一種可能性(因爲您每幀清除畫布)將會將球路徑繪製到輔助畫布上,而不會在每一幀清除。然後,當您清除第一幀時,在清除之後和渲染球之前渲染第二幀。
第二個畫布當然必須與第一個畫布的尺寸相同,以便所有球點正確排列。第二個畫布也應該有一個低於第一個的z-index,所以只有當你特別地將它渲染到第一個畫布時(即,當單選按鈕被選中時)才顯示它。
爲了減少收音機未檢查時的延遲,您可以跳過將球路徑畫到第二個畫布,儘管我不認爲您會看到任何性能的顯着提高。
對於每個幀更新,您將在第二個畫布上用像素或線(從前一個位置到當前位置)標記每個球的位置。
看你的代碼,你似乎很能幹,所以我跳過寫一個例子,因爲我認爲這將是你不錯的體驗:)
修改「的script.js」來源證明的解決方案
window.onload = function(){
$("#canvas").hide();
var howManyPaths = 0;
var showPath=false;
// SLIDERS
var gravitySlider = document.getElementById('gravitySlider');
var gravityVal = document.getElementById('gravityValue');
gravitySlider.onchange = function(){
gravityVal.value = gravitySlider.value;
}
gravityVal.onkeyup = function(){
gravitySlider.value = gravityVal.value;
}
var forceSlider = document.getElementById('forceSlider');
var forceValue = document.getElementById('forceValue');
forceSlider.onchange = function(){
forceValue.value = forceSlider.value;
}
forceValue.onkeyup = function(){
forceSlider.value = forceValue.value;
}
// GLOBAL VARIABLES
var test = false;
var gravityCount = $("#gravity").val();
var forceCount = $("#rectangles").val();
// CSS :
var playCSS = document.getElementById("play");
var restartCSS = document.getElementById("restart");
var clickableCSS = document.getElementById("setup");
var clickableBG = document.getElementById("img");
//restartCSS.style.visibility="hidden";
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var canvas2 = document.getElementById("canvas2");
var ctx2 = canvas2.getContext("2d");
//var ctx;
var gravity = 9.86;
var forceFactor = 0.5;
var mouseDown = false;
var balls = new Array();
var mousePos = new Array();
// EVENT HANDLER
function onMouseDown(evt){
mouseDown = true;
mousePos['downX'] = evt.pageX;
mousePos['downY'] = evt.pageY;
}
function onMouseUp(evt){
mouseDown = false;
setup.style.visibility="visible";
if(test == true && !(mousePos['downX'] < 200 && mousePos['downY'] < 150)){
restartCSS.style.visibility="visible";
forceFactor = forceCount;
balls.push(new ball(mousePos["downX"],
mousePos["downY"],
(evt.pageX - mousePos["downX"]) * forceFactor,
(evt.pageY - mousePos["downY"]) * forceFactor,
10 + (Math.random() * 10),
0.8,
randomColor()
));
}
ctx2.clearRect(0, 0, canvas2.width, canvas2.height);
}
function onMouseMove(evt){
mousePos['currentX'] = evt.pageX;
mousePos['currentY'] = evt.pageY;
}
function resizeWindow(evt){
//canvas.height = 960;
//canvas.width = 720;
canvas.height = $(window).height()-6;
canvas.width = $(window).width();
canvas2.height = $(window).height()-6;
canvas2.width = $(window).width();
}
$(document).mousedown(onMouseDown);
$(document).mouseup(onMouseUp);
$(document).mousemove(onMouseMove);
$(window).bind("resize", resizeWindow);
// GRAPHICS CODE
function circle(x, y, r, col){
ctx.beginPath();
ctx.arc(x, y, r, 0, Math.PI*2, true);
ctx.closePath;
// fill
ctx.fillStyle = col;
ctx.fill();
// stroke
ctx.lineWidth = r * 0.1;
ctx.strokeStyle = "#000000";
ctx.stroke();
}
function circlePath(x, y)
{
ctx2.clearRect(0, 0, canvas2.width, canvas2.height);
ctx2.fillStyle = '#3f4043';
ctx2.fillRect(x, y, 5, 5);
ctx2.strokeStyle = "black";
ctx2.strokeRect(x, y, 5, 5);
}
function randomColor(){
var letter = "ABCDEF".split("");
var color = "#";
for(var i=0; i<6; i++){
color += letter[Math.round(Math.random()*15)];
}
return color;
}
function arrow(fromX, fromY, toX, toY, color){
// path
ctx.beginPath();
var headLen = 10;
var angle = Math.atan2(toY - fromY, toX - fromX);
ctx.moveTo(fromX, fromY);
ctx.lineTo(toX, toY);
ctx.lineTo(toX - headLen * Math.cos(angle - Math.PI/6), toY - headLen * Math.sin(angle - Math.PI/6));
ctx.moveTo(toX, toY);
ctx.lineTo(toX - headLen * Math.cos(angle + Math.PI/6), toY - headLen * Math.sin(angle + Math.PI/6));
// style
ctx.lineWith = 1;
ctx.strokeStyle = color;
ctx.lineCap = "butt";
ctx.stroke();
}
function drawBall(){
// Gravity
gravity = gravityCount;
this.speedY += gravity * 0.5; // v = a * t
this.x += this.speedX * 0.05; // s = v * t
this.y += this.speedY * 0.05;
// prawa ściana
if(this.x + this.r > canvas.width){
this.x = canvas.width - this.r;
this.speedX *= -1 * this.bounce;
}
// lewa ściana
if(this.x - this.r < 0){
this.x = this.r;
this.speedX *= -1 * this.bounce;
}
// dolna ściana
if(this.y + this.r > canvas.height){
this.y = canvas.height - this.r;
this.speedY *= -1 * this.bounce;
}
// górna ściana
if(this.y - this.r < 0){
this.y = this.r;
this.speedY *= -1 * this.bounce;
}
// zwalnianie na ziemi
if (this.speedX > 0.25){
this.speedX -= 0.25;
if (this.speedY > 0.25)
this.speedY -= 0.25;
}
if (this.speedX < -0.25){
this.speedX += 0.25;
//if (this.speedY < -0.25)
// this.speedY += 0.25;
}
circle(this.x, this.y, this.r, this.col);;
}
// OBJECTS
function ball(positionX, positionY, sX, sY, radius, b, color){
this.x = positionX;
this.y = positionY;
this.speedX = sX;
this.speedY = sY;
this.r = radius;
this.bounce = b;
this.col = color;
this.draw = drawBall;
}
//GAME LOOP
function gameLoop(){
ctx.clearRect(0, 0, canvas.width, canvas.height);
//grab the context from your destination canvas
//if path drawing is enabled, first draw the path canvas to the display canvas
if (showPath) ctx.drawImage(canvas2,0,0);
if(mouseDown == true){
// ctx.clearRect(0, 0, canvas.width, canvas.height); /* !important !!!!!!!!!!!!!!! */
arrow(mousePos['downX'], mousePos['downY'], mousePos['currentX'], mousePos['currentY'], "red");
}
for(var i=0; i<balls.length; i++){
balls[i].draw();
if (i==balls.length-1) {
//draw path
ctx2.fillStyle = '#3f4043';
ctx2.fillRect(balls[i].x, balls[i].y, 5, 5);
ctx2.strokeStyle = "black";
ctx2.strokeRect(balls[i].x, balls[i].y, 5, 5);
}
}
ctx.fillStyle = "#000000";
ctx.font = "15px Arial";
ctx.fillText("Balls: " + balls.length + " " + gravityCount + " " + forceCount + " " + howManyPaths, 10, canvas.height -10);
}
// START THE GAME
function init(){
//$("#setup").hide();
$("#canvas").show();
$("#canvas2").hide();
ctx = $('canvas')[0].getContext("2d");
canvas.height = $(window).height()-6;
canvas.width = $(window).width();
//canvas.width = 960;
//canvas.height = 720;
canvas2.height = $(window).height()-6;
canvas2.width = $(window).width();
return setInterval(gameLoop, 10);
}
$("#play").click(function() {
test = true;
playCSS.style.visibility="hidden";
gravityCount = $("#gravitySlider").val();
forceCount = $("#forceSlider").val();
init();
});
$("#restart").click(function() {
window.location.href="index.html";
});
$("#refresh").click(function() {
gravityCount = $("#gravitySlider").val();
forceCount = $("#forceSlider").val();
});
$("#showPath").click(function() {
showPath=true;
});
$("#hidePath").click(function() {
showPath=false;
});
}
您可以在球之間添加碰撞,也可以添加另一個滑塊,在其中更改復原(每次反彈時的能量損失量)或用可調粘度滑塊拖動空氣。 – fibonatic 2013-05-14 00:07:44