on essaye d'animer tout ca
This commit is contained in:
@@ -37,6 +37,10 @@
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<option value="line">Ligne</option>
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</select>
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</div> -->
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<button (click)="setInteractionMode('move')">Déplacer Élément</button>
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<button (click)="setInteractionMode('animate')">Dessiner Vecteur</button>
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<button (click)="setVectorType('linear')">Vecteur Linéaire</button>
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<button (click)="setVectorType('curved')">Vecteur Courbé</button>
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</div>
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<!-- <canvas #canvas width="800" height="600"
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@@ -45,12 +49,20 @@
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(mouseup)="stopDrawing()">
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Your browser does not support the canvas element.
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</canvas> -->
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<canvas #canvas width="800" height="600"
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<!-- <canvas #canvas width="800" height="600"
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(mousedown)="startDragging($event)"
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(mousemove)="drag($event)"
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(mouseup)="stopDragging()">
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Votre navigateur ne supporte pas l'élément canvas.
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</canvas> -->
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<canvas #canvas width="800" height="600"
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(mousedown)="onCanvasMouseDown($event)"
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(mousemove)="onCanvasMouseMove($event)"
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(mouseup)="onCanvasMouseUp($event)">
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</canvas>
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<div class="debug">
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<p>Debug Info: {{ debugInfo }}</p>
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</div>
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<!-- <div class="controls">
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<button (click)="clearDrawings()">Effacer les dessins</button>
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</div> -->
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@@ -8,6 +8,14 @@ interface Circle {
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number: number;
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radius: number;
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isDragging: boolean;
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vx: number; // vitesse en X
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vy: number; // vitesse en Y
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destinationX: number | null;
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destinationY: number | null;
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controlPointX?: number | null; // Pour les vecteurs courbés
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controlPointY?: number | null; // Pour les vecteurs courbés
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isMoving: boolean;
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progress: number; // Paramètre de progression sur la courbe
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}
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interface Rectangle {
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@@ -36,21 +44,19 @@ export class FootballFieldComponent {
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private lastY = 0;
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private startX = 0;
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private startY = 0;
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public playerCount: number = 2; // Nombre de joueurs par défaut
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public plotCount: number = 1; // Nombre de plots par défaut
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public piquetCount: number = 1; // Nombre de plots par défaut
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public ballCount: number = 1; // Nombre de ballons par defaut
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public players: Circle[] = [];
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public plots: Circle[] = [];
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public piquets: Rectangle[] = [];
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public ball: Circle = { x:400, y:300, number:1, radius:8, isDragging:false };
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private draggingPlayer: Circle | null = null;
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private draggingBall: Circle | null = null;
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private draggingPlot: Circle | null = null;
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private draggingPiquet: Rectangle | null = null;
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private draggingElement: any = null;
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private attachedPlayer: Circle | null = null;
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private magnetRadius: number = 35; // Distance à laquelle le ballon s'attache au joueur
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private attachedToPlayer: boolean = false; // indique si le ballon est attache a un joueur
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private offsetX: number = 0;
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private offsetY: number = 0;
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private test: boolean = false;
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private prevAngle: number = 0;
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private isDrawingVector: boolean = false;
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public colors: string[] = ['#ff0000', '#00ff00',
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'#0000ff', '#ffff00',
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@@ -60,6 +66,27 @@ export class FootballFieldComponent {
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public selectedColor: string = this.colors[0]; // Couleur sélectionné par défaut (rouge)
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// Options de forme
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public selectedShape: string = 'none'; // Par défaut, aucune forme
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public playerCount: number = 2; // Nombre de joueurs par défaut
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public plotCount: number = 1; // Nombre de plots par défaut
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public piquetCount: number = 1; // Nombre de plots par défaut
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public ballCount: number = 1; // Nombre de ballons par defaut
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public players: Circle[] = [];
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public plots: Circle[] = [];
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public piquets: Rectangle[] = [];
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public ball: Circle = { x:400,
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y:300,
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number:1,
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radius:10,
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isDragging:false,
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vx:0,
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vy:0,
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destinationX: null,
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destinationY: null,
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isMoving:false,
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progress: 0 };
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public debugInfo: string = ""; // Variable pour les informations de debogage
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public vectorType: 'linear' | 'curved' = 'linear'; // Type de vecteur sélectionné
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public interactionMode: 'move' | 'animate' = 'move'; // Mode d'interaction sélectionné
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ngOnInit() {
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this.ctx = this.canvas.nativeElement.getContext('2d')!;
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@@ -67,6 +94,7 @@ export class FootballFieldComponent {
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this.createPlayers();
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this.createPlots();
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this.createPiquets();
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this.animate(); // Lancer l'animation
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}
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// Dessine le terrain de football
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@@ -140,6 +168,54 @@ export class FootballFieldComponent {
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this.drawPlots();
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this.drawPiquets();
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this.drawBall();
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this.updateDebugInfo();
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}
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private animate() {
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this.updatePositions();
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this.drawField();
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requestAnimationFrame(() => this.animate());
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}
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private updatePositions() {
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// Mettre à jour les positions des joueurs
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this.players.forEach(player => {
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player.x += player.vx;
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player.y += player.vy;
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// Collision avec les bords
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if (player.x - player.radius < 0 || player.x + player.radius > this.canvas.nativeElement.width) {
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player.vx = -player.vx;
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}
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if (player.y - player.radius < 0 || player.y + player.radius > this.canvas.nativeElement.height) {
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player.vy = -player.vy;
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}
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});
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// Si le ballon est attaché à un joueur, le suivre
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if (this.attachedPlayer) {
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this.updateBallPositionOnPlayer();
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} else {
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// Mise à jour de la position du ballon
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this.ball.x += this.ball.vx;
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this.ball.y += this.ball.vy;
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// Collision avec les bords pour le ballon
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if (this.ball.x - this.ball.radius < 0 || this.ball.x + this.ball.radius > this.canvas.nativeElement.width) {
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this.ball.vx = -this.ball.vx;
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}
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if (this.ball.y - this.ball.radius < 0 || this.ball.y + this.ball.radius > this.canvas.nativeElement.height) {
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this.ball.vy = -this.ball.vy;
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}
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}
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}
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// Mettre à jour debugInfo avec les positions des joueurs et du ballon
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private updateDebugInfo() {
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const playerPositions = this.players.map((player, index) => `Joueur ${index + 1}: (${player.x.toFixed(1)}, ${player.y.toFixed(1)})`).join(', ');
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const ballPosition = `Ballon: (${this.ball.x.toFixed(1)}, ${this.ball.y.toFixed(1)})`;
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this.debugInfo = `${playerPositions}, ${ballPosition}`;
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}
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// Créer les cercles nuerotes representant les joueurs
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@@ -149,7 +225,16 @@ export class FootballFieldComponent {
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for (let i = 0; i < this.playerCount; i++) {
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const x = i * (2 * radius) + radius;
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const y = radius;
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this.players.push({ x, y, number: i + 1, radius, isDragging: false });
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this.players.push({ x,
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y,
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number: i + 1,
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radius,
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isDragging: false,
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vx:0, vy:0,
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destinationX: null,
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destinationY: null,
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isMoving:false,
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progress: 0 });
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}
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this.drawField();
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}
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@@ -161,7 +246,16 @@ export class FootballFieldComponent {
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for (let i = 0; i < this.plotCount; i++) {
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const x = (this.canvas.nativeElement.width - radius) - (i) * (2 * radius);
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const y = radius;
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this.plots.push({ x, y, number: i + 1, radius, isDragging: false });
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this.plots.push({ x,
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y,
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number: i + 1,
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radius,
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isDragging: false,
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vx: 0, vy: 0,
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destinationX: null,
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destinationY: null,
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isMoving:false,
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progress: 0 });
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}
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this.drawField();
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}
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@@ -170,10 +264,10 @@ export class FootballFieldComponent {
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private createPiquets() {
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this.piquets = [];
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for (let i = 0; i < this.piquetCount; i++) {
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const x = 300;
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const y = 400;
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const width = 7;
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const height = 70;
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const width = 8;
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const height = 100;
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const x = (i * width);
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const y = (this.canvas.nativeElement.height - height);
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this.piquets.push({ x, y, width, height, isDragging: false });
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}
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this.drawField();
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@@ -272,32 +366,81 @@ export class FootballFieldComponent {
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ctx.fillText(circle.number.toString(), circle.x, circle.y);
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}
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// Commencer a déplacer un cercle
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private drawVectors() {
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const ctx = this.ctx;
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this.players.forEach(player => {
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ctx.beginPath();
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ctx.moveTo(player.x, player.y);
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ctx.lineTo(player.x + player.vx * 20, player.y + player.vy * 20); // Longueur du vecteur
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ctx.strokeStyle = '#FF0000';
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ctx.lineWidth = 2;
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ctx.stroke();
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});
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// Dessiner le vecteur de mouvement du ballon
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ctx.beginPath();
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ctx.moveTo(this.ball.x, this.ball.y);
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ctx.lineTo(this.ball.x + this.ball.vx * 20, this.ball.y + this.ball.vy * 20);
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ctx.strokeStyle = '#FFA500';
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ctx.lineWidth = 2;
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ctx.stroke();
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}
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onCanvasMouseDown(event: MouseEvent) {
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const { x, y } = this.getMousePos(event);
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if (this.interactionMode === 'animate') {
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console.log("plop");
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} else if (this.interactionMode === 'move') {
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console.log("move elements");
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this.startDragging(event);
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}
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}
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onCanvasMouseMove(event: MouseEvent) {
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const { x, y } = this.getMousePos(event);
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}
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onCanvasMouseUp(event: MouseEvent) {
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const { x, y } = this.getMousePos(event);
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}
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// Commencer a déplacer un élément du canvas
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startDragging(event: MouseEvent) {
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const { x, y } = this.getMousePos(event);
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if (this.isInsideCircle(this.ball, x, y)) {
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console.log("inside ball");
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this.ball.isDragging = true;
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this.attachedPlayer = null; // Libérer le ballon lors du clic
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this.offsetX = x - this.ball.x;
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this.offsetY = y - this.ball.y;
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return;
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}
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this.draggingElement = this.plots.find(plot => this.isInsideCircle(plot, x, y)) ||
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this.piquets.find(piquet => this.isInsideRectangle(piquet, x, y)) ||
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(this.isInsideCircle(this.ball, x, y) ? this.ball : null);
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this.draggingPlayer = this.players.find(circle => {
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return this.isInsideCircle(circle, x, y);
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});
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if (this.draggingElement) {
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this.draggingElement.isDragging = true;
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this.offsetX = x - this.draggingElement.x;
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this.offsetY = y - this.draggingElement.y;
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}
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this.draggingPlayer = this.players.find(player => {
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return this.isInsideCircle(player, x, y);
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});
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if (this.draggingPlayer) {
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this.draggingPlayer.isDragging = true;
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this.offsetX = x - this.draggingPlayer.x;
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this.offsetY = y - this.draggingPlayer.y;
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this.test = true;
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}
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// Vérifier si le joueur touche le ballon
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if (this.draggingPlayer && this.isInsideCircle(this.ball, this.draggingPlayer.x, this.draggingPlayer.y)) {
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this.attachedToPlayer = true;
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}
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// // Vérifier si le joueur touche le ballon
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// if (this.draggingPlayer && this.isInsideCircle(this.ball, this.draggingPlayer.x, this.draggingPlayer.y)) {
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// this.attachedToPlayer = true;
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// }
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}
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@@ -305,15 +448,29 @@ export class FootballFieldComponent {
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drag(event: MouseEvent) {
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const { x, y } = this.getMousePos(event);
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if (this.ball.isDragging) {
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this.ball.x = x - this.offsetX;
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this.ball.y = y - this.offsetY;
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this.drawField();
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return;
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}
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if (this.draggingPlayer && this.draggingPlayer.isDragging) {
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this.draggingPlayer.x = x - this.offsetX;
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this.draggingPlayer.y = y - this.offsetY;
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// Si le ballon est attaché au joueur deplacer le ballon avec lui en calculant
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// la tangente
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if (this.attachedToPlayer) {
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this.updateBallPositionOnTangent();
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// Attacher le ballon si un joueur se rapproche suffisamment
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const nearestPlayer = this.getNearestPlayerToBall();
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if (nearestPlayer && this.getDistance(this.ball, nearestPlayer) < this.magnetRadius) {
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this.attachedPlayer = nearestPlayer;
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this.updateBallPositionOnPlayer();
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}
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// // Si le ballon est attaché au joueur deplacer le ballon avec lui en calculant
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// // la tangente
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// if (this.attachedToPlayer) {
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// this.updateBallPositionOnTangent();
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// }
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this.drawField();
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return;
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}
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@@ -327,12 +484,18 @@ export class FootballFieldComponent {
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}
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// Arrêter de déplacer le cercle
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// Arrêter de déplacer
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stopDragging() {
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if (this.ball.isDragging) {
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this.ball.isDragging = false;
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this.test = false;
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this.prevAngle = 0;
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}
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if (this.draggingPlayer) {
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this.draggingPlayer.isDragging = false;
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this.draggingPlayer = null;
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this.attachedToPlayer = false; // Détacher le ballon après avoirelache le joueur
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this.attachedToPlayer = false; // Détacher le ballon après avoi relache le joueur
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}
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if (this.draggingElement) {
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@@ -341,19 +504,93 @@ export class FootballFieldComponent {
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}
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}
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// Calculer la nouvelle position du ballon a la tangente du joueur
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private updateBallPositionOnTangent() {
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const player = this.draggingPlayer;
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private moveAlongLine(player: Circle) {
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const dx = player.destinationX! - player.x;
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const dy = player.destinationY! - player.y;
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const distance = Math.sqrt(dx * dx + dy * dy);
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if (distance < 1) {
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player.x = player.destinationX!;
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player.y = player.destinationY!;
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player.isMoving = false;
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} else {
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player.vx = (dx / distance) * 2;
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player.vy = (dy / distance) * 2;
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player.x += player.vx;
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player.y += player.vy;
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}
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}
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private moveAlongCurve(player: Circle) {
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player.progress += 0.01;
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if (player.progress >= 1) {
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player.x = player.destinationX!;
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player.y = player.destinationY!;
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player.isMoving = false;
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player.progress = 0;
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} else {
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const t = player.progress;
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const x = (1 - t) * (1 - t) * player.x +
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2 * (1 - t) * t * player.controlPointX! +
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t * t * player.destinationX!;
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const y = (1 - t) * (1 - t) * player.y +
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2 * (1 - t) * t * player.controlPointY! +
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t * t * player.destinationY!;
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player.x = x;
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player.y = y;
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}
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}
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private updateBallPositionOnPlayer() {
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const player = this.attachedPlayer;
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if (!player) return;
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const dx = this.ball.x - this.draggingPlayer.x;
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const dy = this.ball.y - this.draggingPlayer.y;
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const distance = Math.sqrt(dx * dy + dy * dy); // Distance entre le joueur et le ballon
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const angle = Math.atan2(dy, dx); // Calculer l'angle entre le joueur et le ballon
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const dx = this.ball.x - player.x;
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const dy = this.ball.y - player.y;
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let angle = 0;
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if (this.test) {
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angle = Math.atan2(dy, dx);
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this.prevAngle = angle;
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this.test = false;
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} else {
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angle = this.prevAngle;
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}
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// Positionner le ballon a la tangente du joueur
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this.ball.x = player.x + Math.cos(angle) * (player.radius + this.ball.radius);
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this.ball.y = player.y + Math.sin(angle) * (player.radius + this.ball.radius);
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this.ball.x = player.x + (player.radius + this.ball.radius) * Math.cos(angle);
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this.ball.y = player.y + (player.radius + this.ball.radius) * Math.sin(angle);
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}
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// Calculer la nouvelle position du ballon a la tangente du joueur
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// private updateBallPositionOnTangent() {
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// const player = this.draggingPlayer;
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// if (!player) return;
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//
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||||
// const dx = this.ball.x - player.x;
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// const dy = this.ball.y - player.y;
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// const distance = Math.sqrt(dx * dy + dy * dy); // Distance entre le joueur et le ballon
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||||
// const angle = Math.atan2(dy, dx); // Calculer l'angle entre le joueur et le ballon
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//
|
||||
// // Positionner le ballon a la tangente du joueur
|
||||
// this.ball.x = player.x + Math.cos(angle) * (player.radius + this.ball.radius);
|
||||
// this.ball.y = player.y + Math.sin(angle) * (player.radius + this.ball.radius);
|
||||
// }
|
||||
|
||||
private getNearestPlayerToBall(): Circle | null {
|
||||
let nearestPlayer: Circle | null = null;
|
||||
let minDistance = this.magnetRadius;
|
||||
|
||||
this.players.forEach(player => {
|
||||
const distance = this.getDistance(this.ball, player);
|
||||
if (distance < minDistance) {
|
||||
minDistance = distance;
|
||||
nearestPlayer = player;
|
||||
}
|
||||
});
|
||||
return nearestPlayer;
|
||||
}
|
||||
|
||||
private getDistance(circle1: Circle, circle2: Circle): number {
|
||||
return Math.sqrt((circle1.x - circle2.x) ** 2 + (circle1.y - circle2.y) ** 2);
|
||||
}
|
||||
|
||||
// Vérifier si la souris et a l'intérieur d'un cercle
|
||||
@@ -462,4 +699,15 @@ export class FootballFieldComponent {
|
||||
this.drawField(); // Redessine le terrain de football
|
||||
this.updatePlayers();
|
||||
}
|
||||
|
||||
// Méthode pour changer le mode d'interaction (déplacer ou dessiner un vecteur)
|
||||
setInteractionMode(mode: 'move' | 'animate') {
|
||||
this.interactionMode = mode;
|
||||
this.isDrawingVector = false;
|
||||
//this.selectedPlayer = null; // Réinitialiser la sélection de joueur pour éviter tout déplacement involontaire
|
||||
}
|
||||
// Méthode pour définir le type de vecteur (linéaire ou courbé)
|
||||
setVectorType(type: 'linear' | 'curved') {
|
||||
this.vectorType = type;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user