前面的話
在javascript運動系列中,詳細介紹了各種運動,其中就包括碰壁運動。但是,如果用canvas去實現,卻是另一種思路。本文將詳細介紹canvas動態小球重疊效果
靜態小球
首先,生成隨機半徑、隨機位置的50個靜態小球
<button id="btn">按鈕</button><canvas id="canvas" width="500" height="300" style="border:1px solid black">當前瀏覽器不支持canvas,請更換瀏覽器后再試</canvas><script>var canvas = document.getElementById('canvas');var H=300,W=500;btn.onclick = function(){ getBalls();}getBalls();function getBalls(){ canvas.height = H; if(canvas.getContext){ var cxt = canvas.getContext('2d'); for(var i = 0; i < 50; i++){ var tempR = Math.floor(Math.random()*255); var tempG = Math.floor(Math.random()*255); var tempB = Math.floor(Math.random()*255); cxt.fillStyle = 'rgb(' + tempR + ',' + tempG + ',' + tempB + ')'; var tempW = Math.floor(Math.random()*W); var tempH = Math.floor(Math.random()*H); var tempR = Math.floor(Math.random()*50); cxt.beginPath(); cxt.arc(tempW,tempH,tempR,0,Math.PI*2); cxt.fill(); } } }</script>隨機運動
接著,這50個小球做隨機運動,需要配合定時器更新小球的運動狀態。這時,需要對上面代碼進行改寫
<button id="btn">更新</button><canvas id="canvas" width="500" height="300" style="border:1px solid black">當前瀏覽器不支持canvas,請更換瀏覽器后再試</canvas><script>btn.onclick = function(){history.go();}var canvas = document.getElementById('canvas');//存儲畫布寬高var H=300,W=500;//存儲小球個數var NUM = 50;//存儲小球var balls = [];function getBalls(){ if(canvas.getContext){ var cxt = canvas.getContext('2d'); for(var i = 0; i < NUM; i++){ var tempR = Math.floor(Math.random()*255); var tempG = Math.floor(Math.random()*255); var tempB = Math.floor(Math.random()*255); var tempColor = 'rgb(' + tempR + ',' + tempG + ',' + tempB + ')'; var tempX = Math.floor(Math.random()*W); var tempY = Math.floor(Math.random()*H); var tempR = Math.floor(Math.random()*30+20); var tempBall = { x:tempX, y:tempY, r:tempR, stepX:Math.floor(Math.random() * 4 -2), stepY:Math.floor(Math.random() * 4 -2), color:tempColor, disX:Math.floor(Math.random() * 3 -1), disY:Math.floor(Math.random() * 3 -1) }; balls.push(tempBall); } } }function updateBalls(){ for(var i = 0; i < balls.length; i++){ balls[i].stepY += balls[i].disY; balls[i].stepX += balls[i].disX; balls[i].x += balls[i].stepX; balls[i].y += balls[i].stepY;  }}function renderBalls(){ //重置畫布高度,達到清空畫布的效果 canvas.height = H;  if(canvas.getContext){ var cxt = canvas.getContext('2d'); for(var i = 0; i < balls.length; i++){ cxt.beginPath(); cxt.arc(balls[i].x,balls[i].y,balls[i].r,0,2*Math.PI); cxt.fillStyle = balls[i].color; cxt.closePath(); cxt.fill();  }  }}getBalls();clearInterval(oTimer);var oTimer = setInterval(function(){ //更新小球運動狀態 updateBalls(); //渲染小球 renderBalls();},50);</script>碰壁檢測
下面,增加小球的碰壁檢測功能,當小球碰壁時,變為相反方向
function bumpTest(ele){ //左側 if(ele.x <= ele.r){ ele.x = ele.r; ele.stepX = -ele.stepX; } //右側 if(ele.x >= W - ele.r){ ele.x = W - ele.r; ele.stepX = -ele.stepX; } //上側 if(ele.y <= ele.r){ ele.y = ele.r; ele.stepY = -ele.stepY; } //下側 if(ele.y >= H - ele.r){ ele.y = H - ele.r; ele.stepY = -ele.stepY; }}<button id="btn">更新</button><canvas id="canvas" width="500" height="300" style="border:1px solid black">當前瀏覽器不支持canvas,請更換瀏覽器后再試</canvas><script>btn.onclick = function(){history.go();}var canvas = document.getElementById('canvas');//存儲畫布寬高var H=300,W=500;//存儲小球個數var NUM = 30;//存儲小球var balls = [];function getBalls(){ if(canvas.getContext){ var cxt = canvas.getContext('2d'); for(var i = 0; i < NUM; i++){ var tempR = Math.floor(Math.random()*255); var tempG = Math.floor(Math.random()*255); var tempB = Math.floor(Math.random()*255); var tempColor = 'rgb(' + tempR + ',' + tempG + ',' + tempB + ')'; var tempR = Math.floor(Math.random()*30+20); var tempX = Math.floor(Math.random()*(W-tempR) + tempR); var tempY = Math.floor(Math.random()*(H-tempR) + tempR);  var tempBall = { x:tempX, y:tempY, r:tempR, stepX:Math.floor(Math.random() * 13 -6), stepY:Math.floor(Math.random() * 13 -6), color:tempColor }; balls.push(tempBall); } } }function updateBalls(){ for(var i = 0; i < balls.length; i++){ balls[i].x += balls[i].stepX; balls[i].y += balls[i].stepY;  bumpTest(balls[i]); }}function bumpTest(ele){ //左側 if(ele.x <= ele.r){ ele.x = ele.r; ele.stepX = -ele.stepX; } //右側 if(ele.x >= W - ele.r){ ele.x = W - ele.r; ele.stepX = -ele.stepX; } //上側 if(ele.y <= ele.r){ ele.y = ele.r; ele.stepY = -ele.stepY; } //下側 if(ele.y >= H - ele.r){ ele.y = H - ele.r; ele.stepY = -ele.stepY; }}function renderBalls(){ //重置畫布高度,達到清空畫布的效果 canvas.height = H;  if(canvas.getContext){ var cxt = canvas.getContext('2d'); for(var i = 0; i < balls.length; i++){ cxt.beginPath(); cxt.arc(balls[i].x,balls[i].y,balls[i].r,0,2*Math.PI); cxt.fillStyle = balls[i].color; cxt.closePath(); cxt.fill();  }  }}getBalls();clearInterval(oTimer);var oTimer = setInterval(function(){ //更新小球運動狀態 updateBalls(); //渲染小球 renderBalls();},50);</script>重疊效果
canvas的合成屬性globalCompositeOperation表示后繪制的圖形怎樣與先繪制的圖形結合,屬性值是字符串,可能值如下:source-over(默認):后繪制的圖形位于先繪制的圖形上方source-in:后繪制的圖形與先繪制的圖形重疊的部分可見,兩者其他部分完全透明source-out:后繪制的圖形與先繪制的圖形不重疊的部分可見,先繪制的圖形完全透明source-atop:后繪制的圖形與先繪制的圖形重疊的部分可見,先繪制的圖形不受影響destination-over:后繪制的圖形位于先繪制的圖形下方,只有之前透明像素下的部分才可見destination-in:后繪制的圖形位于先繪制的圖形下方,兩者不重疊的部分完全透明destination-out:后繪制的圖形擦除與先繪制的圖形重疊的部分destination-atop:后繪制的圖形位于先繪制的圖形下方,在兩者不重疊的地方,先繪制的圖形會變透明lighter:后繪制的圖形與先繪制的圖形重疊部分的值相加,使該部分變亮copy:后繪制的圖形完全替代與之重疊的先繪制圖形xor:后繪制的圖形與先繪制的圖形重疊的部分執行"異或"操作
增加小球的重疊效果為'xor',即為最終的效果展示
<button id="btn">變換</button><canvas id="canvas" width="500" height="300" style="border:1px solid black">當前瀏覽器不支持canvas,請更換瀏覽器后再試</canvas><script>btn.onclick = function(){history.go();}var canvas = document.getElementById('canvas');//存儲畫布寬高var H=300,W=500;//存儲小球個數var NUM = 30;//存儲小球var balls = [];function getBalls(){ if(canvas.getContext){ var cxt = canvas.getContext('2d'); for(var i = 0; i < NUM; i++){ var tempR = Math.floor(Math.random()*255); var tempG = Math.floor(Math.random()*255); var tempB = Math.floor(Math.random()*255); var tempColor = 'rgb(' + tempR + ',' + tempG + ',' + tempB + ')'; var tempR = Math.floor(Math.random()*30+20); var tempX = Math.floor(Math.random()*(W-tempR) + tempR); var tempY = Math.floor(Math.random()*(H-tempR) + tempR);  var tempBall = { x:tempX, y:tempY, r:tempR, stepX:Math.floor(Math.random() * 21 -10), stepY:Math.floor(Math.random() * 21 -10), color:tempColor }; balls.push(tempBall); } } }function updateBalls(){ for(var i = 0; i < balls.length; i++){ balls[i].x += balls[i].stepX; balls[i].y += balls[i].stepY;  bumpTest(balls[i]); }}function bumpTest(ele){ //左側 if(ele.x <= ele.r){ ele.x = ele.r; ele.stepX = -ele.stepX; } //右側 if(ele.x >= W - ele.r){ ele.x = W - ele.r; ele.stepX = -ele.stepX; } //上側 if(ele.y <= ele.r){ ele.y = ele.r; ele.stepY = -ele.stepY; } //下側 if(ele.y >= H - ele.r){ ele.y = H - ele.r; ele.stepY = -ele.stepY; }}function renderBalls(){ //重置畫布高度,達到清空畫布的效果 canvas.height = H;  if(canvas.getContext){ var cxt = canvas.getContext('2d'); for(var i = 0; i < balls.length; i++){ cxt.beginPath(); cxt.arc(balls[i].x,balls[i].y,balls[i].r,0,2*Math.PI); cxt.fillStyle = balls[i].color; cxt.globalCompositeOperation = 'xor'; cxt.closePath(); cxt.fill();  }  }}getBalls();clearInterval(oTimer);var oTimer = setInterval(function(){ //更新小球運動狀態 updateBalls(); //渲染小球 renderBalls();},50);</script>以上就是本文的全部內容,希望本文的內容對大家的學習或者工作能帶來一定的幫助,同時也希望多多支持武林網!
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