HTML Canvas将角色的枪旋转到面向鼠标

问题描述:

我对Javascript很陌生,我开始了一个简单的游戏。我希望角色的枪旋转跟随鼠标。到目前为止,移动和其他一切工作正常,除了当我添加旋转功能时,角色似乎围绕着屏幕旋转了一个巨大的圆圈。这里的的jsfiddle:https://jsfiddle.net/jvwr8bug/#HTML Canvas将角色的枪旋转到面向鼠标

function getMousePos(canvas, evt) { 
    var rect = canvas.getBoundingClientRect(); 
    var mouseX = evt.clientX - rect.top; 
    var mouseY = evt.clientY - rect.left; 
    return { 
    x: mouseX, 
    y: mouseY 
    }; 
} 

window.addEventListener('load', function() { 
    canvas.addEventListener('mousemove', function(evt) { 
    var m = getMousePos(canvas, evt); 
    mouse.x = m.x; 
    mouse.y = m.y; 
    }, false); 
}, false); 

的错误似乎是有地方,但显然这可能是别的东西

**编辑:感谢Blindman67的修复。

你正在旋转当前变换rotation每一帧。 ctx.rotate(a)旋转当前变换,因此每次调用时都会将旋转量增加a。把它看作相对旋转而不是设置绝对旋转。

要解决你的代码替换佳能与

//cannon 
    //ctx.rotate(rotation); // << you had 

    // setTransform overwrites the current transform with a new one 
    // The arguments represent the vectors for the X and Y axis 
    // And are simply the direction and length of one pixel for each axis 
    // And a coordinate for the origin. 
    // All values are in screen/canvas pixels coordinates 
    // setTransform(xAxisX, xAxisY, yAxisX, yAxisY, originX, originY) 
    ctx.setTransform(1,0,0,1,x,y); // set center of rotation (origin) to center of gun 
    ctx.rotate(rotation); // rotate about that point. 
    ctx.fillStyle = "#989898"; 
    ctx.fillRect(15, - 12.5, 25, 25); // draw relative to origin 
    ctx.lineWidth = 2; 
    ctx.strokeStyle = "#4f4f4f"; 
    ctx.strokeRect(15,- 12.5, 25, 25); // draw relative to origin 
    //body 
    ctx.fillStyle = "#5079c4"; 
    ctx.beginPath(); 
    ctx.arc(0, 0, size, 0, Math.PI * 2); // draw relative to origin 
    ctx.fill(); 
    ctx.stroke(); 

    // can't leave the transformed state as is because that will effect anything else 
// that will be rendered. So reset to the default. 
    ctx.setTransform(1,0,0,1,0,0); // restore the origin to the default 

而且几个问题渲染得到它的工作

正上方呈现了佳能获得的方向鼠标

// you had coordinates mixed up 
// rotation = Math.atan2(mouse.x - y, mouse.y - x); // you had (similar) 

rotation = Math.atan2(mouse.y - y, mouse.x - x); 

而您的鼠标事件侦听器正在混合坐标并且运行效率不高

用你的鼠标代替。因为画布已经存在,所以您不需要onload。

canvas.addEventListener('mousemove', function(evt) { 
    var rect = this.getBoundingClientRect(); 
    mouse.x = evt.clientX - rect.left; // you had evt.clientX - rect.top 
    mouse.y = evt.clientY - rect.top; // you had evt.clientY - rect.left 
}, false);