Canvas 09
高级动画
我们将会更详细关注运动本身,我们将会添加一些物理特性使得我们的动画更加合理和高级。
绘制一个球
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
const ball = {
x: 100,
y: 100,
radius: 25,
color: "blue",
draw() {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2, true);
ctx.closePath();
ctx.fillStyle = this.color;
ctx.fill();
},
};
ball.draw();
添加一个加速度
添加一个速度向量进行位置的移动
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
let raf;// 用于计时器id的存储
const ball = {
x: 100,
y: 100,
vx: 5,
vy: 2,
radius: 25,
color: "blue",
draw() {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2, true);
ctx.closePath();
ctx.fillStyle = this.color;
ctx.fill();
},
};
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ball.draw();
ball.x += ball.vx;
ball.y += ball.vy;
raf = window.requestAnimationFrame(draw);
}
canvas.addEventListener("mouseover", (e) => {
raf = window.requestAnimationFrame(draw);
});
canvas.addEventListener("mouseout", (e) => {
window.cancelAnimationFrame(raf);
});
ball.draw();
但是我们的小球在加速度的控制下,将会逃出我们canvas的边界,所以我们需要添加控制。
边界
我们需要检测x和y轴上的边界,进行碰撞验证之后,然后给我们的小球添加反方向的向量加速度。
边界检测
if (
ball.y + ball.vy > canvas.height - ball.radius ||
ball.y + ball.vy < ball.radius
) {
// 正向和负向的边界都要控制
ball.vy = -ball.vy;
}
if (
ball.x + ball.vx > canvas.width - ball.radius ||
ball.x + ball.vx < ball.radius
) {
ball.vx = -ball.vx;
}
添加边界检测之后的示例
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
let raf;
const ball = {
x: 100,
y: 100,
vx: 5,
vy: 2,
radius: 25,
color: "blue",
draw() {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2, true);
ctx.closePath();
ctx.fillStyle = this.color;
ctx.fill();
},
};
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ball.draw();
ball.x += ball.vx;
ball.y += ball.vy;
if (
ball.y + ball.vy > canvas.height - ball.radius ||
ball.y + ball.vy < ball.radius
) {
ball.vy = -ball.vy;
}
if (
ball.x + ball.vx > canvas.width - ball.radius ||
ball.x + ball.vx < ball.radius
) {
ball.vx = -ball.vx;
}
raf = window.requestAnimationFrame(draw);
}
canvas.addEventListener("mouseover", (e) => {
raf = window.requestAnimationFrame(draw);
});
canvas.addEventListener("mouseout", (e) => {
window.cancelAnimationFrame(raf);
});
ball.draw();
为了使我们运动更加真实,符合物体高处掉落的物理现象,可以调整y轴方向的加速度。模拟自由落地运动
ball.vy *= 0.99;
ball.vy += 0.25;
因为当小球的垂直方向的加速度变成反向时,可以通过加法的方式将其负向加速度慢慢增大,使其能够一直在地板上弹跳。
降低球的垂直方向的加速度,最后我们球会在地板上小幅弹跳。
示例
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
let raf;
const ball = {
x: 100,
y: 100,
vx: 5,
vy: 2,
radius: 25,
color: "blue",
draw() {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2, true);
ctx.closePath();
ctx.fillStyle = this.color;
ctx.fill();
},
};
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ball.draw();
ball.x += ball.vx;
ball.y += ball.vy;
ball.vy *= 0.99;
ball.vy += 0.25;
if (
ball.y + ball.vy > canvas.height - ball.radius ||
ball.y + ball.vy < ball.radius
) {
ball.vy = -ball.vy;
}
if (
ball.x + ball.vx > canvas.width - ball.radius ||
ball.x + ball.vx < ball.radius
) {
ball.vx = -ball.vx;
}
raf = window.requestAnimationFrame(draw);
}
canvas.addEventListener("mouseover", (e) => {
raf = window.requestAnimationFrame(draw);
});
canvas.addEventListener("mouseout", (e) => {
window.cancelAnimationFrame(raf);
});
ball.draw();
拖尾效果的实现
在绘制小球新位置的时候,我们在其前面步骤添加一个带有透明度的背景颜色,实现一个拖尾的效果。 试用fillRect替代我们的clearRect清除上一帧的方式实现拖尾效果。
ctx.fillStyle = "rgb(255 255 255 / 30%)";
ctx.fillRect(0, 0, canvas.width, canvas.height);
完整代码示例
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
let raf;
const ball = {
x: 100,
y: 100,
vx: 5,
vy: 2,
radius: 25,
color: "blue",
draw() {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2, true);
ctx.closePath();
ctx.fillStyle = this.color;
ctx.fill();
},
};
function draw() {
ctx.fillStyle = "rgb(255 255 255 / 30%)";
ctx.fillRect(0, 0, canvas.width, canvas.height);
ball.draw();
ball.x += ball.vx;
ball.y += ball.vy;
ball.vy *= 0.99;
ball.vy += 0.25;
if (
ball.y + ball.vy > canvas.height - ball.radius ||
ball.y + ball.vy < ball.radius
) {
ball.vy = -ball.vy;
}
if (
ball.x + ball.vx > canvas.width - ball.radius ||
ball.x + ball.vx < ball.radius
) {
ball.vx = -ball.vx;
}
raf = window.requestAnimationFrame(draw);
}
canvas.addEventListener("mouseover", (e) => {
raf = window.requestAnimationFrame(draw);
});
canvas.addEventListener("mouseout", (e) => {
window.cancelAnimationFrame(raf);
});
ball.draw();
鼠标控制
可以使用mousemove事件通过鼠标进行小球的控制,实现通过点击事件控制小球使其重新弹起。
示例
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
let raf;
let running = false;
const ball = {
x: 100,
y: 100,
vx: 5,
vy: 1,
radius: 25,
color: "blue",
draw() {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2, true);
ctx.closePath();
ctx.fillStyle = this.color;
ctx.fill();
},
};
function clear() {
ctx.fillStyle = "rgb(255 255 255 / 30%)";
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
function draw() {
clear();
ball.draw();
ball.x += ball.vx;
ball.y += ball.vy;
if (
ball.y + ball.vy > canvas.height - ball.radius ||
ball.y + ball.vy < ball.radius
) {
ball.vy = -ball.vy;
}
if (
ball.x + ball.vx > canvas.width - ball.radius ||
ball.x + ball.vx < ball.radius
) {
ball.vx = -ball.vx;
}
raf = window.requestAnimationFrame(draw);
}
canvas.addEventListener("mousemove", (e) => {
if (!running) {
clear();
ball.x = e.clientX;
ball.y = e.clientY;
ball.draw();
}
});
canvas.addEventListener("click", (e) => {
if (!running) {
raf = window.requestAnimationFrame(draw);
running = true;
}
});
canvas.addEventListener("mouseout", (e) => {
window.cancelAnimationFrame(raf);
running = false;
});
ball.draw();
写在最后
未完待续…
希望大家好好生活,健康快乐。