获取HTML Canvas中旋转矩形剑的坐标

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发布: 2025-08-23 10:52:31
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获取html canvas中旋转矩形剑的坐标

本文旨在解决HTML Canvas中绘制旋转矩形剑,并获取其端点坐标的问题。通过分析现有代码,明确了剑的端点计算方式,并提供了修正后的sword.update()函数,确保剑随角色手臂旋转,同时提供了完整的可运行代码示例,方便开发者直接应用到自己的项目中。

在HTML Canvas中绘制旋转的矩形,特别是像剑这样的武器,涉及到坐标计算和角度旋转。以下是如何获取Canvas中旋转矩形剑的坐标并正确绘制它的步骤:

理解坐标系统

Canvas的坐标系统原点(0, 0)位于左上角。X轴正方向向右,Y轴正方向向下。所有坐标计算都基于这个原点。

关键代码分析与修正

原代码中sword.update()函数计算剑的端点坐标存在问题,导致剑的绘制不正确。正确的逻辑是:

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  • 左手的位置是剑的一个端点。
  • 右手的位置是剑的另一个端点。
  • 剑的另外两个端点可以通过在右手位置的基础上,增加Player.swordLength来确定。

因此,需要修改sword.update()函数如下:

 update() {
    this.draw();
    this.Lx = LeftHand.x;
    this.Ly = LeftHand.y;
    this.Rx = RightHand.x;
    this.Ry = RightHand.y;

    this.Lsx = LeftHand.x;
    this.Lsy = LeftHand.y;
    this.Rsx = RightHand.x + Player.swordLength;
    this.Rsy = RightHand.y + Player.swordLength;
  }
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这段代码的关键在于正确设置了Lsx、Lsy、Rsx和Rsy的值,确保剑的形状和旋转与手臂的运动保持一致。

完整代码示例

以下是修正后的完整代码示例,可以直接复制并运行:

var c = document.getElementById("canvas");
var ctx = c.getContext("2d");

c.width = window.innerWidth;
c.height = window.innerHeight;

var mouse = { x: c.width / 2, y: c.height / 2 };

window.addEventListener("resize", function (event) {
  c.width = window.innerWidth;
  c.height = window.innerHeight;
});

window.addEventListener("mousemove", function (event) {
  mouse.x = event.clientX;
  mouse.y = event.clientY;
});

class player {
  constructor(x, y, r, color, v) {
    this.x = x;
    this.y = y;
    this.r = r;
    this.v = v;
    this.color = color;
    this.swordLength = 200;
  }

  draw() {
    ctx.beginPath();
    ctx.arc(this.x, this.y, this.r, 0, 2 * Math.PI, false);
    ctx.fillStyle = this.color;
    ctx.fill();
    ctx.closePath();
  }

  update() {
    this.draw();
    var dy = mouse.y - this.y;
    var dx = mouse.x - this.x;
    const angle = Math.atan2(dy, dx);

    var vx = Math.cos(angle) * this.v;
    var vy = Math.sin(angle) * this.v;

    if (Math.abs(vx) > Math.abs(dx)) {
      vx = dx;
    }

    if (Math.abs(vy) > Math.abs(dy)) {
      vy = dy;
    }
    this.x += vx;
    this.y += vy;
  }
}

class leftHand {
  constructor(x, y, r, color) {
    this.x = x;
    this.y = y;
    this.color = color;
    this.angle = 0;
    this.r = r;
    this.Area = 40;
  }

  draw() {
    ctx.beginPath();
    ctx.arc(this.x, this.y, this.r, 0, 2 * Math.PI, false);
    ctx.fillStyle = this.color;
    ctx.fill();
    ctx.closePath();
  }

  update() {
    this.draw();
    this.x = Player.x + this.Area * Math.cos(this.angle / 180);
    this.y = Player.y + this.Area * Math.sin(this.angle / 180);
    this.angle += 30;
  }
}

class rightHand {
  constructor(x, y, r, color) {
    this.x = x;
    this.y = y;
    this.color = color;
    this.angle = 90;
    this.r = r;
    this.Area = 40;
  }

  draw() {
    ctx.beginPath();
    ctx.arc(this.x, this.y, this.r, 0, 2 * Math.PI, false);
    ctx.fillStyle = this.color;
    ctx.fill();
    ctx.closePath();
  }

  update() {
    this.draw();
    this.x = Player.x + this.Area * Math.cos(this.angle / 180);
    this.y = Player.y + this.Area * Math.sin(this.angle / 180);
    this.angle += 30;
  }
}

class sword {
  constructor(Lx, Ly, Rx, Ry, color, Lsx, Lsy, Rsx, Rsy) {
    this.Lx = Lx;
    this.Ly = Ly;
    this.Rx = Rx;
    this.Ry = Ry;
    this.Lsx = Lsx;
    this.Lsy = Lsy;
    this.Rsx = Rsx;
    this.Rsy = Rsy;
    this.color = color;
  }

  draw() {
    ctx.beginPath();
    ctx.moveTo(this.Lx, this.Ly);
    ctx.lineTo(this.Rx, this.Ry);
    ctx.lineTo(this.Rsx, this.Rsy);
    ctx.lineTo(this.Lsx, this.Lsy);
    ctx.fillStyle = this.color;
    ctx.fill();
    ctx.closePath();
  }

  update() {
    this.draw();
    this.Lx = LeftHand.x;
    this.Ly = LeftHand.y;
    this.Rx = RightHand.x;
    this.Ry = RightHand.y;

    this.Lsx = LeftHand.x;
    this.Lsy = LeftHand.y;
    this.Rsx = RightHand.x + Player.swordLength;
    this.Rsy = RightHand.y + Player.swordLength;
  }
}

const Player = new player(c.width / 2, c.height / 2, 30, "blue", 10);

const LeftHand = new leftHand(
  c.width / 2 + 40 * Math.cos(0 / 180),
  c.height / 2 + 40 * Math.sin(0 / 180),
  10,
  "red"
);

const RightHand = new rightHand(
  c.width / 2 + 40 * Math.cos(90 / 180),
  c.height / 2 + 40 * Math.sin(90 / 180),
  10,
  "yellow"
);

const Sword = new sword(
  c.width / 2 + 40 * Math.cos(0 / 180),
  c.height / 2 + 40 * Math.sin(0 / 180),
  c.width / 2 + 40 * Math.cos(90 / 180),
  c.height / 2 + 40 * Math.sin(90 / 180),
  "black",
  c.width / 2 + 40 * Math.cos(0 / 180),
  c.height / 2 + 40 * Math.sin(0 / 180),
  c.width / 2 + 40 * Math.cos(90 / 180),
  c.height / 2 + 40 * Math.sin(90 / 180)
);

function animate() {
  requestAnimationFrame(animate);
  ctx.clearRect(0, 0, c.width, c.height);
  Player.update();
  LeftHand.update();
  RightHand.update();
  Sword.update();
}

animate();
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HTML文件:

<!DOCTYPE html>
<html lang="en">

<head>
  <meta charset="UTF-8">
  <meta http-equiv="X-UA-Compatible" content="IE=edge">
  <meta name="viewport" content="width=device-width, initial-scale=1.0">
  <title>Canvas Sword</title>
  <style>
    body {
      margin: 0;
      overflow: hidden; /* Prevent scrollbars */
    }

    canvas {
      display: block; /* Remove extra space below canvas */
    }
  </style>
</head>

<body>
  <canvas id="canvas"></canvas>

  <script>
    // JavaScript code from previous response goes here
    var c = document.getElementById("canvas");
    var ctx = c.getContext("2d");

    c.width = window.innerWidth;
    c.height = window.innerHeight;

    var mouse = { x: c.width / 2, y: c.height / 2 };

    window.addEventListener("resize", function (event) {
      c.width = window.innerWidth;
      c.height = window.innerHeight;
    });

    window.addEventListener("mousemove", function (event) {
      mouse.x = event.clientX;
      mouse.y = event.clientY;
    });

    class player {
      constructor(x, y, r, color, v) {
        this.x = x;
        this.y = y;
        this.r = r;
        this.v = v;
        this.color = color;
        this.swordLength = 200;
      }

      draw() {
        ctx.beginPath();
        ctx.arc(this.x, this.y, this.r, 0, 2 * Math.PI, false);
        ctx.fillStyle = this.color;
        ctx.fill();
        ctx.closePath();
      }

      update() {
        this.draw();
        var dy = mouse.y - this.y;
        var dx = mouse.x - this.x;
        const angle = Math.atan2(dy, dx);

        var vx = Math.cos(angle) * this.v;
        var vy = Math.sin(angle) * this.v;

        if (Math.abs(vx) > Math.abs(dx)) {
          vx = dx;
        }

        if (Math.abs(vy) > Math.abs(dy)) {
          vy = dy;
        }
        this.x += vx;
        this.y += vy;
      }
    }

    class leftHand {
      constructor(x, y, r, color) {
        this.x = x;
        this.y = y;
        this.color = color;
        this.angle = 0;
        this.r = r;
        this.Area = 40;
      }

      draw() {
        ctx.beginPath();
        ctx.arc(this.x, this.y, this.r, 0, 2 * Math.PI, false);
        ctx.fillStyle = this.color;
        ctx.fill();
        ctx.closePath();
      }

      update() {
        this.draw();
        this.x = Player.x + this.Area * Math.cos(this.angle / 180);
        this.y = Player.y + this.Area * Math.sin(this.angle / 180);
        this.angle += 30;
      }
    }

    class rightHand {
      constructor(x, y, r, color) {
        this.x = x;
        this.y = y;
        this.color = color;
        this.angle = 90;
        this.r = r;
        this.Area = 40;
      }

      draw() {
        ctx.beginPath();
        ctx.arc(this.x, this.y, this.r, 0, 2 * Math.PI, false);
        ctx.fillStyle = this.color;
        ctx.fill();
        ctx.closePath();
      }

      update() {
        this.draw();
        this.x = Player.x + this.Area * Math.cos(this.angle / 180);
        this.y = Player.y + this.Area * Math.sin(this.angle / 180);
        this.angle += 30;
      }
    }

    class sword {
      constructor(Lx, Ly, Rx, Ry, color, Lsx, Lsy, Rsx, Rsy) {
        this.Lx = Lx;
        this.Ly = Ly;
        this.Rx = Rx;
        this.Ry = Ry;
        this.Lsx = Lsx;
        this.Lsy = Lsy;
        this.Rsx = Rsx;
        this.Rsy = Rsy;
        this.color = color;
      }

      draw() {
        ctx.beginPath();
        ctx.moveTo(this.Lx, this.Ly);
        ctx.lineTo(this.Rx, this.Ry);
        ctx.lineTo(this.Rsx, this.Rsy);
        ctx.lineTo(this.Lsx, this.Lsy);
        ctx.fillStyle = this.color;
        ctx.fill();
        ctx.closePath();
      }

      update() {
        this.draw();
        this.Lx = LeftHand.x;
        this.Ly = LeftHand.y;
        this.Rx = RightHand.x;
        this.Ry = RightHand.y;

        this.Lsx = LeftHand.x;
        this.Lsy = LeftHand.y;
        this.Rsx = RightHand.x + Player.swordLength;
        this.Rsy = RightHand.y + Player.swordLength;
      }
    }

    const Player = new player(c.width / 2, c.height / 2, 30, "blue", 10);

    const LeftHand = new leftHand(
      c.width / 2 + 40 * Math.cos(0 / 180),
      c.height / 2 + 40 * Math.sin(0 / 180),
      10,
      "red"
    );

    const RightHand = new rightHand(
      c.width / 2 + 40 * Math.cos(90 / 180),
      c.height / 2 + 40 * Math.sin(90 / 180),
      10,
      "yellow"
    );

    const Sword = new sword(
      c.width / 2 + 40 * Math.cos(0 / 180),
      c.height / 2 + 40 * Math.sin(0 / 180),
      c.width / 2 + 40 * Math.cos(90 / 180),
      c.height / 2 + 40 * Math.sin(90 / 180),
      "black",
      c.width / 2 + 40 * Math.cos(0 / 180),
      c.height / 2 + 40 * Math.sin(0 / 180),
      c.width / 2 + 40 * Math.cos(90 / 180),
      c.height / 2 + 40 * Math.sin(90 / 180)
    );

    function animate() {
      requestAnimationFrame(animate);
      ctx.clearRect(0, 0, c.width, c.height);
      Player.update();
      LeftHand.update();
      RightHand.update();
      Sword.update();
    }

    animate();
  </script>
</body>

</html>
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注意事项:

  • 确保HTML文件中引入了JavaScript文件。
  • Canvas元素的width和height属性应设置为窗口的尺寸,以充分利用屏幕空间。
  • 在animate()函数中使用requestAnimationFrame()可以实现更流畅的动画效果。

总结

通过理解Canvas坐标系统,并正确计算和更新剑的端点坐标,可以实现旋转矩形剑的绘制。关键在于sword.update()函数的修正,以及确保所有坐标计算都基于Canvas原点。 此外,代码示例中使用了面向对象的编程思想,将角色、手臂和剑都定义为类,使得代码结构更加清晰易懂。

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