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twoDirection.html
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<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width,initial-scale=1,minimum-scale=1,maximum-scale=1,user-scalable=no" />
<title></title>
</head>
<body>
<div id="content">
<div class="point">
<button id="addDisk">发射</button>
</div>
<canvas id="canvas" width="400" height="300" style="background:#333"></canvas>
</div>
<script src="scripts/tool.js"></script>
<script id="scripts">
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var centerX = Math.floor(canvas.width/2);
var centerY = Math.floor(canvas.height/2);
var balles = []; //存放页面上的球
// 球函数
function Ball(x, y, radius,speed) {
this.x = x;
this.y = y;
this.radius = radius;
this.angle = 0;
this.speed = speed;
};
// 事件
document.getElementById("addDisk").addEventListener('click', function() {
var speed = {x:5,y:4};
balles.push(new Ball(0, 0, 10,speed));
});
var requestID = null;
//绘制球
function drawBall() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
for(var i = 0; i < balles.length; i++) {
var ball = balles[i];
ctx.save();
ctx.fillStyle = '#fff';
ctx.beginPath();
//重新计算球的位置
ball.x += 5;
ball.y += 4;
if(ball.x >= (canvas.width-ball.radius*2) || ball.y >= (canvas.height-ball.radius*2)){
balles.splice(i,1);
i -= 1;
};
ctx.arc(ball.x, ball.y, ball.radius, 0, 2 * Math.PI, true);
ctx.fill();
ctx.restore();
};
requestID = requestAnimationFrame(drawBall);
};
window.onload = function() {
drawBall();
};
</script>
</body>
</html>