数学类与图形类

数学类cc.js

//计算几何误差修正
Math.EPS=0.00000001;
//判断x的符号
Math.cmp=function(x) {
    if(Math.abs(x)<Math.EPS)return 0;
    if(x>0){
        return 1;
    }else{
        return -1;
    }
}
//矩阵类
class Matrix {
    //将一个数组构建成一个矩阵,行Row、列Column
    constructor(data,Row,Column){
        this.data=data||[];
        this.Row=Row;//
        this.Column=Column;//
    }
    //根据行、列返回矩阵元素
    getItem(r,c){
        return this.data[r*this.Column+c]||0;
    }
    //根据行、列设置矩阵元素
    setItem(r,c,item){
        this.data[r*this.Column+c]=item;
    }
    //换行
    swapRow(r1,r2){
        for(let c=0;c<this.Column;c++){
            const cache=this.getItem(r1,c)
            this.setItem(r1,c,this.getItem(r2,c))
            this.setItem(r2,c,cache);
        }
    }
    oneRowEach(r,callback){
        for(let c=0;c<this.Column;c++){
            callback(this.getItem(r,c),r,c)
        }
    }
    //按行遍历矩阵元素,返回元素item,行r,列c
    rowEach(callback){
        for(let r=0;r<this.Row;r++){
            for(let c=0;c<this.Column;c++){
                callback(this.getItem(r,c),r,c)
            }
        }
    }
    //按竖遍历矩阵元素,返回元素item,行r,列c
    columnEach(callback){
        for(let c=0;c<this.Column;c++){
            for(let r=0;r<this.Row;r++){
                callback(this.getItem(r,c),r,c)
            }
        }
    }
    //行循环
    oneRowMap(r,callback){
        this.oneRowEach(r,(item,r,c)=> {
            this.setItem(r,c,callback(item,r,c));
        })
    }
    //按行map矩阵元素
    rowMap(callback){
        this.rowEach((item,r,c)=> {
            this.setItem(r,c,callback(item,r,c));
        })
    }
    //相加
    add(matrix){
        if(matrix instanceof Matrix&& this.Row === matrix.Row && this.Column === matrix.Column){
            const nMatrix=new Matrix([],this.Row,this.Column)
            this.rowEach(function (item,r,c) {
                nMatrix.setItem(r,c,item+matrix.getItem(r,c))
            })
            return nMatrix;
        }else{
            throw '方法plus 参数错误';
        }
    }
    //相减
    sub(matrix){
        if(matrix instanceof Matrix&& this.Row === matrix.Row && this.Column === matrix.Column){
            const nMatrix=new Matrix([],this.Row,this.Column)
            this.rowEach(function (item,r,c) {
                nMatrix.setItem(r,c,item-matrix.getItem(r,c))
            })
            return nMatrix;
        }else{
            throw '方法minus 参数错误';
        }
    }
    //相乘
    multiply(obj){
        if(obj instanceof Matrix){
            return this.multiplyMatrix(obj)
        }else if(typeof obj=='number'){
            return this.multiplyNumber(obj)
        }else{
            throw 'multiply 输入的参数类型错误';
        }
    }
    //矩阵与数相乘,返回一个新的矩阵
    multiplyNumber(number){
        const nMatrix=new Matrix([],this.Row,this.Column)
        this.rowEach((item,r,c)=> {
            nMatrix.setItem(r,c,item*number)
        })
        return nMatrix;
    }
    //矩阵与矩阵相乘 矩阵A的行必须与矩阵B的列数相等
    multiplyMatrix(matrix){
        if(this.Row!==matrix.Column){
            throw '矩阵A的行必须与矩阵B的列数相等';
        }
        const nMatrix=new Matrix([],this.Row,matrix.Column)
        for(let r=0;r<this.Row;r++){
            for(let mc=0;mc<matrix.Column;mc++){
                let num=0;
                for(let c=0;c<this.Column;c++){
                    num=num+this.getItem(r,c)*matrix.getItem(c,mc)
                }
                nMatrix.setItem(r,mc,num)
            }
        }
        return nMatrix;

    }
    //复制生成一个新的矩阵
    clone(){
        return new Matrix([].concat(this.data),this.Row,this.Column)
    }
    //转换成字符图形
    toString(){
        let str='[';
        for(let r=0;r<this.Row;r++){
            str=str+'\n'
            for(let c=0;c<this.Column;c++){
                if(r==this.Row-1&&c==this.Column-1){
                    str=str+this.getItem(r,c);
                }else{
                    str=str+this.getItem(r,c)+',';
                }
            }
        }
        str=str+'\n]'
        return str;
    }
}

/*Gauss 消元
传入一个矩阵,传出结果
*/
function Gauss(matrix){
    let l=[];//是否为自由元
    let ans=[];//存储解
    const n=matrix.Column-1;//解的个数
    let res=0,r=0;
    for(let i=0;i<matrix.Column;i++){
        for(let j=r;j<matrix.Row;j++){
            if(Math.abs(matrix.getItem(j,i))>Math.EPS){
                if(j!==r){
                    //行交换位置
                    for(let k=i;k<=n;k++){
                        const temp1=matrix.getItem(j,k)
                        const temp2=matrix.getItem(r,k)
                        matrix.setItem(j,k,temp2)
                        matrix.setItem(r,k,temp1)
                    }
                }
                break;
            }
        }
        // console.log(matrix.toString(),r,i)
        if(Math.abs(matrix.getItem(r,i)<Math.EPS)){
            ++res;
            console.log('continue')
            continue;
        }
        //方程相减,消除元
        for(let j=0;j<matrix.Row;j++){
            if(j!==r&&Math.abs(matrix.getItem(j,i))>Math.EPS){
                let tmp=matrix.getItem(j,i)/matrix.getItem(r,i);
                for(let k=i;k<=n;k++){
                    const item=matrix.getItem(j,k)-tmp*matrix.getItem(r,k)
                    matrix.setItem(j,k,item)
                }

            }
        }
        l[i]=true;
        r++;
    }
    //输出答案
    for(let i=0;i<n;i++){
        if(l[i]){
            for(let j=0;j<n;j++){
                if(Math.abs(matrix.getItem(j,i))>0){
                    ans[i]=matrix.getItem(j,n)/a.getItem(j,i)
                }
            }
        }
    }
    return ans;
}
//将一个矩阵转换成上三角矩阵
function upperMatrix(oriMatrix) {
    const matrix=oriMatrix.clone();
    let r=0;

    //生成上三角矩阵
    for(let i=0;i<matrix.Row;i++){
        //循环行
        for(let j=r;j<matrix.Row;j++){
            if(Math.abs(matrix.getItem(j,i))>Math.EPS){
                if(j!==r){
                    //行交换位置
                    matrix.swapRow(j,r)
                }

                break;
            }
        }
        if(Math.abs(matrix.getItem(r,i)<Math.EPS)){
            continue;
        }
        //方程相减,消除元
        for(let j=0;j<matrix.Row;j++){
            if(j!==r&&Math.abs(matrix.getItem(j,i))>Math.EPS){
                let tmp=matrix.getItem(j,i)/matrix.getItem(r,i);
                for(let k=i;k<matrix.Column;k++){
                    const item=matrix.getItem(j,k)-tmp*matrix.getItem(r,k)
                    matrix.setItem(j,k,item)
                }
            }
        }
        r++;
    }

    return matrix
}

//求矩阵的逆
function Inverse(matrix){
    if(matrix.Row!==matrix.Column){
        throw '矩阵的行与列需要相等';
    }
    const N=matrix.Row;
    //方程矩阵A
    const A = new Matrix([],N,2*N);
    for(let r=0;r<N;r++){
        for(let c=0;c<N;c++){
            A.setItem(r,c,matrix.getItem(r,c))
        }
    }
    for(let r=0;r<N;r++){
        for(let c=N;c<N*2;c++){
            if(r===c-N){
                A.setItem(r,c,1)
            }else{
                A.setItem(r,c,0)
            }
        }
    }
    //换成上三角矩阵
    const B=upperMatrix(A)

    //左边转成单位矩阵
    for(let i=0;i<N;i++){
        if(Math.abs(B.getItem(i,i))!==1){
            for(let k=N;k<2*N;k++){
                B.setItem(i,k,B.getItem(i,k)/B.getItem(i,i))
            }
            B.setItem(i,i,1)
        }
    }
    //输出结果
    const C = new Matrix([],N,N);
    C.rowMap(function (item,r,c) {
        return B.getItem(r,c+N);
    })
    return C;
}
//欧几里得算法 求两个数a、b的最大公约数
function gcd(a,b){
    return b===0?a:gcd(b,a%b)
}
//分数类 分子,分母
class Fraction{
    constructor(num=0,den=1){
        if(den<0){
            num=-num;
            den=-den;
        }
        if(den===0){
            throw '分母不能为0'
        }
        let g=gcd(Math.abs(num),den)
        this.num=num/g;
        this.den=den/g;
    }
    //
    add(o){
        return new Fraction(this.num*o.den+this.den*o.num,this.den*o.den)
    }
    //
    sub(o){
        return new Fraction(this.num*o.den-this.den*o.num,this.den*o.den)
    }
    //
    multiply(o){
        return new Fraction(this.num*o.num,this.den*o.den);
    }
    //
    divide(o){
        return new Fraction(this.num*o.den,this.den*o.num);
    }
    //小于
    lessThan(o){
        return this.num*o.den<this.den*o.num;
    }
    //等于
    equal(o){
        return this.num*o.den===this.den*o.num;
    }
}

//点类
function Point(x,y) {
    if(this instanceof Point){
        if(Math.cmp(x.toFixed(2)-x)==0){
            x=Number(x.toFixed(2));
        }
        if(Math.cmp(y.toFixed(2)-y)==0){
            y=Number(y.toFixed(2));
        }
        this.x=x;
        this.y=y;
    }else{

        return new Point(x,y)
    }
}
//向量的模长
Point.prototype.norm=function(){
    return Math.sqrt(this.x*this.x+this.y*this.y);
}
//
Point.add=function(a,b){
    return new Point(a.x+b.x,a.y+b.y)
}
//
Point.sub=function(a,b){
    return new Point(a.x-b.x,a.y-b.y);
}
// 等于
Point.equals=function(a,b){
    return Math.cmp(a.x-b.x)===0&&Math.cmp(a.y-b.y)===0;
}
//乘 向量与数字
Point.multiply=function(a,b){
    if(a instanceof Point&&typeof b=='number'){
        return Point(a.x*b,a.y*b)
    }
    if(b instanceof Point&&typeof a=='number'){
        return Point(a*b.x,a*b.y)
    }
}
//除 向量与数字
Point.divide=function(a,b){
    return Point(a.x/b,a.y/b)
}
//向量的叉积
Point.det=function (a,b) {
    return a.x*b.y-a.y*b.x;
}
//向量的点积
Point.dot=function (a,b) {
    return a.x*b.x+a.y*b.y;
}
//两个点的距离
Point.dist=function (a,b) {
    return Point.sub(a,b).norm()
}
//逆时针旋转,a为弧度
Point.rotate=function (p,A) {
    if(A===0){return p;}
    const tx=p.x;
    const ty=p.y;
    return Point(tx*Math.cos(A)-ty*Math.sin(A),tx*Math.sin(A)+ty*Math.cos(A))
}

//计算几何线段类
function Line(a,b) {
    if(this instanceof Line){
        this.a=a;
        this.b=b;
    }else{
        if(a instanceof Point&&b instanceof Point){
            return new Line(a,b)
        }else{
            throw 'Line 参数错误'
        }
    }
}
//点p到线段s、t的距离
Line.dis_point_segment=function(p,s,t){
    if(Math.cmp(Point.dot(Point.sub(p,s),Point.sub(t,s)))<0){
        return Point.sub(p,s).norm()
    }
    if(Math.cmp(Point.dot(Point.sub(p,t),Point.sub(s,t)))<0){
        return Point.sub(p,t).norm()
    }
    return Math.abs(Point.det(Point.sub(s,p),Point.sub(t,p))/Point.dist(s,t))
}
//点到线段的垂足
Line.pointProjLine=function(p,s,t){
    const r=Point.dot(Point.sub(t,s),Point.sub(p,s))/Point.dot(Point.sub(t,s),Point.sub(t,s))
    return Point.add(s,Point.multiply(r,Point.sub(t,s)))
}
//点是否在线段上
Line.pointOnSegment=function(p,s,t){
    return Math.cmp(Point.det(Point.sub(p,s),Point.sub(t,s)))===0&&Math.cmp(Point.det(Point.sub(p,s),Point.sub(p,t)))<=0
}
//判断线段a、b是否平行,a、b 为line
Line.parallel=function (a,b) {
    return !Math.cmp(Point.det(Point.sub(a.a,a.b),Point.sub(b.a,b.b)))
}
//判断线段a、b是否相交,返回交点
Line.lineMakePoint=function (a,b) {
    if(Line.parallel(a,b)){
        return false;
    }
    const s1=Point.det(Point.sub(a.a,b.a),Point.sub(b.b,b.a));
    const s2=Point.det(Point.sub(a.b,b.a),Point.sub(b.b,b.a));
    return Point.divide(Point.sub(Point.multiply(s1,a.b),Point.multiply(s2,a.a)),s1-s2);
}
// 将直线a沿法向量方向平移距离len得到的直线
Line.moveD=function (a,len) {
    let d=Point.sub(a.b,a.a)
    d=Point.divide(d,d.norm());
    d=Point.rotate(d,Math.PI/2);
    return Line(Point.add(a.a,Point.multiply(d,len)),Point.add(a.b,Point.multiply(d,len)))
}
/*
* 流程控制器
* 作者:caoke
* */

class Step{
    //初始化
    constructor(stepArr,callback){

        this.stepArr=stepArr;
        this.curIndex=0;
        this.isPaused=false;
        this.nextMode=null;
        this.curStep=this.stepArr[this.curIndex];
        this.hasRunTimes={};
        this.stepArr.forEach( (step)=> {
            this.hasRunTimes[step]=0;
        })
        this.callback=callback;
    }
    callback(){
        this.go()
    }
    // 运行当前流程
    run(){
        this.curStep=this.stepArr[this.curIndex]
        if(this.curStep){
            this.hasRunTimes[this.curStep]++
            this.callback&&this.callback.apply(this,[this.curStep,this.hasRunTimes[this.curStep]])
        }
    }
    // 跳转到某个流程
    go(step){
        this.clear()
        if(step){
            this.curIndex=this.stepArr.indexOf(step)
        }else{
            this.curIndex++
        }
        this.run()
    }

    // 进入下一个流程
    next(){
        if(this.nextMode){
            this.go(this.nextMode.nextStep)
        }else{
            this.go()
        }
    }

    // 自动进入下一步
    waitSecondAndGo(second,step){
        if(!this.isPaused){
            this.stopTimer()
        }
        const mode={
            startTime:new Date().getTime(),
            allSecond:second,
            leftSecond:second*1000,
            nextStep:step,
            timer:null,
        }

        //获得下一步
        if(this.nextMode==null||mode.leftSecond<this.nextMode.leftSecond){
            this.nextMode=mode;
        }

        if(!this.isPaused){
            this.startTimer()
        }

    }
    // 暂停
    pause(){
        if(!this.isPaused){
            this.isPaused=true;
            this.stopTimer()

        }

    }
    // 继续
    repause(){
        if(this.isPaused){
            this.isPaused=false;
            this.startTimer()
        }

    }
    stopTimer(){
        if(this.nextMode&&this.nextMode.timer){
            const duration=new Date().getTime()-this.nextMode.startTime;
            this.nextMode.leftSecond=this.nextMode.leftSecond-duration;

            clearTimeout(this.nextMode.timer);
            this.nextMode.timer=null;
        }
    }
    startTimer(){
        if(this.nextMode&&this.nextMode.timer==null){
            this.nextMode.startTime=new Date().getTime();
            this.nextMode.timer=setTimeout(() => {
                this.go(this.nextMode.nextStep)
            },this.nextMode.leftSecond)
        }
    }
    // 销毁
    clear(){
        if(this.nextMode){
            if(this.nextMode.timer){
                clearTimeout(this.nextMode.timer);
                this.nextMode.timer=null
            }
            this.nextMode=null
        }
    }
}
View Code

图形类test.js

const canvas=document.getElementById("myCanvas");

var cc={
    canvas:canvas,
    ctx:canvas.getContext("2d"),
    translate(str){
        if(/px/.test(str)){
            return parseInt(str)
        }
        if(/vh/.test(str)){
            return parseInt(str)*window.innerHeight/100
        }
        if(/vw/.test(str)){
            return parseInt(str)*window.innerWidth/100
        }
    }
}
cc.width=canvas.width=cc.translate('100vw');
cc.height=canvas.height=cc.translate('100vh');

cc.rect=canvas.getBoundingClientRect();

class Node{
    constructor(){

        this.children=[]
        this.parent=null;
        this.root=null;
        this.isShow=true;
        this.angle=0;

    }
    getRoot(){
        if(this instanceof World){
            return this;
        }else{
            return this.parent.getRoot()
        }
    }
    add(node){
        if(!node.parent){
            node.parent=this;
            node.root=node.getRoot()
            this.children.push(node);
        }
    }
    remove(node){
        this.children=this.children.filter((nd)=>{
            if(node===nd){
                node.parent=null;
                node.root=null;
            }
            return node!==nd
        })
    }
    render(){
        if(!this.isShow){return false;}
        for(let i=0;i<this.children.length;i++){
            this.children[i].render()
        }
        return true;
    }
}

class ccRect extends Node{
    constructor(point,width,height){
        super()
        this.point=point;
        this.width=width;
        this.height=height;
    }
    render(){
        if(!super.render()){return;}
        const root=this.root;
        const ctx=cc.ctx;
        const arr=[
            root.WorldToScreenPoint(Point.rotate(Point(this.point.x-this.width/2,this.point.y+this.height/2),this.angle)),
            root.WorldToScreenPoint(Point.rotate(Point(this.point.x+this.width/2,this.point.y+this.height/2),this.angle)),
            root.WorldToScreenPoint(Point.rotate(Point(this.point.x+this.width/2,this.point.y-this.height/2),this.angle)),
            root.WorldToScreenPoint(Point.rotate(Point(this.point.x-this.width/2,this.point.y-this.height/2),this.angle))
        ]
        ctx.beginPath();
        ctx.moveTo(arr[0].x,cc.height-arr[0].y);
        ctx.lineTo(arr[1].x,cc.height-arr[1].y);
        ctx.lineTo(arr[2].x,cc.height-arr[2].y);
        ctx.lineTo(arr[3].x,cc.height-arr[3].y);
        ctx.closePath();

        ctx.strokeStyle="#72dd38";
        ctx.stroke();

    }
}
class ccLine extends Node{
    constructor(a,b){
        super()
        this.a=a;
        this.b=b;

    }
    render(){
        if(!super.render()){return;}
        const root=this.root;
        const ctx=cc.ctx;
        const a=root.WorldToScreenPoint(Point.rotate(this.a,this.angle));
        const b=root.WorldToScreenPoint(Point.rotate(this.b,this.angle));
        ctx.beginPath();
        ctx.moveTo(a.x,cc.height-a.y);
        ctx.lineTo(b.x,cc.height-b.y);
        ctx.strokeStyle=this.strokeStyle;
        ctx.stroke();
    }
}
class ccText extends Node{
    constructor(text,point){
        super()
        this.text=text
        this.point=point
    }
    render(){
        if(!super.render()){return;}
        const root=this.root;
        const ctx=cc.ctx;
        ctx.font="10px Arial";
        ctx.textAlign=this.textAlign||"center";
        ctx.textBaseline=this.textBaseline||"middle";
        const point=root.WorldToScreenPoint(Point.rotate(this.point,this.angle));
        ctx.fillText(this.text,point.x,cc.height-point.y);
    }
}
class ccCircle extends Node{
    constructor(point,radius,startingAngle,endingAngle){
        super()
        this.point=point;
        this.radius=radius;
        this.startingAngle=startingAngle||0;
        this.endingAngle=endingAngle||2*Math.PI;

    }
    render(){
        if(!super.render()){return;}
        const root=this.root;
        const ctx=cc.ctx;
        const point=root.WorldToScreenPoint(Point.rotate(this.point,this.angle));
        ctx.beginPath();
        ctx.arc(point.x,cc.height-point.y,root.WorldToScreenGrid(this.radius),this.startingAngle,this.endingAngle);
        ctx.strokeStyle=this.strokeStyle;
        ctx.stroke();
    }
}
class World extends Node{
    constructor(config){
        super();
        this.point=Point(0,0);
        this.grid=1
        Object.assign(this,config);

    }
    show(){
        for(let x=0;x<=75;x++){
            const line=new ccLine(Point(x,0),Point(x,133))
            line.strokeStyle='#ddd'
            this.add(line)
        }

        for(let y=0;y<=133;y++){
            const line=new ccLine(Point(0,y),Point(75,y))
            line.strokeStyle='#ddd'
            this.add(line)
        }
    }
    WorldToScreenGrid(grid){
        grid=this.grid*grid;
        if(this.parent instanceof World){
            grid= this.parent.WorldToScreenGrid(grid)
        }
        return grid;
    }
    WorldToScreenPoint(pos){
        pos=Point.add(Point.rotate(Point.multiply(pos,this.grid),this.angle),this.point)
        if(this.parent instanceof World){
            pos= this.parent.WorldToScreenPoint(pos)
        }
        return pos;
    }
    ScreenToWorldPoint(pos){
        if(this.parent instanceof World){
            pos=this.parent.ScreenToWorldPoint(pos)
        }
        return Point.divide(Point.rotate(Point.sub(pos,this.point),-this.angle),this.grid);
    }
}
class Game extends World{

    constructor(){
        super()

        //交互
        const handle=(e)=> {
            let type=e.type;
            if(type==='mousedown'){
                type='touchstart';
            }
            if(type==='mousemove'){
                type='touchmove';
            }
            if(type==='mouseup'){
                type='touchend';
            }
            if(type==='touchcancel'){
                type='touchend';
            }
            if(e.type==='mousedown'||e.type==='mousemove'||e.type==='mouseup'){

                this[type]([Point(
                    e.x-cc.rect.left,
                    cc.height-(e.y-cc.rect.top)
                )])
            }else if(e.type==='touchstart'||e.type==='touchmove'||e.type==='touchend'){
                const arr=[]
                for(let i=0;i<e.touches.length;i++){
                    const item=e.touches[i];
                    arr.push(Point(
                        item.pageX-cc.rect.left,
                        cc.height-(item.pageY-cc.rect.top)
                    ))
                }
                this[type](arr)

            }

        }
        document.addEventListener('mousedown',handle)
        document.addEventListener('mousemove',handle)
        document.addEventListener('mouseup',handle)

        document.addEventListener('touchstart',handle,false)
        document.addEventListener('touchmove',handle,false)
        document.addEventListener('touchend',handle,false)
        document.addEventListener('touchcancel',handle,false)

        this.world=new World({
            point:Point(0,0),
            grid:5,
        });
        // this.world2=new World({
        //     point:Point(1,1),
        //     grid:0.5,
        // });
        // this.world.add(this.world2)
        this.add(this.world)

        this.runArr=['initAxes','slump'];
    }
    init(){
        this.progress=new Step(this.runArr,(step,time)=>{
            this[step](step,time);
            cc.ctx.clearRect(0,0,cc.width,cc.height);
            this.render()
        })
        this.progress.run();

    }

    initAxes(){
        // this.show()
        // this.world.show()


        this.progress.waitSecondAndGo();

        // this.rect={
        //     top:10,left:-10,bottom:-10,right:10
        // }
        // this.direct='right';
        this.slumpObject=[]
        for(let k=0;k<100;k++){
            const circle=new ccCircle(Point(0|Math.random()*75,0|Math.random()*133),2)
            this.world.add(circle)
            this.slumpObject.push(circle)
        }

    }
    slump(){
        this.slumpObject=this.slumpObject.filter( (obj) =>{
            if(obj.point.y>0){
                obj.point.y-=0.1;
                return true
            }else{
                this.world.remove(obj)
                return false
            }
        })
        this.progress.waitSecondAndGo(0.1,'slump')
    }
    toggle(){
        if(this.direct=='right'){
            if(this.circle.point.x<this.rect.right){
                this.circle.point.x+=1
            }else{
                this.rect.top-=1;
                this.direct='bottom'
            }

        }else if(this.direct=='bottom'){
            if(this.circle.point.y>this.rect.bottom){
                this.circle.point.y-=1
            }else{
                this.rect.right-=1
                this.direct='left'
            }

        }else if(this.direct=='left'){
            if(this.circle.point.x>this.rect.left){
                this.circle.point.x-=1
            }else{
                this.rect.bottom+=1
                this.direct='top'
            }
        }else if(this.direct=='top'){
            if(this.circle.point.y<this.rect.top){
                this.circle.point.y+=1
            }else{
                this.rect.left+=1
                this.direct='right'
            }
        }
        if(this.circle.point.x==0&&this.circle.point.y==0){
            return;
        }
        console.log(this.circle.point)
        // this.world.grid=this.world.grid+this.addNum;
        // this.world.angle+=0.3;
        // this.world2.angle-=0.3;
        // if(this.world.grid>100){
        //     this.addNum=-2;
        // }
        // if(this.world.grid<20){
        //     this.addNum=2;
        // }
        this.progress.waitSecondAndGo(0.1,'toggle')
    }
    touchstart([pos]){
        console.log(pos)
        console.log(this.world.ScreenToWorldPoint(pos))
        // console.log(this.world2.ScreenToWorldPoint(pos))
    }
    touchmove([pos]){

    }
    touchend([pos]){

    }
}
new Game().init()
View Code

index.html

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="utf-8">
    <meta content="initial-scale=1.0, minimum-scale=1.0, maximum-scale=1.0, user-scalable=no, width=device-width,viewport-fit=cover" name="viewport">
    <title>坐标系-caoke90</title>
</head>
<style>
    html,body {
        overflow: hidden;
        height: 100%;
    }
</style>
<body>
<canvas id="myCanvas"></canvas>
    <script src="cc.js"></script>
    <script src="test.js"></script>
</body>
</html>
View Code

 

posted @ 2019-03-23 16:18  无工时代  阅读(234)  评论(0编辑  收藏  举报