JS中的Canvas动画
几天没写博客了,今天又忙到很晚,教大家做一个波浪花环吧
&nbs p;
效果图如上所示:
老规矩先把代码给大家,新建一个ht ML 文档(新建一个txt 文本文档 ,把 后缀名 改为 [ .html
]),以记事本打开,把复制好的代码粘贴进去,[ 保存 ],退出,双击或右键选择浏览器打开。
祝大家前端学习愉快,在今后的 日子 中与君共勉
<!DOCTY PE html> <html lang="en"> <head> < ;m eta charset="UTF-8"> <t IT le>Document</title> <style> body { background: # 111; padding:0; m arg in:0; overflow:hidden; } </style> </head> <body> <div id="wrapper"></div> </body> <script> (function(){ 'use strict'; let wrapper, canvas, ctx, width, h ei ght, Tau=Math.PI*2, PI180=Math.PI/180, Sys tems=[]; /* PlanetarySystem */ let PlanetarySystem = function(id='pSys'){ Object. define PR operty(this, 'id', { value:id, writable:true} ); Object.defineProperty(this, 'x', { value:0, writable:true }); Object.defineProperty(this, 'y', { value:0, writable:true }); Object.defineProperty(this, 'allBo die s', { value:[], writable:true }); Object.defineProperty(this, 'allBodiesLookup', { value:{}, writable:true }); // fast id lookup for children Object.defineProperty(this, 'numBodies', { value:0, writable:true }); } PlanetarySystem.prototype.addBody = function(vo) { vo.parentSystem = this; vo.parentBody = vo.parentBody === null ? this : this.allBodiesLookup[vo.parentBody]; let body = new PlanetaryBody(vo); body.update(); this.allBodies.push(body); this.allBodiesLookup[vo.id] = body; this.numBodies += 1; } PlanetarySystem.prototype.setSpee DF actor = function(value){ let body; for(let i=0; i<this.numBodies; i++ ){ body = this.allBodies[i]; body.setSpeedFactor(value); } } PlanetarySystem.prototype.update = function(){ let body; for(let i=0; i<this.numBodies; i++){ body = this.allBodies[i]; body.update(); } } /* PlanetaryBody */ let PlanetaryBody = function(vo){ Object.defineProperty(this, 'id', { value:vo.id, writable:true} ); Object.defineProperty(this, 'di am eter', { value:vo.diameter, writable:true }); Object.defineProperty(this, 'colour', { value:vo.colour, writable:true }); Object.defineProperty(this, 'x', { value:0, writable:true }); Object.defineProperty(this, 'y', { value:0, writable:true }); Object.defineProperty(this, 'vx', { value:0, writable:true }); Object.defineProperty(this, 'vy', { value:0, writable:true }); Object.defineProperty(this, ' deg rees', { value:vo.degrees, writable:true }); Object.defineProperty(this, 'speedBase', { value:vo.speed, writable:true }); Object.defineProperty(this, 'speed', { value:vo.speed , writable:true }); Object.defineProperty(this, 'orbitalRadius', { value:vo.orbitalRadius, writable:true }); Object.defineProperty(this, 'parentSystem', { value:vo.parentSystem, writable:true }); Object.defineProperty(this, 'parentBody', { value:vo.parentBody, writable:true }); return this; } PlanetaryBody.prototype.update = function(){ let angle = this.degrees * PI180; this.degrees += this.speed; this.vx = this.orbitalRadius * Math.cos(angle); this.vy = this.orbitalRadius * Math.sin(angle); // update position if(this.parentBody != null){ this.x = this.vx + this.parentBody.x; this.y = this.vy + this.parentBody.y; } } /* init() */ function init(){ wrapper = document.querySelector('#wrapper'); canvas = createCanvas('canvas', width, height); wrapper.appendChild(canvas); ctx = canvas.getContext('2d'); SETUP Events(); resizeCanvas(); /* Define new PlanetarySystem and set values */ let system1 = new PlanetarySystem('pSys1'); systems.push(system1); system1.x = width * .5; system1.y = height * .5; system1.addBody({id:'sun', diameter:5, degrees:0, speed:0, colour:'#FDFE1D', orbitalRadius:0, parentBody:null}); for(let loop=30, i=0; i<loop; i+=1){ system1.addBody({ id: 'ball'+i, diameter: 5, degrees: 0, speed: 2 + (loop * 0.15) - (i* 0.2), colour: '#FDFE1D', orbitalRadius: 7*(i+1), parentBody: 'sun'}); } } /* Methods */ function createCanvas(id, w, h){ let tCanvas = document.createElement('canvas'); tCanvas.width = w; tCanvas.height = h; tCanvas.id = id; return tCanvas; } function setupEvents(){ window.onresize = resizeCanvas; } function resizeCanvas(){ let rect = wrapper.getBoundingClientRect(); width = window.innerWidth; height = window.innerHeight - rect.top -2; canvas.width = width; canvas.height = height; for(let i=0; i<systems.length; i++){ systems[i].x = width * .5; systems[i].y = height * .5; } } function update(){ for(let loop=systems.length, i=0; i<loop; i++){ systems[i].update(); } } function draw(){ let system; let p rev = null; for(let i=0; i<systems.length; i++){ system = systems[i]; let planetaryBody; for(let loop=system.numBodies, j=1; j<loop; j+=1) { planetaryBody = system.allBodies[j]; ctx.be gin Path(); ctx.arc(planetaryBody.x, planetaryBody.y, planetaryBody.diameter, 0, Tau, false); ctx.fillStyle = planetaryBody.colour; ctx.fill(); if(j>1){ ctx. stroke Style = planetaryBody.colour; ctx.lineWidth = 2; ctx.beginPath(); ctx.moveTo(planetaryBody.x, planetaryBody.y); ctx.l inet o(prev.x, prev.y); ctx.stroke(); } prev = {x:planetaryBody.x, y:planetaryBody.y}; } } } function ani MATE (){ ctx.fillStyle = 'rgba(0,0,0, .05)'; ctx.fillRect(0, 0, width, height); update(); draw(); requestAnimationFrame (animate); } init(); animate(); }()); </script> </html>
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