Javascript 创建单独的旋转矩形

Javascript 创建单独的旋转矩形,javascript,animation,rotation,Javascript,Animation,Rotation,嗨,我正在尝试使用“a/s”和javascript使我“绘制”的两个矩形围绕其中心点顺时针和逆时针旋转。我撞到墙上,想让它旋转。 我知道我需要定义中心点,顺时针旋转的角度和逆时针旋转的角度。在这个学习阶段,我无法创建函数等来实现这一点,因此任何帮助都将是非常棒的。 这是我当前的代码 <html> <title>Squash Game V1</title> <h1>Squash</h1> <canvas id="gameCan

嗨,我正在尝试使用“a/s”和javascript使我“绘制”的两个矩形围绕其中心点顺时针和逆时针旋转。我撞到墙上,想让它旋转。
我知道我需要定义中心点,顺时针旋转的角度和逆时针旋转的角度。在这个学习阶段,我无法创建函数等来实现这一点,因此任何帮助都将是非常棒的。
这是我当前的代码

<html>
<title>Squash Game V1</title>

<h1>Squash</h1>

 <canvas id="gameCanvas" width=800 height=600></canvas>

 <script>

        var canvas;
        var canvasContext;
        var ballX = 50;
        var ballY = 50;
        var gravity = 0.2;
        var bounceFactor = 0.6;
        var ballSpeedX = 3;
        var ballSpeedY = 10;
        var ballSpeedY2 = 5;
        var ballBounce = 0
        var ballStartPos = 50
        var redPadY = 475
        var redPadX = 50
        var bluePadY = 475
        var bluePadX = 750


        const paddleHeight = 100
        const paddleWidth = 10
        const resistence = 0.998
        const ballWidth = 15;


  window.onload = function() {

        canvas = document.getElementById('gameCanvas');
        canvasContext = canvas.getContext('2d');

      var framesPerSecond = 60;
        setInterval(function() {
            moveEverything();
            drawEverything();


        }, 1000/framesPerSecond);
        }



  function ballReset() { 
          ballX = ballStartPos;
          ballY = ballStartPos;
          ballBounce = 0;   


      function incrementAngle() {
        rotateAnti -= 10;
        if(rotateAnti > 360) {
            rotateAnti = 0;
        }
    }

    function decrementAngle(){
        rotateClock += 10;
        if(rotateClock>360){
            rotateClock = 0;
        }
    }

     }

   //map var array keeps track of multiple button presses allowing both pads to be moved by single button presses
var map = []; // Or you could call it "key"
onkeydown = onkeyup = function(e){
    e = e || event; // to deal with IE
    map[e.keyCode] = e.type == 'keydown';

    {
        //moves left paddle
   var key = e.keyCode ? e.keyCode : e.which;

   if (key == 87) {
       redPadX -= 20;
   }else if (key == 83) {
       redPadX += 20;
   }
}    {
    //moves right paddle
   var key = e.keyCode ? e.keyCode : e.which;

   if (key == 38) {
       bluePadX -= 20;


   } else if (key == 40) {
       bluePadX += 20;

   }
}                           
} 

  function moveEverything() {



    // this moves ball down
        ballY += ballSpeedY;

      // this moves the ball across 
     ballX += ballSpeedX;

    // this speeds ball up as it's falling plus slows down making it fall  

      ballSpeedY += gravity;
      ballSpeedX = ballSpeedX*resistence;


      //this bounes the ball
      if (ballY > canvas.height - ballWidth) {
          ballSpeedY = -ballSpeedY
          //this reduces height of the bounce
      ballSpeedY *= bounceFactor;}

      //this should count bounces
      if (ballY > canvas.height - ballWidth){
          ballBounce = ballBounce + 1;
           }



      //ball will bounce of right wall 
      if (ballX > canvas.width - ballWidth) {
          ballSpeedX = -ballSpeedX}

      //ball will bounce off left wall 
      if (ballX < 0 + ballWidth) {
          ballSpeedX = -ballSpeedX}

      //if ball bounces twice it resets
      if (ballBounce >= 2) {
          ballReset()}


  }





  function drawEverything() {
    //this draws the pong court
        colourRect(0,0,canvas.width,canvas.height, 'black');



      //this draws left pad  
        colourRect(redPadX, redPadY, paddleWidth, paddleHeight, "red");

     //this draws right pad    
            colourRect(bluePadX, bluePadY, paddleWidth, paddleHeight, "blue"); 


      //this draws the ball
        colourCircle(ballX, ballY, 10, "white");




  function colourCircle(centreX, centreY, radius, drawColour) {
    canvasContext.fillStyle = drawColour;
    canvasContext.beginPath();
    canvasContext.arc(centreX, centreY, radius, 0,Math.PI*2, true)
    canvasContext.fill();
}

        //this function draws a rectangle
  function colourRect(leftX, topY, width, height, drawColour)  {
  canvasContext.fillStyle = drawColour;
  canvasContext.fillRect(leftX, topY, width, height);

        } 
  }                                                                   

</script>

</html>

壁球游戏V1
南瓜
var帆布;
var canvasContext;
var ballX=50;
var-ballY=50;
var重力=0.2;
var bounceFactor=0.6;
var ballSpeedX=3;
var=10;
var ballSpeedY2=5;
var ballBounce=0
var ballStartPos=50
var redPadY=475
var redPadX=50
var bluePadY=475
变量bluePadX=750
常数桨高度=100
常数桨叶宽度=10
恒定电阻=0.998
常数球宽=15;
window.onload=函数(){
canvas=document.getElementById('gameCanvas');
canvasContext=canvas.getContext('2d');
var framesPerSecond=60;
setInterval(函数(){
移动一切();
抽屉物品();
},1000/帧每秒);
}
函数ballReset(){
ballX=ballStartPos;
ballY=ballStartPos;
弹跳=0;
函数增量角度(){
rotateAnti-=10;
如果(旋转角度大于360){
rotateAnti=0;
}
}
函数递减缠结(){
旋转锁+=10;
如果(旋转锁定>360){
rotateClock=0;
}
}
}
//map var数组跟踪多个按钮的按下,允许两个焊盘通过单个按钮的按下来移动
变量映射=[];//或者你可以叫它“钥匙”
onkeydown=onkeyup=功能(e){
e=e | | event;//处理IE
map[e.keyCode]=e.type=='keydown';
{
//向左划桨
var key=e.keyCode?e.keyCode:e.which;
如果(键==87){
redPadX-=20;
}否则如果(键==83){
redPadX+=20;
}
}    {
//右移桨
var key=e.keyCode?e.keyCode:e.which;
如果(键==38){
bluePadX-=20;
}否则,如果(键==40){
bluePadX+=20;
}
}                           
} 
函数moveEverything(){
//这个球向下移动
ballY+=ballY;
//这会将球移动到另一边
ballX+=ballSpeedX;
//这使球在下落时加速,并使其下落时减速
球速度+=重力;
ballSpeedX=ballSpeedX*电阻;
//这是球
如果(球>画布高度-球宽){
鲍尔斯皮蒂=-鲍尔斯皮蒂
//这会降低反弹的高度
ballSpeedY*=bounceFactor;}
//这应该算反弹
如果(球>画布高度-球宽){
ballBounce=ballBounce+1;
}
//球将从右墙反弹
if(ballX>canvas.width-ballWidth){
ballSpeedX=-ballSpeedX}
//球将从左墙反弹
if(球X<0+球宽){
ballSpeedX=-ballSpeedX}
//如果球反弹两次,它将重置
如果(球弹跳>=2){
ballReset()}
}
函数drawerything(){
//这就吸引了乒乓球场
colorRect(0,0,canvas.width,canvas.height,'black');
//这画的是左pad
colorRect(redPadX、redPadY、桨叶宽度、桨叶高度,“红色”);
//这是右图
colorRect(bluePadX、bluePadY、桨宽、桨高,“蓝色”);
//这就引出了球
彩色圆圈(ballX,ballY,10,“白色”);
函数颜色圆(中心、中心、半径、绘图颜色){
canvasContext.fillStyle=DrawColor;
canvasContext.beginPath();
canvasContext.arc(centreX,centreY,radius,0,Math.PI*2,true)
canvasContext.fill();
}
//此函数用于绘制矩形
函数colorRect(leftX、topY、宽度、高度、DrawColor){
canvasContext.fillStyle=DrawColor;
canvasContext.fillRect(leftX,topY,width,height);
} 
}                                                                   

这是您的代码,添加了红色条的旋转。旋转发生在
colorRect
函数中。它平移到对象的中心,以弧度旋转,然后再向后平移。这就是中心旋转的全部内容。用
Q
A
旋转

var画布;
var canvasContext;
var ballX=50;
var-ballY=50;
var重力=0.2;
var bounceFactor=0.6;
var ballSpeedX=3;
var=10;
var ballSpeedY2=5;
var ballBounce=0
var ballStartPos=50
var redPadY=475
var redPadX=50;
var redRotate=0;
var to_弧度=Math.PI/180;
var bluePadY=475
变量bluePadX=750
var=0;
常数桨高度=100
常数桨叶宽度=10
恒定电阻=0.998
常数球宽=15;
window.onload=函数(){
canvas=document.getElementById('gameCanvas');
canvasContext=canvas.getContext('2d');
var framesPerSecond=60;
setInterval(函数(){
移动一切();
抽屉物品();
},1000/帧每秒);
}
函数ballReset(){
ballX=ballStartPos;
ballY=ballStartPos;
弹跳=0;
函数增量角度(){
rotateAnti-=10;
如果(旋转角度大于360){
rotateAnti=0;
}
}
函数递减缠结(){
旋转锁+=10;
如果(旋转锁定>360){
rotateClock=0;
}
}
}
//映射变量数组跟踪多个按钮