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。
function checkBorder() {
if ( ball.x < ball.radius ) { //碰到左边界
ball.x = ball.radius;
} else if ( ball.y < ball.radius ) { //碰到上边界
ball.y = ball.radius;
} else if ( ball.x > width - ball.radius ) { //碰到右边界
ball.x = width - ball.radius;
}else if ( ball.y > height - ball.radius ){
ball.y = height - ball.radius;
}
}
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:
<head>
<meta charset='utf-8' />
<style>
#canvas {
border: 1px dashed #aaa;
}
</style>
<script src="./ball.js"></script>
<script>
window.onload = function () {
var oCanvas = document.querySelector("#canvas"),
oGc = oCanvas.getContext('2d'),
width = oCanvas.width, height = oCanvas.height,
ball = new Ball(width / 2, height / 2);
ball.fill( oGc );
addEventListener("keydown", function (ev) {
oGc.clearRect(0, 0, width, height);
var oEvent = ev || event;
switch (oEvent.keyCode) {
case 37:
ball.x -= 5;
checkBorder();
ball.fill(oGc);
break;
case 39:
ball.x += 5;
checkBorder();
ball.fill(oGc);
break;
case 38:
ball.y -= 5;
checkBorder();
ball.fill(oGc);
break;
case 40:
ball.y += 5;
checkBorder();
ball.fill(oGc);
break;
}
}, false);
function checkBorder() {
if ( ball.x < ball.radius ) { //碰到左边界
ball.x = ball.radius;
} else if ( ball.y < ball.radius ) { //碰到上边界
ball.y = ball.radius;
} else if ( ball.x > width - ball.radius ) { //碰到右边界
ball.x = width - ball.radius;
}else if ( ball.y > height - ball.radius ){
ball.y = height - ball.radius;
}
}
}
</script>
</head> <body>
<canvas id="canvas" width="1200" height="600"></canvas>
</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
<head>
<meta charset='utf-8' />
<style>
#canvas {
border: 1px dashed #aaa;
}
</style>
<script src="./ball.js"></script>
<script>
window.onload = function () {
var oCanvas = document.querySelector("#canvas"),
oGc = oCanvas.getContext('2d'),
width = oCanvas.width, height = oCanvas.height,
ball = new Ball(width / 2, height / 2);
ball.fill(oGc);
addEventListener("keydown", function (ev) {
oGc.clearRect(0, 0, width, height);
var oEvent = ev || event;
switch (oEvent.keyCode) {
case 37:
ball.x -= 5;
checkBorder();
ball.fill(oGc);
break;
case 39:
ball.x += 5;
checkBorder();
ball.fill(oGc);
break;
case 38:
ball.y -= 5;
checkBorder();
ball.fill(oGc);
break;
case 40:
ball.y += 5;
checkBorder();
ball.fill(oGc);
break;
}
}, false);
function checkBorder() {
if (ball.x < -ball.radius) { //完全超出左边界
ball.x = width + ball.radius; //让球从右边出来
} else if (ball.y < -ball.radius) { //完全超出上边界
ball.y = height + ball.radius;//让球从下面出来
} else if (ball.x > width + ball.radius) { //完全超出右边界
ball.x = -ball.radius;//让球从左边出来
} else if (ball.y > height + ball.radius) {//完全超出下边界
ball.y = -ball.radius; //让球从上边出来
}
}
}
</script>
</head> <body>
<canvas id="canvas" width="1200" height="600"></canvas>
</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:
<head>
<meta charset='utf-8' />
<style>
#canvas {
border: 1px dashed #aaa;
}
</style>
<script src="./ball.js"></script>
<script>
window.onload = function () {
var oCanvas = document.querySelector("#canvas"),
oGc = oCanvas.getContext('2d'),
width = oCanvas.width, height = oCanvas.height,
balls = [], n = 50;
function getRandColor() {
return '#' + ( function( color ){
return ( color += '0123456789abcdef' [Math.floor( Math.random() * 16 )] ) && ( color.length == 6 ) ? color : arguments.callee( color );
} )( '' );
}
for( var i = 0; i < n; i++ ) {
var ball = new Ball( width / 2, height / 2, 20, getRandColor() );
ball.vx = ( Math.random() * 2 - 1 ) * 5;
ball.vy = ( Math.random() * 2 - 1 ) * 5;
balls.push( ball );
}
(function move(){
oGc.clearRect( 0, 0, width, height );
balls.forEach( function( ball ){
if ( ball.x < -ball.radius
|| ball.x > width + ball.radius
|| ball.y < -ball.radius
|| ball.y > height + ball.radius ) {
ball.x = width / 2;
ball.y = height / 2;
ball.vx = ( Math.random() * 2 - 1 ) * 5;
ball.vy = ( Math.random() * 2 - 1 ) * 5;
}
ball.x += ball.vx;
ball.y += ball.vy;
ball.fill( oGc );
} );
requestAnimationFrame( move );
})();
}
</script>
</head>
<body>
<canvas id="canvas" width="1200" height="600"></canvas>
</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?
<head>
<meta charset='utf-8' />
<style>
#canvas {
border: 1px dashed #aaa;
}
</style>
<script src="./ball.js"></script>
<script>
window.onload = function () {
var oCanvas = document.querySelector("#canvas"),
oGc = oCanvas.getContext('2d'),
width = oCanvas.width, height = oCanvas.height,
balls = [], n = 50, gravity = 0.2;
function getRandColor() {
return '#' + (function (color) {
return (color += '0123456789abcdef'[Math.floor(Math.random() * 16)]) && (color.length == 6) ? color : arguments.callee(color);
})('');
}
for (var i = 0; i < n; i++) {
var ball = new Ball(width / 2, height / 2, 20, getRandColor());
ball.vx = (Math.random() * 2 - 1) * 5;
ball.vy = (Math.random() * 2 - 1) * 10;
balls.push(ball);
}
(function move() {
oGc.clearRect(0, 0, width, height);
balls.forEach(function (ball) {
if (ball.x < -ball.radius
|| ball.x > width + ball.radius
|| ball.y < -ball.radius
|| ball.y > height + ball.radius) {
ball.x = width / 2;
ball.y = height / 2;
ball.vx = (Math.random() * 2 - 1) * 5;
ball.vy = (Math.random() * 2 - 1) * 10;
}
ball.x += ball.vx;
ball.y += ball.vy;
ball.vy += gravity;
ball.fill(oGc);
});
requestAnimationFrame(move);
})();
}
</script>
</head> <body>
<canvas id="canvas" width="1200" height="600"></canvas>
</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
<head>
<meta charset='utf-8' />
<style>
#canvas {
border: 1px dashed #aaa;
}
</style>
<script src="./ball.js"></script>
<script>
window.onload = function () {
var oCanvas = document.querySelector("#canvas"),
oGc = oCanvas.getContext('2d'),
width = oCanvas.width, height = oCanvas.height,
balls = [], n = 50;
function getRandColor() {
return '#' + ( function( color ){
return ( color += '0123456789abcdef' [Math.floor( Math.random() * 16 )] ) && ( color.length == 6 ) ? color : arguments.callee( color );
} )( '' );
}
for( var i = 0; i < n; i++ ) {
var ball = new Ball( width / 2, height / 2, 20, getRandColor() );
ball.vx = Math.abs( ( Math.random() * 2 - 1 ) * 5 );
ball.vy = ( Math.random() * 2 - 1 ) * 5;
balls.push( ball );
}
(function move(){
oGc.clearRect( 0, 0, width, height );
balls.forEach( function( ball ){
if ( ball.x < -ball.radius
|| ball.x > width + ball.radius
|| ball.y < -ball.radius
|| ball.y > height + ball.radius ) {
ball.x = width / 2;
ball.y = height / 2;
ball.vx = Math.abs( ( Math.random() * 2 - 1 ) * 5 );
ball.vy = ( Math.random() * 2 - 1 ) * 5;
}
ball.x += ball.vx;
ball.y += ball.vy;
ball.fill( oGc );
} );
requestAnimationFrame( move );
})();
}
</script>
</head>
<body>
<canvas id="canvas" width="1200" height="600"></canvas>
</body>