[英]Change speed of pong ball in realtime on input (JS)
I have a number input which i want to it to function as a real-time update of the speed of the pong ball, however every method I've tried hasn't worked it all comes back as "NaN".我有一个数字输入,我想将它输入到 function 作为乒乓球速度的实时更新,但是我尝试过的每种方法都没有奏效,它都返回为“NaN”。 The speed is originally set to 7 but once the ball resets and a player scores id like the ball to change to the number of the input.
速度最初设置为 7,但是一旦球重置并且玩家得分 id 像球一样更改为输入的数字。 Thank you
谢谢
// select canvas element
const canvas = document.getElementById("pong");
// getContext of canvas = methods and properties to draw and do a lot of thing to the canvas
const ctx = canvas.getContext("2d");
// get the value of the user input
var userSpeedInput = parseInt(document.getElementById("user-speed").value);
// speed btn
const speedBtn = document.getElementById("speed-btn");
// load sounds
let hit = new Audio();
let wall = new Audio();
let userScore = new Audio();
let comScore = new Audio();
hit.src = "sounds/hit.mp3";
wall.src = "sounds/wall.mp3";
comScore.src = "sounds/comScore.mp3";
userScore.src = "sounds/userScore.mp3";
// Ball object
const ball = {
x: canvas.width / 2,
y: canvas.height / 2,
radius: 10,
velocityX: 5,
velocityY: 5,
speed: userSpeedInput, // speed: userSpeedInput;
color: "WHITE",
};
// User Paddle
const user = {
x: 0, // left side of canvas
y: (canvas.height - 100) / 2, // -100 the height of paddle
width: 10,
height: 100,
score: 0,
color: "WHITE",
};
// COM Paddle
const com = {
x: canvas.width - 10, // - width of paddle
y: (canvas.height - 100) / 2, // -100 the height of paddle
width: 10,
height: 100,
score: 0,
color: "WHITE",
};
// NET
const net = {
x: (canvas.width - 2) / 2,
y: 0,
height: 10,
width: 2,
color: "WHITE",
};
// draw a rectangle, will be used to draw paddles
function drawRect(x, y, w, h, color) {
ctx.fillStyle = color;
ctx.fillRect(x, y, w, h);
}
// draw circle, will be used to draw the ball
function drawArc(x, y, r, color) {
ctx.fillStyle = color;
ctx.beginPath();
ctx.arc(x, y, r, 0, Math.PI * 2, true);
ctx.closePath();
ctx.fill();
}
// listening to the mouse
canvas.addEventListener("mousemove", getMousePos);
function getMousePos(evt) {
let rect = canvas.getBoundingClientRect();
user.y = evt.clientY - rect.top - user.height / 2;
}
// when COM or USER scores, we reset the ball
function resetBall() {
if (!ball) return;
ball.x = canvas.width / 2;
ball.y = canvas.height / 2;
ball.velocityX = -ball.velocityX;
ball.speed = userSpeedInput;
alert(ball.speed);
}
// draw the net
function drawNet() {
for (let i = 0; i <= canvas.height; i += 15) {
drawRect(net.x, net.y + i, net.width, net.height, net.color);
}
}
// draw text
function drawText(text, x, y) {
ctx.fillStyle = "#FFF";
ctx.font = "75px fantasy";
ctx.fillText(text, x, y);
}
// collision detection
function collision(b, p) {
p.top = p.y;
p.bottom = p.y + p.height;
p.left = p.x;
p.right = p.x + p.width;
b.top = b.y - b.radius;
b.bottom = b.y + b.radius;
b.left = b.x - b.radius;
b.right = b.x + b.radius;
return (
p.left < b.right && p.top < b.bottom && p.right > b.left && p.bottom > b.top
);
}
// update function, the function that does all calculations
function update() {
// change the score of players, if the ball goes to the left "ball.x<0" computer win, else if "ball.x > canvas.width" the user win
if (ball.x - ball.radius < 0) {
com.score++;
comScore.play();
resetBall();
} else if (ball.x + ball.radius > canvas.width) {
user.score++;
userScore.play();
resetBall();
}
// the ball has a velocity
ball.x += ball.velocityX;
ball.y += ball.velocityY;
// computer plays for itself, and we must be able to beat it
// simple AI
com.y += (ball.y - (com.y + com.height / 2)) * 0.1;
// when the ball collides with bottom and top walls we inverse the y velocity.
if (ball.y - ball.radius < 0 || ball.y + ball.radius > canvas.height) {
ball.velocityY = -ball.velocityY;
wall.play();
}
// we check if the paddle hit the user or the com paddle
let player = ball.x + ball.radius < canvas.width / 2 ? user : com;
// if the ball hits a paddle
if (collision(ball, player)) {
// play sound
hit.play();
// we check where the ball hits the paddle
let collidePoint = ball.y - (player.y + player.height / 2);
// normalize the value of collidePoint, we need to get numbers between -1 and 1.
// -player.height/2 < collide Point < player.height/2
collidePoint = collidePoint / (player.height / 2);
// when the ball hits the top of a paddle we want the ball, to take a -45degees angle
// when the ball hits the center of the paddle we want the ball to take a 0degrees angle
// when the ball hits the bottom of the paddle we want the ball to take a 45degrees
// Math.PI/4 = 45degrees
let angleRad = (Math.PI / 4) * collidePoint;
// change the X and Y velocity direction
let direction = ball.x + ball.radius < canvas.width / 2 ? 1 : -1;
ball.velocityX = direction * ball.speed * Math.cos(angleRad);
ball.velocityY = ball.speed * Math.sin(angleRad);
// speed up the ball everytime a paddle hits it.
ball.speed += 0.1;
}
}
// render function, the function that does al the drawing
function render() {
// clear the canvas
drawRect(0, 0, canvas.width, canvas.height, "#000");
// draw the user score to the left
drawText(user.score, canvas.width / 4, canvas.height / 5);
// draw the COM score to the right
drawText(com.score, (3 * canvas.width) / 4, canvas.height / 5);
// draw the net
drawNet();
// draw the user's paddle
drawRect(user.x, user.y, user.width, user.height, user.color);
// draw the COM's paddle
drawRect(com.x, com.y, com.width, com.height, com.color);
// draw the ball
drawArc(ball.x, ball.y, ball.radius, ball.color);
}
function game() {
update();
render();
}
// number of frames per second
let framePerSecond = 50;
//call the game function 50 times every 1 Sec
let loop = setInterval(game, 1000 / framePerSecond);
You'll need an event listener on the user-speed textbox that changes the value of the global variable userSpeedInput
when the user types something.您需要用户速度文本框上的事件侦听器,当用户键入内容时该事件侦听器会更改全局变量
userSpeedInput
的值。 Right now that variable is only set once, when the page first loads.现在,该变量仅在页面首次加载时设置一次。
document.getElementById("user-speed").addEventListener("change", (e) => {
userSpeedInput = parseInt(e.target.value);
});
声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.