canvas实现动态小球重叠效果
前面的话
在javascript运动系列中,详细介绍了各种运动,其中就包括碰壁运动。但是,如果用canvas去实现,却是另一种思路。本文将详细介绍canvas动态小球重叠效果
静态小球
首先,生成随机半径、随机位置的50个静态小球
<button id="btn">按钮</button> <canvas id="canvas" width="500" height="300" style="border:1px solid black">当前浏览器不支持canvas,请更换浏览器后再试</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>
随机运动
接着,这50个小球做随机运动,需要配合定时器更新小球的运动状态。这时,需要对上面代码进行改写
<button id="btn">更新</button> <canvas id="canvas" width="500" height="300" style="border:1px solid black">当前浏览器不支持canvas,请更换浏览器后再试</canvas> <script> btn.onclick = function(){history.go();} var canvas = document.getElementById('canvas'); //存储画布宽高 var H=300,W=500; //存储小球个数 var NUM = 50; //存储小球 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(){ //重置画布高度,达到清空画布的效果 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(){ //更新小球运动状态 updateBalls(); //渲染小球 renderBalls(); },50); </script>
碰壁检测
下面,增加小球的碰壁检测功能,当小球碰壁时,变为相反方向
function bumpTest(ele){ //左侧 if(ele.x <= ele.r){ ele.x = ele.r; ele.stepX = -ele.stepX; } //右侧 if(ele.x >= W - ele.r){ ele.x = W - ele.r; ele.stepX = -ele.stepX; } //上侧 if(ele.y <= ele.r){ ele.y = ele.r; ele.stepY = -ele.stepY; } //下侧 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">当前浏览器不支持canvas,请更换浏览器后再试</canvas> <script> btn.onclick = function(){history.go();} var canvas = document.getElementById('canvas'); //存储画布宽高 var H=300,W=500; //存储小球个数 var NUM = 30; //存储小球 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){ //左侧 if(ele.x <= ele.r){ ele.x = ele.r; ele.stepX = -ele.stepX; } //右侧 if(ele.x >= W - ele.r){ ele.x = W - ele.r; ele.stepX = -ele.stepX; } //上侧 if(ele.y <= ele.r){ ele.y = ele.r; ele.stepY = -ele.stepY; } //下侧 if(ele.y >= H - ele.r){ ele.y = H - ele.r; ele.stepY = -ele.stepY; } } function renderBalls(){ //重置画布高度,达到清空画布的效果 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(){ //更新小球运动状态 updateBalls(); //渲染小球 renderBalls(); },50); </script>
重叠效果
canvas的合成属性globalCompositeOperation表示后绘制的图形怎样与先绘制的图形结合,属性值是字符串,可能值如下: source-over(默认):后绘制的图形位于先绘制的图形上方 source-in:后绘制的图形与先绘制的图形重叠的部分可见,两者其他部分完全透明 source-out:后绘制的图形与先绘制的图形不重叠的部分可见,先绘制的图形完全透明 source-atop:后绘制的图形与先绘制的图形重叠的部分可见,先绘制的图形不受影响 destination-over:后绘制的图形位于先绘制的图形下方,只有之前透明像素下的部分才可见 destination-in:后绘制的图形位于先绘制的图形下方,两者不重叠的部分完全透明 destination-out:后绘制的图形擦除与先绘制的图形重叠的部分 destination-atop:后绘制的图形位于先绘制的图形下方,在两者不重叠的地方,先绘制的图形会变透明 lighter:后绘制的图形与先绘制的图形重叠部分的值相加,使该部分变亮 copy:后绘制的图形完全替代与之重叠的先绘制图形 xor:后绘制的图形与先绘制的图形重叠的部分执行"异或"操作
增加小球的重叠效果为'xor',即为最终的效果展示
<button id="btn">变换</button> <canvas id="canvas" width="500" height="300" style="border:1px solid black">当前浏览器不支持canvas,请更换浏览器后再试</canvas> <script> btn.onclick = function(){history.go();} var canvas = document.getElementById('canvas'); //存储画布宽高 var H=300,W=500; //存储小球个数 var NUM = 30; //存储小球 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){ //左侧 if(ele.x <= ele.r){ ele.x = ele.r; ele.stepX = -ele.stepX; } //右侧 if(ele.x >= W - ele.r){ ele.x = W - ele.r; ele.stepX = -ele.stepX; } //上侧 if(ele.y <= ele.r){ ele.y = ele.r; ele.stepY = -ele.stepY; } //下侧 if(ele.y >= H - ele.r){ ele.y = H - ele.r; ele.stepY = -ele.stepY; } } function renderBalls(){ //重置画布高度,达到清空画布的效果 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(){ //更新小球运动状态 updateBalls(); //渲染小球 renderBalls(); },50); </script>
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