[js高手之路]html5 canvas动画教程 - 边界判断与小球粒子模拟喷泉,散弹效果
备注:本文后面的代码,如果加载了ball.js,那么请使用这篇文章[js高手之路] html5 canvas动画教程 - 匀速运动的ball.js代码.
本文,我们要做点有意思的效果,首先,来一个简单的边界判断,所谓边界判断:就是把物体的运动限定在一个范围内.我们先来一个简单的实例,在canvas上生成一个小球,小球的初始位置是在canvas的正中间,然后通过键盘的上下左右来移动小球的位置,如果小球碰到canvas的左边,那么不能再向左运动,其他方向同理.
要实现这个效果,只需要一个边界判断,即可。
1 function checkBorder() { 2 if ( ball.x < ball.radius ) { //碰到左边界 3 ball.x = ball.radius; 4 } else if ( ball.y < ball.radius ) { //碰到上边界 5 ball.y = ball.radius; 6 } else if ( ball.x > width - ball.radius ) { //碰到右边界 7 ball.x = width - ball.radius; 8 }else if ( ball.y > height - ball.radius ){ 9 ball.y = height - ball.radius; 10 } 11 }
左边界:只要判断小球的圆心x 如果小于小球的半径,那肯定是碰到了左边界,我们就让小球的中心x等于小球的半径。
右边界:只要判断小球的圆心x 如果大于canvas的宽度减去小球的半径,那肯定是碰到了右边界,我们就让小球的中心x等于canvas的宽度减去小球的半径
其他上下边界跟左右是同理。
完整的实例代码:
1 <head> 2 <meta charset='utf-8' /> 3 <style> 4 #canvas { 5 border: 1px dashed #aaa; 6 } 7 </style> 8 <script src="./ball.js"></script> 9 <script> 10 window.onload = function () { 11 var oCanvas = document.querySelector("#canvas"), 12 oGc = oCanvas.getContext('2d'), 13 width = oCanvas.width, height = oCanvas.height, 14 ball = new Ball(width / 2, height / 2); 15 ball.fill( oGc ); 16 addEventListener("keydown", function (ev) { 17 oGc.clearRect(0, 0, width, height); 18 var oEvent = ev || event; 19 switch (oEvent.keyCode) { 20 case 37: 21 ball.x -= 5; 22 checkBorder(); 23 ball.fill(oGc); 24 break; 25 case 39: 26 ball.x += 5; 27 checkBorder(); 28 ball.fill(oGc); 29 break; 30 case 38: 31 ball.y -= 5; 32 checkBorder(); 33 ball.fill(oGc); 34 break; 35 case 40: 36 ball.y += 5; 37 checkBorder(); 38 ball.fill(oGc); 39 break; 40 } 41 }, false); 42 function checkBorder() { 43 if ( ball.x < ball.radius ) { //碰到左边界 44 ball.x = ball.radius; 45 } else if ( ball.y < ball.radius ) { //碰到上边界 46 ball.y = ball.radius; 47 } else if ( ball.x > width - ball.radius ) { //碰到右边界 48 ball.x = width - ball.radius; 49 }else if ( ball.y > height - ball.radius ){ 50 ball.y = height - ball.radius; 51 } 52 } 53 } 54 </script> 55 </head> 56 57 <body> 58 <canvas id="canvas" width="1200" height="600"></canvas> 59 </body>
边界穿透:
如果小球向左运动,且完全超出左边界,我们就让他从右边出来,如果小球向右运动,且完全超出右边界,我们就让他从左边出来。上下方向同理
1 <head> 2 <meta charset='utf-8' /> 3 <style> 4 #canvas { 5 border: 1px dashed #aaa; 6 } 7 </style> 8 <script src="./ball.js"></script> 9 <script> 10 window.onload = function () { 11 var oCanvas = document.querySelector("#canvas"), 12 oGc = oCanvas.getContext('2d'), 13 width = oCanvas.width, height = oCanvas.height, 14 ball = new Ball(width / 2, height / 2); 15 ball.fill(oGc); 16 addEventListener("keydown", function (ev) { 17 oGc.clearRect(0, 0, width, height); 18 var oEvent = ev || event; 19 switch (oEvent.keyCode) { 20 case 37: 21 ball.x -= 5; 22 checkBorder(); 23 ball.fill(oGc); 24 break; 25 case 39: 26 ball.x += 5; 27 checkBorder(); 28 ball.fill(oGc); 29 break; 30 case 38: 31 ball.y -= 5; 32 checkBorder(); 33 ball.fill(oGc); 34 break; 35 case 40: 36 ball.y += 5; 37 checkBorder(); 38 ball.fill(oGc); 39 break; 40 } 41 }, false); 42 function checkBorder() { 43 if (ball.x < -ball.radius) { //完全超出左边界 44 ball.x = width + ball.radius; //让球从右边出来 45 } else if (ball.y < -ball.radius) { //完全超出上边界 46 ball.y = height + ball.radius;//让球从下面出来 47 } else if (ball.x > width + ball.radius) { //完全超出右边界 48 ball.x = -ball.radius;//让球从左边出来 49 } else if (ball.y > height + ball.radius) {//完全超出下边界 50 ball.y = -ball.radius; //让球从上边出来 51 } 52 } 53 } 54 </script> 55 </head> 56 57 <body> 58 <canvas id="canvas" width="1200" height="600"></canvas> 59 </body>
散弹效果:
通过canvas的中心点,不停的向四周发射小球,形成散弹的效果.
我不知道你们有没有这样的误区:不停的向四周发射小球,那是不是要不停的创造小球呢?如果你这样想,程序就算写出来了,肯定会卡死.
其实我们可以只创建,一定数量的小球,比如( 50, 60. ...100 ),然后当这些小球,完全超出的边界的时候,再把这些小球的圆心( x, y )设定到最开始的位置,再次随机x和y方向的速度,就可以达到目的了, 说白了就是,那个完全超出边界的小球,我们让他重新回到最初的地方,只是改变了他的颜色和速度,给人感觉就是那个发射小球的地方源源不断的在发射小球
完整的散弹效果:
1 <head> 2 <meta charset='utf-8' /> 3 <style> 4 #canvas { 5 border: 1px dashed #aaa; 6 } 7 </style> 8 <script src="./ball.js"></script> 9 <script> 10 window.onload = function () { 11 var oCanvas = document.querySelector("#canvas"), 12 oGc = oCanvas.getContext('2d'), 13 width = oCanvas.width, height = oCanvas.height, 14 balls = [], n = 50; 15 function getRandColor() { 16 return '#' + ( function( color ){ 17 return ( color += '0123456789abcdef' [Math.floor( Math.random() * 16 )] ) && ( color.length == 6 ) ? color : arguments.callee( color ); 18 } )( '' ); 19 } 20 for( var i = 0; i < n; i++ ) { 21 var ball = new Ball( width / 2, height / 2, 20, getRandColor() ); 22 ball.vx = ( Math.random() * 2 - 1 ) * 5; 23 ball.vy = ( Math.random() * 2 - 1 ) * 5; 24 balls.push( ball ); 25 } 26 (function move(){ 27 oGc.clearRect( 0, 0, width, height ); 28 balls.forEach( function( ball ){ 29 if ( ball.x < -ball.radius 30 || ball.x > width + ball.radius 31 || ball.y < -ball.radius 32 || ball.y > height + ball.radius ) { 33 ball.x = width / 2; 34 ball.y = height / 2; 35 ball.vx = ( Math.random() * 2 - 1 ) * 5; 36 ball.vy = ( Math.random() * 2 - 1 ) * 5; 37 } 38 ball.x += ball.vx; 39 ball.y += ball.vy; 40 ball.fill( oGc ); 41 } ); 42 requestAnimationFrame( move ); 43 })(); 44 } 45 </script> 46 </head> 47 <body> 48 <canvas id="canvas" width="1200" height="600"></canvas> 49 </body>
我们可以在之前的基础上,加上重力的影响,实现喷泉的效果
这张图,看着是不是更像喷泉?
1 <head> 2 <meta charset='utf-8' /> 3 <style> 4 #canvas { 5 border: 1px dashed #aaa; 6 } 7 </style> 8 <script src="./ball.js"></script> 9 <script> 10 window.onload = function () { 11 var oCanvas = document.querySelector("#canvas"), 12 oGc = oCanvas.getContext('2d'), 13 width = oCanvas.width, height = oCanvas.height, 14 balls = [], n = 50, gravity = 0.2; 15 function getRandColor() { 16 return '#' + (function (color) { 17 return (color += '0123456789abcdef'[Math.floor(Math.random() * 16)]) && (color.length == 6) ? color : arguments.callee(color); 18 })(''); 19 } 20 for (var i = 0; i < n; i++) { 21 var ball = new Ball(width / 2, height / 2, 20, getRandColor()); 22 ball.vx = (Math.random() * 2 - 1) * 5; 23 ball.vy = (Math.random() * 2 - 1) * 10; 24 balls.push(ball); 25 } 26 (function move() { 27 oGc.clearRect(0, 0, width, height); 28 balls.forEach(function (ball) { 29 if (ball.x < -ball.radius 30 || ball.x > width + ball.radius 31 || ball.y < -ball.radius 32 || ball.y > height + ball.radius) { 33 ball.x = width / 2; 34 ball.y = height / 2; 35 ball.vx = (Math.random() * 2 - 1) * 5; 36 ball.vy = (Math.random() * 2 - 1) * 10; 37 } 38 ball.x += ball.vx; 39 ball.y += ball.vy; 40 ball.vy += gravity; 41 ball.fill(oGc); 42 }); 43 requestAnimationFrame(move); 44 })(); 45 } 46 </script> 47 </head> 48 49 <body> 50 <canvas id="canvas" width="1200" height="600"></canvas> 51 </body>
还可以通过控制小球的vx, vy,就是x方向和y方向的速度,来限制小球朝某一个方向发射,下面的例子,我们只让小球朝着x轴的右边发射
1 <head> 2 <meta charset='utf-8' /> 3 <style> 4 #canvas { 5 border: 1px dashed #aaa; 6 } 7 </style> 8 <script src="./ball.js"></script> 9 <script> 10 window.onload = function () { 11 var oCanvas = document.querySelector("#canvas"), 12 oGc = oCanvas.getContext('2d'), 13 width = oCanvas.width, height = oCanvas.height, 14 balls = [], n = 50; 15 function getRandColor() { 16 return '#' + ( function( color ){ 17 return ( color += '0123456789abcdef' [Math.floor( Math.random() * 16 )] ) && ( color.length == 6 ) ? color : arguments.callee( color ); 18 } )( '' ); 19 } 20 for( var i = 0; i < n; i++ ) { 21 var ball = new Ball( width / 2, height / 2, 20, getRandColor() ); 22 ball.vx = Math.abs( ( Math.random() * 2 - 1 ) * 5 ); 23 ball.vy = ( Math.random() * 2 - 1 ) * 5; 24 balls.push( ball ); 25 } 26 (function move(){ 27 oGc.clearRect( 0, 0, width, height ); 28 balls.forEach( function( ball ){ 29 if ( ball.x < -ball.radius 30 || ball.x > width + ball.radius 31 || ball.y < -ball.radius 32 || ball.y > height + ball.radius ) { 33 ball.x = width / 2; 34 ball.y = height / 2; 35 ball.vx = Math.abs( ( Math.random() * 2 - 1 ) * 5 ); 36 ball.vy = ( Math.random() * 2 - 1 ) * 5; 37 } 38 ball.x += ball.vx; 39 ball.y += ball.vy; 40 ball.fill( oGc ); 41 } ); 42 requestAnimationFrame( move ); 43 })(); 44 } 45 </script> 46 </head> 47 <body> 48 <canvas id="canvas" width="1200" height="600"></canvas> 49 </body>