The Parallel Challenge Ballgame Time Limit: 2000/1000 MS (Java/Others) Memory Limit: 65536/32768 K (Java/Others)Total Submission(s): 547 Accepted Submission(s): 26 Problem DescriptionBefore the ACM/ICPC world final 2005, there is a competition called
效果如图所示,可以实现精准拖拉和触界反弹 var canvas = document.getElementById("canvas"); var cxt = canvas.getContext("2d"); var centerX = canvas.width / 2; var centerY = canvas.height / 2; var balles = []; function Ball(x, y, radius, speed) { this.x = x;
如图所示的效果,小球相互碰撞会相互弹开,这时要干的事就只有两件事了,一:用二次循环遍历小球是否互相碰撞,二:碰撞之后会弹向什么地方和弹出多少距离,第一件事我想学过二维数组循环的都没问题,第二件事也只是用上期次弹动讲到的三角函数来判断角度,因为是力是相互的,所以反弹的一方应该是负值,而且因为撞击力会抵消,所以应该在乘以系数之后再乘以0.5这样就是相互弹撞,为了让效果明显,可以让反弹系数变成0.5,这样在弹在墙上就会变缓慢,效果就会变得更好 讲了这么多还是老规矩,代码贴上 var canvas =
1.随机产生形状,做360度运转,带有一个开始开始按钮一个停止按钮 var canvas=$('.mycanvas'); canvas.attr("width",500);//$(window).get(0).innerWidth canvas.attr("height",500);//$(window).get(0).innerHeight var context=canvas.get(0).getContext('2d'); var startbtn=$('#s