10-有摩擦力的多球碰撞反弹
5.2.5 有摩擦力的多球碰撞反弹
如果希望这些球能够慢下来并最终停止,需要为例5-7增加摩擦力的影响。简单的摩擦力只是一个在每次将对象绘制到画布上时,用来改变速度的数值。
在canvasApp()函数中创建不同大小的球。在前面的例子中,这些球都是相同大小的。虽然效果不错,但是大小不同、重量不等的球会产生更多有意思的效果。为此,将minSize变量设为3,将maxSize变量设为12,表示这些球的半径将在3~12像素之间。增加一个名为friction的属性。这是一个全局属性,它不会应用到任何一个单独的球上。将其设为.01,表示这些球将以0.01像素每帧的加速度降低x和y轴的速度(在每次drawScreen()函数调用时)。
var numBalls = 50 ;
var maxSize = 12;
var minSize = 3;
var maxSpeed = maxSize+5;
var friction = .01;
由于这些球大小不同、重量不等,因此它们互相的碰撞的效果将完全不同。例5-7中讲到过,需要通过一个mass属性来计算球在碰撞时的动量守恒。只不过,重量会根据大小不同而有所不同。
for (var i = 0; i < numBalls; i++){
tempRadius = Math.floor(Math.random()*maxSize)+minSize;
在update()函数中,应用friction数值来计算当前速度与摩擦系数相乘得到的乘积,并从当前的速度中减去这个值。x轴和y轴速度都要这样操作,为什么不用x轴和y轴速度直接减去摩擦系数的数值呢?因为x轴和y轴速度并不总是成比例的。如果直接减去摩擦系数的数值,将不经意地改变速度。因此,需要针对每个速度成比例地减去一个摩擦力的数值,这个值就是速度和friction数值的乘积。应用friction数值的这个方法,可以使速度均匀地降下来。
function update(){
for (var i = 0; i <balls.length; i++){
ball = balls[i];
//摩擦力
ball.velocityx = ball.velocityx - ( ball.velocityx*friction);
ball.velocityy = ball.velocityy - ( ball.velocityy*friction);
ball.nextx = (ball.x += ball.velocityx);
ball.nexty = (ball.y += ball.velocityy);
}
}
代码的完整版见CH5EX8.html文件,或者输入例5-8的代码也行。注意碰撞时,小球撞上大球时的效果不明显,反之亦然。同时,由于应用了摩擦力,这些球将逐渐慢下来。
例5-8 增加摩擦力因素的球的碰撞
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>CH5EX8: Balls With Friction</title>
<script src="modernizr.js"></script>
<script type="text/javascript">
window.addEventListener('load', eventWindowLoaded, false);
function eventWindowLoaded(){
canvasApp();
}
function canvasSupport (){
return Modernizr.canvas;
}
function canvasApp(){
if (!canvasSupport()){
return;
}
function drawScreen (){
context.fillStyle = '#EEEEEE';
context.fillRect(0, 0, theCanvas.width, theCanvas.height);
//边框
context.strokeStyle = '#000000';
context.strokeRect(1, 1, theCanvas.width-2, theCanvas.height-2);
update();
testWalls();
collide();
render();
}
function update(){
for (var i = 0; i <balls.length; i++){
ball = balls[i];
//摩擦力
ball.velocityx = ball.velocityx - ( ball.velocityx*friction);
ball.velocityy = ball.velocityy - ( ball.velocityy*friction);
ball.nextx = (ball.x += ball.velocityx);
ball.nexty = (ball.y += ball.velocityy);
}
}
function testWalls(){
var ball;
var testBall;
for (var i = 0; i <balls.length; i++){
ball = balls[i];
if (ball.nextx+ball.radius > theCanvas.width){
ball.velocityx = ball.velocityx*−1;
ball.nextx = theCanvas.width - ball.radius;
} else if (ball.nextx-ball.radius < 0 ){
ball.velocityx = ball.velocityx*−1;
ball.nextx = ball.radius;
} else if (ball.nexty+ball.radius > theCanvas.height ){
ball.velocityy = ball.velocityy*−1;
ball.nexty = theCanvas.height−ball.radius;
} else if(ball.nexty-ball.radius < 0){
ball.velocityy = ball.velocityy*−1;
ball.nexty = ball.radius;
}
}
}
function render(){
var ball;
context.fillStyle = "#000000";
for (var i = 0; i <balls.length; i++){
ball = balls[i];
ball.x = ball.nextx;
ball.y = ball.nexty;
context.beginPath();
context.arc(ball.x,ball.y,ball.radius,0,Math.PI*2,true);
context.closePath();
context.fill();
}
}
function collide(){
var ball;
var testBall;
for (var i = 0; i <balls.length; i++){
ball = balls[i];
for (var j = i+1; j < balls.length; j++){
testBall = balls[j];
if (hitTestCircle(ball,testBall)){
collideBalls(ball,testBall);
}
}
}
}
function hitTestCircle(ball1,ball2){
var retval = false;
var dx = ball1.nextx - ball2.nextx;
var dy = ball1.nexty - ball2.nexty;
var distance = (dx * dx + dy * dy);
if (distance <= (ball1.radius + ball2.radius)* (ball1.radius + ball2.radius)){
retval = true;
}
return retval;
}
function collideBalls(ball1,ball2){
var dx = ball1.nextx - ball2.nextx;
var dy = ball1.nexty - ball2.nexty;
var collisionAngle = Math.atan2(dy, dx);
var speed1 = Math.sqrt(ball1.velocityx * ball1.velocityx +
ball1.velocityy * ball1.velocityy);
var speed2 = Math.sqrt(ball2.velocityx * ball2.velocityx +
ball2.velocityy * ball2.velocityy);
var direction1 = Math.atan2(ball1.velocityy, ball1.velocityx);
var direction2 = Math.atan2(ball2.velocityy, ball2.velocityx);
var velocityx_1 = speed1 * Math.cos(direction1 - collisionAngle);
var velocityy_1 = speed1 * Math.sin(direction1 - collisionAngle);
var velocityx_2 = speed2 * Math.cos(direction2 - collisionAngle);
var velocityy_2 = speed2 * Math.sin(direction2 - collisionAngle);
var final_velocityx_1 = ((ball1.mass - ball2.mass)* velocityx_1 +
(ball2.mass + ball2.mass)* velocityx_2)/(ball1.mass + ball2.mass);
var final_velocityx_2 = ((ball1.mass + ball1.mass)* velocityx_1 +
(ball2.mass - ball1.mass)* velocityx_2)/(ball1.mass + ball2.mass);
var final_velocityy_1 = velocityy_1;
var final_velocityy_2 = velocityy_2;
ball1.velocityx = Math.cos(collisionAngle)* final_velocityx_1 +
Math.cos(collisionAngle + Math.PI/2)* final_velocityy_1;
ball1.velocityy = Math.sin(collisionAngle)* final_velocityx_1 +
Math.sin(collisionAngle + Math.PI/2)* final_velocityy_1;
ball2.velocityx = Math.cos(collisionAngle)* final_velocityx_2 +
Math.cos(collisionAngle + Math.PI/2)* final_velocityy_2;
ball2.velocityy = Math.sin(collisionAngle)* final_velocityx_2 +
Math.sin(collisionAngle + Math.PI/2)* final_velocityy_2;
ball1.nextx = (ball1.nextx += ball1.velocityx);
ball1.nexty = (ball1.nexty += ball1.velocityy);
ball2.nextx = (ball2.nextx += ball2.velocityx);
ball2.nexty = (ball2.nexty += ball2.velocityy);
}
var numBalls = 50 ;
var maxSize = 12;
var minSize = 3;
var maxSpeed = maxSize+5;
var balls = new Array();
var tempBall;
var tempX;
var tempY;
var tempSpeed;
var tempAngle;
var tempRadius;
var tempRadians;
var tempvelocityx;
var tempvelocityy;
var friction = .01;
theCanvas = document.getElementById("canvasOne");
context = theCanvas.getContext("2d");
for (var i = 0; i < numBalls; i++){
tempRadius = Math.floor(Math.random()*maxSize)+minSize;
var placeOK = false;
while (!placeOK){
tempX = tempRadius*3 + (Math.floor(Math.random()*theCanvas.width)-tempRadius*3);
tempY = tempRadius*3 + (Math.floor(Math.random()*theCanvas.height)-tempRadius*3);
tempSpeed = maxSpeed-tempRadius;
tempAngle = Math.floor(Math.random()*360);
tempRadians = tempAngle * Math.PI/ 180;
tempvelocityx = Math.cos(tempRadians)* tempSpeed;
tempvelocityy = Math.sin(tempRadians)* tempSpeed;
tempBall = {x:tempX,y:tempY,radius:tempRadius, speed:tempSpeed, angle:tempAngle,
velocityx:tempvelocityx, velocityy:tempvelocityy, mass:tempRadius*8,
nextx: tempX, nexty:tempY};
placeOK = canStartHere(tempBall);
}
balls.push(tempBall);
}
function canStartHere(ball){
var retval = true;
for (var i = 0; i <balls.length; i++){
if (hitTestCircle(ball, balls[i])){
retval = false;
}
}
return retval;
}
function gameLoop() {
window.setTimeout(gameLoop, 20);
drawScreen()
}
gameLoop();;
}
</script>
</head>
<body>
<div style="position: absolute; top: 50px; left: 50px;">
<canvas id="canvasOne" width="500" height="500">
Your browser does not support HTML5 Canvas.
</canvas>
</div>
</body>
</html>
图5-12所示为代码在浏览器中的运行效果。
