原生js实现放烟花效果,点击鼠标,然后随机向四周扩散,!...Div.style.left=x+"px"; //把鼠标点击坐标给div Div.style.top=y+"px"; var speedX...var time1=setInterval(function(){ i++; Div.style.left=Div.offsetLeft+speedX
speed 是一个固定的值,表示雨滴下落速度, speedx 是一个和鼠标移动方向有关系的变量, speedx = speedx + (maxspeedx - speedx) / 50 而...如果用speedx ,是这样的效果 ?...speedx时,是这样 ?...这个变量 var speedx = 0; // maxspeedx 为 speedx 可以取的最大值 // 当 speedx = maxspeedx时,下雨方向...= maxspeedx时,下雨方向 会 随鼠标移动方向立即改变 speedx = speedx + (maxspeedx - speedx) / 50; // 根据lineNum
//设置x轴和y轴的速度 var speedx...(div).top); check_border_collision(div); var left = currentLeft + speedx...=8; div1.speedy=5; div2.speedx=8; div2.speedy=5; function...; ty=div1.speedy; div1.speedx=div2.speedx;...} var left = currentLeft + el.speedx; var top = currentTop + el.speedy
上一章我们基本上领略了three.js的魅力,这一章我们先不急着深入three.js,先学习2个非常有用的工具库,分别是stats.js和dat.gui,也许你没有听过两个库,但是很可能你见过他们。...---- stats.js stats.js是three.js的作者mrdoob开发的一个简单的JavaScript性能监控的库。...material, mesh; var stats = new Stats(); + var gui = new dat.GUI(); + var obj = { + speedX...+ speedY : 0.02 + }; function init() { // 此处代码和上章的相同就不再重复 + gui.add(obj, 'speedX...animate() { stats.update(); requestAnimationFrame( animate ); + mesh.rotation.x += obj.speedX
this.centerX - this.radius = this.width) {// 左侧和右侧的墙 this.speedX...= -this.speedX// 水平速度反向 } if (this.centerY - this.radius <= 0) {// 只判断顶部的墙,底部的墙用来结束游戏...) < this.maxSpeed) { this.speedX > 0 ?...this.speedX += this.speedStep : this.speedX -= this.speedStep } if (Math.abs(this.speedY) < this.maxSpeed...= -this.speedX } // 撞到了矩形上面则垂直速度y反向 if (miny === rectY) { this.speedY
Canvas使用 在HTML页面当中新建一个画板 /*此处书写内容在高版本浏览器内无内容*/ Step1 获取画布(必须使用原生js获取) var...; // 画布大小 var h=500; var w=500; //初始化 var x=40; var y=50 //速度 var speedx...=5; var speedy=5; setInterval(function(){ ct.clearRect(0,0,w,h) x+=speedx;...y+=speedy; if(x=(w-50)){ speedx=-speedx; } if(y<=50...//空心文字 ct.strokeStyle='yellow' ct.strokeText('Hello',100,100) 效果图 ,200) ### 实心文字 ~~~js
, speedY, radius, color) { this.x = x; this.y = y; this.speedX = speedX; this.speedY = speedY...+= this.speedY; if (this.x + this.radius canvas.width) { this.speedX...const x = Math.random() * canvas.width; const y = Math.random() * canvas.height; const speedX...= Math.random() * 5 + 1; const color = getRandomColor(); particles.push(new Particle(x, y, speedX...粒子对象包含位置坐标x和y、速度speedX和speedY、半径radius和颜色color等属性。
#speedX = options?.speedX ?? 435. this.#speedY = options?.speedY ?? 236....#speedX57. // this.#pos.y += this.#speedY58. this.rectangle.x += this.#speedX59....#speedX = -this.#speedX66. // } else if (this....#speedX = -this.#speedX68. // }69. // if (this....#speedX = -this.#speedX79. } else if (res === 16 || res === 32) {80. this.
章鱼猫 let box = document.getElementById('box'); let speedX...autoMove() { timer = setInterval(() => { let nextX = box.offsetLeft + speedX...speedY; //左侧边界 if (nextX <= 0) { nextX = 0; speedX...} //右侧边界 if (nextX >= maxL) { nextX = maxL; speedX
ThreeJS是Three(3D)+JS(JavaScript),它封装了底层的WebGL接口,使得我们能够在不了解图形学知识的前提下,也能用简单的代码实现三维场景的渲染。...: 100%;height: 100%;overflow: hidden;"> <script src="https://cdn.bootcdn.net/ajax/libs/three.<em>js</em>...Jietu20210527-172203-HD.gif 至此,我们全景制作已经完成了,(只统计<em>js</em>代码:共_28行_代码,我才不是标题党呢??)。...* factor // X轴 lat += speedY * factor // 减速度 <em>speedX</em> = subSpeed(<em>speedX</em>) speedY =
void); ~Fruit(void); Fruit(CString); Fruit(CString name,int positionX,int positionY,int speedX...random(x) (rand()%x) Fruit::Fruit(void) { } Fruit::Fruit(CString name,int positionX,int positionY,int speedX...=random(28)-14; int i=rand()/2; int j=sqrt((double)(200-speedX*speedX)); speedY...= -speedX; } else if(positionX >= rect.right-image.GetWidth()) {...positionX = rect.right - image.GetWidth(); speedX = -speedX; } if(positionY
document.getElementById("ball"); ball.style.top = 0; ball.style.left = 0; var speedX...speedY = -speedY; } if (left window.innerWidth - 50) { speedX...= -speedX; } ball.style.top = top + speedY + "px"; ball.style.left = left...+ speedX + "px"; } var timer = setInterval(function () { move();...# 11 个需要避免的 React 错误用法 # 6 个 Vue3 开发必备的 VSCode 插件 # 3 款非常实用的 Node.js 版本管理工具 # 6 个你必须明白 Vue3 的 ref 和 reactive
this.x = x; this.y = y; this.radius = radius; this.color = color; this.speedX...= speedX; this.speedY = speedY; } // 更新粒子位置 Particle.prototype.update = function...() { this.x += this.speedX; this.y += this.speedY; // 边界检测,使粒子在画布内移动...if (this.x + this.radius > canvas.width || this.x - this.radius < 0) { this.speedX = -this.speedX...; const speedY = randomSpeed(); const particle = new Particle(x, y, radius, color, speedX
这是因为上述的 JS 代码并不是直接执行的,而是通过 Worklets 载入执行的。...因此,我们需要这样引入自定义 JS 代码: if ("paintWorklet" in CSS) { CSS.paintWorklet.addModule("paintworklet.js"); }...if ("layoutWorklet" in CSS) { CSS.layoutWorklet.addModule("layoutworklet.js"); } 基础:三步用上 Painting...const initY = height * ih; const speedT = tick * ratio; ctx.beginPath(); for (let x = 0, speedX...= 0; x <= width; x++) { speedX += ratio * 1; var y = initY + sim.noise2D(speedX, speedT)
=None: SPEEDX=self.control.shoot_SPEEDX SPEEDY=self.control.shoot_SPEEDY...SPEEDX=SPEEDX SPEEDY=0 s['obj'].rect=s['obj'].rect[0]+SPEEDX,s['obj...首先编写位置移动的内容: SPEEDX=self.control.shoot_SPEEDX SPEEDY=self.control.shoot_SPEEDY if s['shoot_direction'...SPEEDX=SPEEDX SPEEDY=0 s['obj'].rect=s['obj'].rect[0]+SPEEDX,s['obj'].rect[1]+SPEEDY,s['obj'].frame_width...SPEEDX=SPEEDX SPEEDY=0 s['obj'].rect=s['obj'].rect[0]+SPEEDX,s['obj
运动的速度是存储在一个称为“Speedx”浮点类型的变量。我利用此变量的默认值是100,这是100厘米每秒的速度,因为在虚幻4引擎,一个虚幻的单位等于一厘米。...我们需要增加"Delta Seconds"的值—通过提高变量"SpeedX"中的速度值来发现等价于actor在X轴每一帧应该移动的距离 为了更好地理解这个计算,让我们做一个模拟,假设游戏运行在每秒50帧...1 sec / 50 Delta Seconds = 0.020 sec (equivalent to 20 milliseconds) 现在要找出Actor每一帧需要移动的x轴上的距离,通过提高"SpeedX..."上的"Delta Seconds"的值来实现 X = SpeedX * Delta Seconds X = 100 cm/sec * 0.020 sec X = 2 cm 平均而言,Actor在这个模拟每帧将移动
start"); var rt = document.getElementById("reset"); var timer; var bricks = [];//盛放砖块的数组 var speedX...//小球运动 var ballMove = function(){ timer = setInterval(function(){ var lf = bl.offsetLeft + speedX...){ bs.style.display = "none"; speedY = 5; } } if(lf < 0){ //左边界 speedX...= 5; }else if(lf > gm.offsetWidth - bl.offsetWidth){ //右边界 speedX = -5; } if(...= 5; }else if(lf > gm.offsetWidth - bl.offsetWidth){ //右边界 speedX = -5; } if(
for i in range(300): x = random.randrange(0, SIZE[0]) y = random.randrange(0, SIZE[1]) speedx...= random.randint(-1, 2) speedy = random.randint(3,8) snow.append([x, y, speedx, speedy]) done
# 加速 self.speedx += self.fx * self.acc self.speedy += self.fy * self.acc # 限制最高速度 d = (self.speedx**2...+ self.speedy**2)**0.5 / self.speed_max if d > 1: self.speedx /= d self.speedy /= d # 更新坐标 self.x...+= self.speedx self.y += self.speedy 有了这样的设定之后,还有个好处就是可以增加游戏的可玩性,比如你可以设定一种最高速度比玩家快,但是加速度比较小的「工作人员」,玩家就需要通过不停地变换方向来摆脱
{ this.x = x; this.y = y; this.size = Math.random() * 10 + 2; this.speedX...this.color = `hsl(${Math.random() * 360}, 100%, 50%)`; } update() { this.x += this.speedX...this.y = y; this.size = Math.random() * 10 + 2; this.speedX...Math.random() * 360}, 100%, 50%)`; } update() { this.x += this.speedX
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