x, y);
this.velocity = createVector();
this.thrust = 0;
this.angle = 0;
this.friction = 0.1;
this.halfHeight = 10;
this.width = 5;
}
update(){
// use polar to cartesian coordinate conversion formulate apply direction angle and thrust (radius)
// -HALF_PI angle offset is because 0 degrees points to the right when it comes to rendering and we want our ship pointing up
this.velocity.set(cos(this.angle - HALF_PI) * this.thrust,
sin(this.angle - HALF_PI) * this.thrust);
// add velocity to position
this.position.add(this.velocity);
// wrap around borders
if(this.position.x > width) this.position.x = 0;
if(this.position.y > height) this.position.y = 0;
if(this.position.x < 0) this.position.x = width;
if(this.position.y < 0) this.position.y = height;
// render
push();
// remember: order of transformations is important
translate(this.position.x, this.position.y);
rotate(this.angle);
triangle(0 , -this.halfHeight,
-this.width, this.halfHeight,
+this.width, this.halfHeight);
let mag = this.velocity.mag();
let tail = map(sin(frameCount), -1.0, 1.0,0, 9 * mag);
triangle(-this.width * .3, this.halfHeight,
this.width * .3, this.halfHeight,
0 , this.halfHeight + tail);
pop();
}
}
class Laser{
constructor(position, velocity, angle){
this.position = position;
this.velocity = velocity.copy();
// angle is simply copied so it can be reused for rendering without having to re-calculate using this.velocity.heading()
this.angle = angle;
// keep direction, but change speed
this.velocity.normalize();
this.velocity.mult(3);
}
update(){
this.position.add(this.velocity);
push();
translate(this.position.x, this.position.y);
rotate(this.angle);
line(0, -5,
0, 5);
pop();
}
}
let rocket;
// store lasers shot
let lasers = [];
function setup() {
createCanvas(300, 300);
rocket = new Rocket(width / 2, height / 2);
}
function draw() {
// smooth controls in draw
if(keyIsPressed){
const acceleration = 0.01;
// change angle and thrust
switch(keyCode) {
case UP_ARROW:
rocket.thrust += acceleration;
if(rocket.thrust > 1.5) rocket.thrust = 1.5;
break;
case DOWN_ARROW:
rocket.thrust -= acceleration;
if(rocket.thrust < 0) rocket.thrust = 0;
break;
case LEFT_ARROW:
rocket.angle -= radians(1);
break;
case RIGHT_ARROW:
rocket.angle += radians(1);
break;
}
}
background(255);
rocket.update();
updateLasers();
text("use arrow keys to drive ship\nuse SPACE to shoot", 10, 15);
}
function updateLasers(){
for(let i = 0 ; i < lasers.length; i++){
lasers[i].update();
}
}
function keyPressed(){
// if space is pressed and the ship is moving
if(key == ' ' && rocket.velocity.mag() > 0){
// copy the ships position and velocity as well as the pre-computed rotation angle to the newly shot laser
// ...and append it to the lasers array
lasers.push(new Laser(rocket.position.copy(),
rocket.velocity.copy(),
rocket.angle));
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.4.0/p5.min.js" integrity="sha512-N4kV7GkNv7QR7RX9YF/olywyIgIwNvfEe2nZtfyj73HdjCUkAfOBDbcuJ/cTaN04JKRnw1YG1wnUyNKMsNgg3g==" crossorigin="anonymous" referrerpolicy="no-referrer"></script>
关于p5.js - 如何在两个对象(火箭飞船和射击)之间建立独立性?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/68513848/
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