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JS實(shí)現(xiàn)基于Sketch.js模擬成群游動(dòng)的蝌蚪運(yùn)動(dòng)動(dòng)畫效果【附demo源碼下載】

2019-11-19 15:44:41
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本文實(shí)例講述了JS實(shí)現(xiàn)基于Sketch.js模擬成群游動(dòng)的蝌蚪運(yùn)動(dòng)動(dòng)畫效果。分享給大家供大家參考,具體如下:

基于Sketch.js,實(shí)現(xiàn)了物體觸碰檢測(蝌蚪會(huì)遇到障礙物以及聰明的躲避鼠標(biāo)的點(diǎn)擊),隨機(jī)運(yùn)動(dòng),聚集算法等。

已經(jīng)具備了游戲的基本要素,擴(kuò)展一下可以變成一個(gè)不錯(cuò)的 HTML5 游戲。

演示效果如下:

完整代碼如下:

<!DOCTYPE html><html class=" -webkit- js flexbox canvas canvastext webgl no-touch geolocation postmessage websqldatabase indexeddb hashchange history draganddrop websockets rgba hsla multiplebgs backgroundsize borderimage borderradius boxshadow textshadow opacity cssanimations csscolumns cssgradients cssreflections csstransforms csstransforms3d csstransitions fontface generatedcontent video audio localstorage sessionstorage webworkers applicationcache svg inlinesvg smil svgclippaths"><head><meta charset="UTF-8"><title>HTML5 Preview Panel</title><script src="prefixfree.min.js"></script><script src="modernizr.js"></script><style>body {  background-color: #222;}</style></head><body><script src="sketch.min.js"></script><div id="container"><canvas class="sketch" id="sketch-0" height="208" width="607"></canvas></div><script>var calculateDistance = function(object1, object2) {  x = Math.abs(object1.x - object2.x);  y = Math.abs(object1.y - object2.y);  return Math.sqrt((x * x) + (y * y));};var calcMagnitude = function(x, y) {  return Math.sqrt((x * x) + (y * y));};var calcVectorAdd = function(v1, v2) {  return {    x: v1.x + v2.x,    y: v1.y + v2.y  };};var random = function(min, max) {  return min + Math.random() * (max - min);};var getRandomItem = function(list, weight) {  var total_weight = weight.reduce(function(prev, cur, i, arr) {    return prev + cur;  });  var random_num = random(0, total_weight);  var weight_sum = 0;  //console.log(random_num)  for (var i = 0; i < list.length; i++) {    weight_sum += weight[i];    weight_sum = +weight_sum.toFixed(2);    if (random_num <= weight_sum) {      return list[i];    }  }  // end of function};/***********************BOID***********************/function Boid(x, y) {  this.init(x, y);}Boid.prototype = {  init: function(x, y) {    //body    this.type = "boid";    this.alive = true;    this.health = 1;    this.maturity = 4;    this.speed = 6;    this.size = 5;    this.hungerLimit = 12000;    this.hunger = 0;    this.isFull = false;    this.digestTime = 400;    this.color = 'rgb(' + ~~random(0, 100) + ',' + ~~random(50, 220) + ',' + ~~random(50, 220) + ')';    //brains    this.eyesight = 100; //range for object dectection    this.personalSpace = 20; //distance to avoid safe objects    this.flightDistance = 60; //distance to avoid scary objects    this.flockDistance = 100; //factor that determines how attracted the boid is to the center of the flock    this.matchVelFactor = 6; //factor that determines how much the flock velocity affects the boid. less = more matching    this.x = x || 0.0;    this.y = y || 0.0;    this.v = {      x: random(-1, 1),      y: random(-1, 1),      mag: 0    };    this.unitV = {      x: 0,      y: 0,    };    this.v.mag = calcMagnitude(this.v.x, this.v.y);    this.unitV.x = (this.v.x / this.v.mag);    this.unitV.y = (this.v.y / this.v.mag);  },  wallAvoid: function(ctx) {    var wallPad = 10;    if (this.x < wallPad) {      this.v.x = this.speed;    } else if (this.x > ctx.width - wallPad) {      this.v.x = -this.speed;    }    if (this.y < wallPad) {      this.v.y = this.speed;    } else if (this.y > ctx.height - wallPad) {      this.v.y = -this.speed;    }  },  ai: function(boids, index, ctx) {    percievedCenter = {      x: 0,      y: 0,      count: 0    };    percievedVelocity = {      x: 0,      y: 0,      count: 0    };    mousePredator = {      x: ((typeof ctx.touches[0] === "undefined") ? 0 : ctx.touches[0].x),      y: ((typeof ctx.touches[0] === "undefined") ? 0 : ctx.touches[0].y)    };    for (var i = 0; i < boids.length; i++) {      if (i != index) {        dist = calculateDistance(this, boids[i]);        //Find all other boids close to it        if (dist < this.eyesight) {          //if the same species then flock          if (boids[i].type == this.type) {            //Alignment            percievedCenter.x += boids[i].x;            percievedCenter.y += boids[i].y;            percievedCenter.count++;            //Cohesion            percievedVelocity.x += boids[i].v.x;            percievedVelocity.y += boids[i].v.y;            percievedVelocity.count++;            //Separation            if (dist < this.personalSpace + this.size + this.health) {              this.avoidOrAttract("avoid", boids[i]);            }          } else {            //if other species fight or flight            if (dist < this.size + this.health + boids[i].size + boids[i].health) {              this.eat(boids[i]);            } else {              this.handleOther(boids[i]);            }          }        } //if close enough      } //dont check itself    } //Loop through boids    //Get the average for all near boids    if (percievedCenter.count > 0) {      percievedCenter.x = ((percievedCenter.x / percievedCenter.count) - this.x) / this.flockDistance;      percievedCenter.y = ((percievedCenter.y / percievedCenter.count) - this.y) / this.flockDistance;      this.v = calcVectorAdd(this.v, percievedCenter);    }    if (percievedVelocity.count > 0) {      percievedVelocity.x = ((percievedVelocity.x / percievedVelocity.count) - this.v.x) / this.matchVelFactor;      percievedVelocity.y = ((percievedVelocity.y / percievedVelocity.count) - this.v.y) / this.matchVelFactor;      this.v = calcVectorAdd(this.v, percievedVelocity);    }    //Avoid Mouse    if (calculateDistance(mousePredator, this) < this.eyesight) {      var mouseModifier = 20;      this.avoidOrAttract("avoid", mousePredator, mouseModifier);    }    this.wallAvoid(ctx);    this.limitVelocity();  },  setUnitVector: function() {    var magnitude = calcMagnitude(this.v.x, this.v.y);    this.v.x = this.v.x / magnitude;    this.v.y = this.v.y / magnitude;  },  limitVelocity: function() {    this.v.mag = calcMagnitude(this.v.x, this.v.y);    this.unitV.x = (this.v.x / this.v.mag);    this.unitV.y = (this.v.y / this.v.mag);    if (this.v.mag > this.speed) {      this.v.x = this.unitV.x * this.speed;      this.v.y = this.unitV.y * this.speed;    }  },  avoidOrAttract: function(action, other, modifier) {    var newVector = {      x: 0,      y: 0    };    var direction = ((action === "avoid") ? -1 : 1);    var vModifier = modifier || 1;    newVector.x += ((other.x - this.x) * vModifier) * direction;    newVector.y += ((other.y - this.y) * vModifier) * direction;    this.v = calcVectorAdd(this.v, newVector);  },  move: function() {    this.x += this.v.x;    this.y += this.v.y;    if (this.v.mag > this.speed) {      this.hunger += this.speed;    } else {      this.hunger += this.v.mag;    }  },  eat: function(other) {    if (!this.isFull) {      if (other.type === "plant") {        other.health--;        this.health++;        this.isFull = true;        this.hunger = 0;      }    }  },  handleOther: function(other) {    if (other.type === "predator") {      this.avoidOrAttract("avoid", other);    }  },  metabolism: function() {    if (this.hunger >= this.hungerLimit) {      this.health--;      this.hunger = 0;    }    if (this.hunger >= this.digestTime) {      this.isFull = false;    }    if (this.health <= 0) {      this.alive = false;    }  },  mitosis: function(boids) {    if (this.health >= this.maturity) {      //reset old boid      this.health = 1;      birthedBoid = new Boid(        this.x + random(-this.personalSpace, this.personalSpace),        this.y + random(-this.personalSpace, this.personalSpace)      );      birthedBoid.color = this.color;      boids.push(birthedBoid);    }  },  draw: function(ctx) {    drawSize = this.size + this.health;    ctx.beginPath();    ctx.moveTo(this.x + (this.unitV.x * drawSize), this.y + (this.unitV.y * drawSize));    ctx.lineTo(this.x + (this.unitV.y * drawSize), this.y - (this.unitV.x * drawSize));    ctx.lineTo(this.x - (this.unitV.x * drawSize * 2), this.y - (this.unitV.y * drawSize * 2));    ctx.lineTo(this.x - (this.unitV.y * drawSize), this.y + (this.unitV.x * drawSize));    ctx.lineTo(this.x + (this.unitV.x * drawSize), this.y + (this.unitV.y * drawSize));    ctx.fillStyle = this.color;    ctx.shadowBlur = 20;    ctx.shadowColor = this.color;    ctx.fill();  }};Predator.prototype = new Boid();Predator.prototype.constructor = Predator;Predator.constructor = Boid.prototype.constructor;function Predator(x, y) {  this.init(x, y);  this.type = "predator";  //body  this.maturity = 6;  this.speed = 6;  this.hungerLimit = 25000;  this.color = 'rgb(' + ~~random(100, 250) + ',' + ~~random(10, 30) + ',' + ~~random(10, 30) + ')';  //brains  this.eyesight = 150;  this.flockDistance = 300;}Predator.prototype.eat = function(other) {  if (!this.isFull) {    if (other.type === "boid") {      other.health--;      this.health++;      this.isFull = true;      this.hunger = 0;    }  }};Predator.prototype.handleOther = function(other) {  if (other.type === "boid") {    if (!this.isFull) {      this.avoidOrAttract("attract", other);    }  }};Predator.prototype.mitosis = function(boids) {  if (this.health >= this.maturity) {    //reset old boid    this.health = 1;    birthedBoid = new Predator(      this.x + random(-this.personalSpace, this.personalSpace),      this.y + random(-this.personalSpace, this.personalSpace)    );    birthedBoid.color = this.color;    boids.push(birthedBoid);  }};Plant.prototype = new Boid();Plant.prototype.constructor = Plant;Plant.constructor = Boid.prototype.constructor;function Plant(x, y) {  this.init(x, y);  this.type = "plant";  //body  this.speed = 0;  this.size = 10;  this.health = ~~random(1, 10);  this.color = 'rgb(' + ~~random(130, 210) + ',' + ~~random(40, 140) + ',' + ~~random(160, 220) + ')';  //brains  this.eyesight = 0;  this.flockDistance = 0;  this.eyesight = 0; //range for object dectection  this.personalSpace = 100; //distance to avoid safe objects  this.flightDistance = 0; //distance to avoid scary objects  this.flockDistance = 0; //factor that determines how attracted the boid is to the center of the flock  this.matchVelFactor = 0; //factor that determines how much the flock velocity affects the boid}Plant.prototype.ai = function(boids, index, ctx) {};Plant.prototype.move = function() {};Plant.prototype.mitosis = function(boids) {  var growProbability = 1,    maxPlants = 40,    plantCount = 0;  for (m = boids.length - 1; m >= 0; m--) {    if (boids[m].type === "plant") {      plantCount++;    }  }  if (plantCount <= maxPlants) {    if (random(0, 100) <= growProbability) {      birthedBoid = new Plant(        this.x + random(-this.personalSpace, this.personalSpace),        this.y + random(-this.personalSpace, this.personalSpace)      );      birthedBoid.color = this.color;      boids.push(birthedBoid);    }  }};Plant.prototype.draw = function(ctx) {  var drawSize = this.size + this.health;  ctx.fillStyle = this.color;  ctx.shadowBlur = 40;  ctx.shadowColor = this.color;  ctx.fillRect(this.x - drawSize, this.y + drawSize, drawSize, drawSize);};/***********************SIM***********************/var boids = [];var sim = Sketch.create({  container: document.getElementById('container')});sim.setup = function() {  for (i = 0; i < 50; i++) {    x = random(0, sim.width);    y = random(0, sim.height);    sim.spawn(x, y);  }};sim.spawn = function(x, y) {  var predatorProbability = 0.1,    plantProbability = 0.3;  switch (getRandomItem(['boid', 'predator', 'plant'], [1 - predatorProbability - plantProbability, predatorProbability, plantProbability])) {    case 'predator':      boid = new Predator(x, y);      break;    case 'plant':      boid = new Plant(x, y);      break;    default:      boid = new Boid(x, y);      break;  }  boids.push(boid);};sim.update = function() {  for (i = boids.length - 1; i >= 0; i--) {    if (boids[i].alive) {      boids[i].ai(boids, i, sim);      boids[i].move();      boids[i].metabolism();      boids[i].mitosis(boids);    } else {      //remove dead boid      boids.splice(i, 1);    }  }};sim.draw = function() {  sim.globalCompositeOperation = 'lighter';  for (i = boids.length - 1; i >= 0; i--) {    boids[i].draw(sim);  }  sim.fillText(boids.length, 20, 20);};</script></body></html>

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