Javascript 如何在MDN教程中减缓反弹球

Javascript 如何在MDN教程中减缓反弹球,javascript,canvas,Javascript,Canvas,下面我将尝试使用ES6类声明完成本教程 我的程序中的弹跳球的移动速度比教程中的大纲要快得多。我已经设置了新创建的球实例的速度;但是,球实例仍然移动得太快 // setup canvas var canvas = document.querySelector('canvas'); var ctx = canvas.getContext('2d'); var width = canvas.width = window.innerWidth; var height = canvas.height

下面我将尝试使用ES6类声明完成本教程

我的程序中的弹跳球的移动速度比教程中的大纲要快得多。我已经设置了新创建的球实例的速度;但是,球实例仍然移动得太快

// setup canvas

var canvas = document.querySelector('canvas');
var ctx = canvas.getContext('2d');

var width = canvas.width = window.innerWidth;
var height = canvas.height = window.innerHeight;

// function to generate random number

function random(min, max) {
    let num = Math.floor(Math.random()*(max-min)) + min;
    return num;
}

class Ball {
    constructor(x, y, velX, velY, color, size) {
        this.x = x;
        this.y = y;
        this.velX = velX;
        this.velY = velY;
        this.color = color;
        this.size = size;
    }

    draw() {
        ctx.beginPath();
        ctx.fillStyle = this.color;
        ctx.arc(this.x, this.y, this.size, 0, 2 * Math.PI);
        ctx.fill();
    }

    update() {
        if ((this.x + this.size) >= width) {
            this.velX = -(this.velX);
        }
        if ((this.x - this.size) <= 0) {
            this.velX = -(this.velX);
        }
        if ((this.y + this.size) >= height) {
            this.velY = -(this.velY);
        }
        if ((this.y - this.size) <= 0) {
            this.velY = -(this.velY);
        }
        this.x += this.velX;
        this.y += this.velY;
    };

}


function loop() {
    let balls = [];
    ctx.fillStyle = 'rgba(0, 0, 0, 0.25)';
    ctx.fillRect(0, 0, width, height);

    while (balls.length < 25) {
        let size = random(10,20);
        let ball = new Ball(
            // ball position always drawn at least one ball width
            // away from the edge of the canvas, to avoid drawing errors
            random(0 + size,width - size),
            random(0 + size,height - size),
            5,
            5,
            'rgb(' + random(0,255) + ',' + random(0,255) + ',' + random(0,255) +')',
            size
        );
        balls.push(ball);
    }

    for (let i = 0; i < balls.length; i++) {
        balls[i].draw();
        balls[i].update();
    }

    requestAnimationFrame(loop);
}

loop();
错误是将let balls=[]放入循环函数中

只要把它移到外面,一切就会开始工作

var canvas=document.querySelector'canvas'; var ctx=canvas.getContext'2d'; var width=canvas.width=window.innerWidth; var height=canvas.height=window.innerHeight; //函数生成随机数 函数最小值,最大值{ 设num=Math.floorMath.random*max-min+1+min; 返回num; } 班级舞会{ 构造器X、y、velX、velY、颜色、尺寸{ 这个.x=x; 这个。y=y; this.velX=velX; 这是一个很好的例子; 这个颜色=颜色; 这个。大小=大小; } 画{ ctx.beginPath; ctx.fillStyle=this.color; ctx.arcthis.x,this.y,this.size,0,2*Math.PI; ctx.fill; } 更新{ 如果this.x+this.size>=宽度{ this.velX=-this.velX; } 如果this.x-this.size=高度{ this.velY=-this.velY; } 如果这个.y-这个.size