paper.js 赛道
paper.js Racing Track
我想为我的赛车模拟制作图形输出,所以我找到了 paper.js。
使用此代码,我可以绘制特定路线上的每辆车。但是我不知道如何改变每一轮的速度:speed_car1、speed_car2、speed_car3。所以我想改变每一轮每辆车的速度。
这是我的 example:
var car1 = new Shape.Rectangle({
from: [0, 0],
to: [10, 5],
fillColor: 'red'
});
var car2 = new Shape.Rectangle({
from: [0, 0],
to: [10, 5],
fillColor: 'blue'
});
var car3 = new Shape.Rectangle({
from: [0, 0],
to: [10, 5],
fillColor: 'yellow'
});
var speed_car1 = 1.0;
var speed_car2 = 1.2;
var speed_car3 = 1.5;
var diagonal = new Point(view.size).length;
var path = new Path();
path.strokeColor = 'black';
path.add(new Point(60, 130));
path.add(new Point(100, 100));
path.add(new Point(200, 50));
path.add(new Point(280, 60));
path.add(new Point(340, 70));
path.add(new Point(500, 250));
path.add(new Point(470, 320));
path.add(new Point(100, 320));
path.add(new Point(60, 130));
path.smooth();
car1.onFrame = function(event) {
var offset = event.count * speed_car1;
var loc = path.getLocationAt(offset % path.length);
if (loc) {
this.position = loc.point;
this.rotation = loc.tangent.angle;
}
}
car2.onFrame = function(event) {
var offset = event.count * speed_car2;
var loc = path.getLocationAt(offset % path.length);
if (loc) {
this.position = loc.point;
this.rotation = loc.tangent.angle;
}
}
car3.onFrame = function(event) {
var offset = event.count * speed_car3;
var loc = path.getLocationAt(offset % path.length);
if (loc) {
this.position = loc.point;
this.rotation = loc.tangent.angle;
}
}
您可以使用与您用来确定位置的计算类似的计算:
var car1 = new Shape.Rectangle({
from: [0, 0],
to: [10, 5],
fillColor: 'red'
});
var car2 = new Shape.Rectangle({
from: [0, 0],
to: [10, 5],
fillColor: 'blue'
});
var car3 = new Shape.Rectangle({
from: [0, 0],
to: [10, 5],
fillColor: 'yellow'
});
var speed_car1 = 1.0;
var speed_car2 = 1.2;
var speed_car3 = 1.5;
var diagonal = new Point(view.size).length;
var path = new Path();
path.strokeColor = 'black';
path.add(new Point(60, 130));
path.add(new Point(100, 100));
path.add(new Point(200, 50));
path.add(new Point(280, 60));
path.add(new Point(340, 70));
path.add(new Point(500, 250));
path.add(new Point(470, 320));
path.add(new Point(100, 320));
path.add(new Point(60, 130));
path.smooth();
car1.onFrame = function(event) {
var offset = event.count * speed_car1;
var loc = path.getLocationAt(offset % path.length);
if (loc) {
this.position = loc.point;
this.rotation = loc.tangent.angle;
}
}
car2.onFrame = function(event) {
var offset = event.count * speed_car2;
var loc = path.getLocationAt(offset % path.length);
if (loc) {
this.position = loc.point;
this.rotation = loc.tangent.angle;
}
}
car3.onFrame = function(event) {
var offset = event.count * speed_car3;
var loc = path.getLocationAt(offset % path.length);
if (loc) {
this.position = loc.point;
this.rotation = loc.tangent.angle;
}
// compare offset with some epsilon
if ((offset % path.length) < 1) {
// adjust speed
speed_car3 = speed_car3 *2 };
}
我想为我的赛车模拟制作图形输出,所以我找到了 paper.js。
使用此代码,我可以绘制特定路线上的每辆车。但是我不知道如何改变每一轮的速度:speed_car1、speed_car2、speed_car3。所以我想改变每一轮每辆车的速度。
这是我的 example:
var car1 = new Shape.Rectangle({
from: [0, 0],
to: [10, 5],
fillColor: 'red'
});
var car2 = new Shape.Rectangle({
from: [0, 0],
to: [10, 5],
fillColor: 'blue'
});
var car3 = new Shape.Rectangle({
from: [0, 0],
to: [10, 5],
fillColor: 'yellow'
});
var speed_car1 = 1.0;
var speed_car2 = 1.2;
var speed_car3 = 1.5;
var diagonal = new Point(view.size).length;
var path = new Path();
path.strokeColor = 'black';
path.add(new Point(60, 130));
path.add(new Point(100, 100));
path.add(new Point(200, 50));
path.add(new Point(280, 60));
path.add(new Point(340, 70));
path.add(new Point(500, 250));
path.add(new Point(470, 320));
path.add(new Point(100, 320));
path.add(new Point(60, 130));
path.smooth();
car1.onFrame = function(event) {
var offset = event.count * speed_car1;
var loc = path.getLocationAt(offset % path.length);
if (loc) {
this.position = loc.point;
this.rotation = loc.tangent.angle;
}
}
car2.onFrame = function(event) {
var offset = event.count * speed_car2;
var loc = path.getLocationAt(offset % path.length);
if (loc) {
this.position = loc.point;
this.rotation = loc.tangent.angle;
}
}
car3.onFrame = function(event) {
var offset = event.count * speed_car3;
var loc = path.getLocationAt(offset % path.length);
if (loc) {
this.position = loc.point;
this.rotation = loc.tangent.angle;
}
}
您可以使用与您用来确定位置的计算类似的计算:
var car1 = new Shape.Rectangle({
from: [0, 0],
to: [10, 5],
fillColor: 'red'
});
var car2 = new Shape.Rectangle({
from: [0, 0],
to: [10, 5],
fillColor: 'blue'
});
var car3 = new Shape.Rectangle({
from: [0, 0],
to: [10, 5],
fillColor: 'yellow'
});
var speed_car1 = 1.0;
var speed_car2 = 1.2;
var speed_car3 = 1.5;
var diagonal = new Point(view.size).length;
var path = new Path();
path.strokeColor = 'black';
path.add(new Point(60, 130));
path.add(new Point(100, 100));
path.add(new Point(200, 50));
path.add(new Point(280, 60));
path.add(new Point(340, 70));
path.add(new Point(500, 250));
path.add(new Point(470, 320));
path.add(new Point(100, 320));
path.add(new Point(60, 130));
path.smooth();
car1.onFrame = function(event) {
var offset = event.count * speed_car1;
var loc = path.getLocationAt(offset % path.length);
if (loc) {
this.position = loc.point;
this.rotation = loc.tangent.angle;
}
}
car2.onFrame = function(event) {
var offset = event.count * speed_car2;
var loc = path.getLocationAt(offset % path.length);
if (loc) {
this.position = loc.point;
this.rotation = loc.tangent.angle;
}
}
car3.onFrame = function(event) {
var offset = event.count * speed_car3;
var loc = path.getLocationAt(offset % path.length);
if (loc) {
this.position = loc.point;
this.rotation = loc.tangent.angle;
}
// compare offset with some epsilon
if ((offset % path.length) < 1) {
// adjust speed
speed_car3 = speed_car3 *2 };
}