canvas鼠标跟随动画

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport"
          content="width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0, minimum-scale=1.0">
    <meta http-equiv="X-UA-Compatible" content="ie=edge">

    <meta charset="utf-8">
    <title>jq22-code7</title>
    <style>
        html,body{
            margin: 0;
            padding:0;
        }
    </style>
    <title>Title</title>
</head>
<body>


<div style="width: 100%; height:500px;background: #000d4d">
    <canvas id="canv" style="width:100%;height: 500px;"></canvas>
    <h1 style="position: absolute;top: 100px;left:50%;margin-left:-400px;color: #ffffff;font-size:100px;">欢迎来到未来世界</h1>
</div>


<script>
    var num = 200;
    var w = window.innerWidth;
    var h = window.innerHeight;
    var max = 100;
    var _x = 0;
    var _y = 0;
    var _z = 150;
    var dtr = function(d) {
        return d * Math.PI / 180;
    };

    var rnd = function() {
        return Math.sin(Math.floor(Math.random() * 360) * Math.PI / 180);
    };
    var dist = function(p1, p2, p3) {
        return Math.sqrt(Math.pow(p2.x - p1.x, 2) + Math.pow(p2.y - p1.y, 2) + Math.pow(p2.z - p1.z, 2));
    };

    var cam = {
        obj: {
            x: _x,
            y: _y,
            z: _z
        },
        dest: {
            x: 0,
            y: 0,
            z: 1
        },
        dist: {
            x: 0,
            y: 0,
            z: 200
        },
        ang: {
            cplane: 0,
            splane: 0,
            ctheta: 0,
            stheta: 0
        },
        zoom: 1,
        disp: {
            x: w / 2,
            y: h / 2,
            z: 0
        },
        upd: function() {
            cam.dist.x = cam.dest.x - cam.obj.x;
            cam.dist.y = cam.dest.y - cam.obj.y;
            cam.dist.z = cam.dest.z - cam.obj.z;
            cam.ang.cplane = -cam.dist.z / Math.sqrt(cam.dist.x * cam.dist.x + cam.dist.z * cam.dist.z);
            cam.ang.splane = cam.dist.x / Math.sqrt(cam.dist.x * cam.dist.x + cam.dist.z * cam.dist.z);
            cam.ang.ctheta = Math.sqrt(cam.dist.x * cam.dist.x + cam.dist.z * cam.dist.z) / Math.sqrt(cam.dist.x * cam.dist.x + cam.dist.y * cam.dist.y + cam.dist.z * cam.dist.z);
            cam.ang.stheta = -cam.dist.y / Math.sqrt(cam.dist.x * cam.dist.x + cam.dist.y * cam.dist.y + cam.dist.z * cam.dist.z);
        }
    };

    var trans = {
        parts: {
            sz: function(p, sz) {
                return {
                    x: p.x * sz.x,
                    y: p.y * sz.y,
                    z: p.z * sz.z
                };
            },
            rot: {
                x: function(p, rot) {
                    return {
                        x: p.x,
                        y: p.y * Math.cos(dtr(rot.x)) - p.z * Math.sin(dtr(rot.x)),
                        z: p.y * Math.sin(dtr(rot.x)) + p.z * Math.cos(dtr(rot.x))
                    };
                },
                y: function(p, rot) {
                    return {
                        x: p.x * Math.cos(dtr(rot.y)) + p.z * Math.sin(dtr(rot.y)),
                        y: p.y,
                        z: -p.x * Math.sin(dtr(rot.y)) + p.z * Math.cos(dtr(rot.y))
                    };
                },
                z: function(p, rot) {
                    return {
                        x: p.x * Math.cos(dtr(rot.z)) - p.y * Math.sin(dtr(rot.z)),
                        y: p.x * Math.sin(dtr(rot.z)) + p.y * Math.cos(dtr(rot.z)),
                        z: p.z
                    };
                }
            },
            pos: function(p, pos) {
                return {
                    x: p.x + pos.x,
                    y: p.y + pos.y,
                    z: p.z + pos.z
                };
            }
        },
        pov: {
            plane: function(p) {
                return {
                    x: p.x * cam.ang.cplane + p.z * cam.ang.splane,
                    y: p.y,
                    z: p.x * -cam.ang.splane + p.z * cam.ang.cplane
                };
            },
            theta: function(p) {
                return {
                    x: p.x,
                    y: p.y * cam.ang.ctheta - p.z * cam.ang.stheta,
                    z: p.y * cam.ang.stheta + p.z * cam.ang.ctheta
                };
            },
            set: function(p) {
                return {
                    x: p.x - cam.obj.x,
                    y: p.y - cam.obj.y,
                    z: p.z - cam.obj.z
                };
            }
        },
        persp: function(p) {
            return {
                x: p.x * cam.dist.z / p.z * cam.zoom,
                y: p.y * cam.dist.z / p.z * cam.zoom,
                z: p.z * cam.zoom,
                p: cam.dist.z / p.z
            };
        },
        disp: function(p, disp) {
            return {
                x: p.x + disp.x,
                y: -p.y + disp.y,
                z: p.z + disp.z,
                p: p.p
            };
        },
        steps: function(_obj_, sz, rot, pos, disp) {
            var _args = trans.parts.sz(_obj_, sz);
            _args = trans.parts.rot.x(_args, rot);
            _args = trans.parts.rot.y(_args, rot);
            _args = trans.parts.rot.z(_args, rot);
            _args = trans.parts.pos(_args, pos);
            _args = trans.pov.plane(_args);
            _args = trans.pov.theta(_args);
            _args = trans.pov.set(_args);
            _args = trans.persp(_args);
            _args = trans.disp(_args, disp);
            return _args;
        }
    };

    (function() {
        "use strict";
        var threeD = function(param) {
            this.transIn = {};
            this.transOut = {};
            this.transIn.vtx = (param.vtx);
            this.transIn.sz = (param.sz);
            this.transIn.rot = (param.rot);
            this.transIn.pos = (param.pos);
        };

        threeD.prototype.vupd = function() {
            this.transOut = trans.steps(

                this.transIn.vtx,
                this.transIn.sz,
                this.transIn.rot,
                this.transIn.pos,
                cam.disp
            );
        };

        var Build = function() {
            this.vel = 0.04;
            this.lim = 360;
            this.diff = 200;
            this.initPos = 100;
            this.toX = _x;
            this.toY = _y;
            this.go();
        };

        Build.prototype.go = function() {
            this.canvas = document.getElementById("canv");
            this.canvas.width = window.innerWidth;
            this.canvas.height = window.innerHeight;
            this.$ = canv.getContext("2d");
            this.$.globalCompositeOperation = 'source-over';
            this.varr = [];
            this.dist = [];
            this.calc = [];

            for (var i = 0, len = num; i < len; i++) {
                this.add();
            }

            this.rotObj = {
                x: 0,
                y: 0,
                z: 0
            };
            this.objSz = {
                x: w / 5,
                y: h / 5,
                z: w / 5
            };
        };

        Build.prototype.add = function() {
            this.varr.push(new threeD({
                vtx: {
                    x: rnd(),
                    y: rnd(),
                    z: rnd()
                },
                sz: {
                    x: 0,
                    y: 0,
                    z: 0
                },
                rot: {
                    x: 20,
                    y: -20,
                    z: 0
                },
                pos: {
                    x: this.diff * Math.sin(360 * Math.random() * Math.PI / 180),
                    y: this.diff * Math.sin(360 * Math.random() * Math.PI / 180),
                    z: this.diff * Math.sin(360 * Math.random() * Math.PI / 180)
                }
            }));
            this.calc.push({
                x: 360 * Math.random(),
                y: 360 * Math.random(),
                z: 360 * Math.random()
            });
        };

        Build.prototype.upd = function() {
            cam.obj.x += (this.toX - cam.obj.x) * 0.05;
            cam.obj.y += (this.toY - cam.obj.y) * 0.05;
        };

        Build.prototype.draw = function() {
            this.$.clearRect(0, 0, this.canvas.width, this.canvas.height);
            cam.upd();
            this.rotObj.x += 0.1;
            this.rotObj.y += 0.1;
            this.rotObj.z += 0.1;

            for (var i = 0; i < this.varr.length; i++) {
                for (var val in this.calc[i]) {
                    if (this.calc[i].hasOwnProperty(val)) {
                        this.calc[i][val] += this.vel;
                        if (this.calc[i][val] > this.lim) this.calc[i][val] = 0;
                    }
                }

                this.varr[i].transIn.pos = {
                    x: this.diff * Math.cos(this.calc[i].x * Math.PI / 180),
                    y: this.diff * Math.sin(this.calc[i].y * Math.PI / 180),
                    z: this.diff * Math.sin(this.calc[i].z * Math.PI / 180)
                };
                this.varr[i].transIn.rot = this.rotObj;
                this.varr[i].transIn.sz = this.objSz;
                this.varr[i].vupd();
                if (this.varr[i].transOut.p < 0) continue;
                var g = this.$.createRadialGradient(this.varr[i].transOut.x, this.varr[i].transOut.y, this.varr[i].transOut.p, this.varr[i].transOut.x, this.varr[i].transOut.y, this.varr[i].transOut.p * 2);
                this.$.globalCompositeOperation = 'lighter';
                g.addColorStop(0, 'hsla(255, 255%, 255%, 1)');
                g.addColorStop(.5, 'hsla(' + (i + 2) + ',85%, 40%,1)');
                g.addColorStop(1, 'hsla(' + (i) + ',85%, 40%,.5)');
                this.$.fillStyle = g;
                this.$.beginPath();
                this.$.arc(this.varr[i].transOut.x, this.varr[i].transOut.y, this.varr[i].transOut.p * 2, 0, Math.PI * 2, false);
                this.$.fill();
                this.$.closePath();
            }
        };
        Build.prototype.anim = function() {
            window.requestAnimationFrame = (function() {
                return window.requestAnimationFrame ||
                    function(callback, element) {
                        window.setTimeout(callback, 1000 / 60);
                    };
            })();
            var anim = function() {
                this.upd();
                this.draw();
                window.requestAnimationFrame(anim);
            }.bind(this);
            window.requestAnimationFrame(anim);
        };

        Build.prototype.run = function() {
            this.anim();

            window.addEventListener('mousemove', function(e) {
                this.toX = (e.clientX - this.canvas.width / 2) * -0.8;
                this.toY = (e.clientY - this.canvas.height / 2) * 0.8;
            }.bind(this));
            window.addEventListener('touchmove', function(e) {
                e.preventDefault();
                this.toX = (e.touches[0].clientX - this.canvas.width / 2) * -0.8;
                this.toY = (e.touches[0].clientY - this.canvas.height / 2) * 0.8;
            }.bind(this));
            window.addEventListener('mousedown', function(e) {
                for (var i = 0; i < 100; i++) {
                    this.add();
                }
            }.bind(this));
            window.addEventListener('touchstart', function(e) {
                e.preventDefault();
                for (var i = 0; i < 100; i++) {
                    this.add();
                }
            }.bind(this));
        };
        var app = new Build();
        app.run();
    })();
    window.addEventListener('resize', function() {
        canvas.width = w = window.innerWidth;
        canvas.height = h = window.innerHeight;
    }, false);
</script>

</body>
</html>

 

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很多人都使用HTML5 Canvas来创建吊钩抓取的动画程序。这种程序通常使用JavaScript来控制画布上的对象,使用鼠标或触摸屏幕来控制吊钩的位置和角度,并在画布上显示抓取过程。以下是一个简单的示例程序: ``` <!DOCTYPE html> <html> <head> <title>Hook Catch Animation</title> <style> canvas { border: 1px solid black; } </style> </head> <body onload="start()"> <canvas id="canvas" width="400" height="400"></canvas> <script> var canvas, ctx, hookX, hookY, angle, speed, dt; function start() { canvas = document.getElementById("canvas"); ctx = canvas.getContext("2d"); hookX = canvas.width/2; hookY = 50; angle = Math.PI/2; speed = 100; dt = 0.01; draw(); } function draw() { ctx.clearRect(0, 0, canvas.width, canvas.height); drawHook(); drawBox(); moveHook(); requestAnimationFrame(draw); } function drawHook() { ctx.beginPath(); ctx.moveTo(hookX, hookY); ctx.lineTo(hookX + 20*Math.cos(angle), hookY + 20*Math.sin(angle)); ctx.stroke(); } function drawBox() { ctx.fillRect(canvas.width/2 - 25, canvas.height - 50, 50, 50); } function moveHook() { if (hookY < canvas.height - 50) { hookY += speed*dt; angle += 0.1*dt; } else { speed = 0; } } canvas.addEventListener("mousemove", function(event) { hookX = event.clientX - canvas.offsetLeft; hookY = event.clientY - canvas.offsetTop; angle = Math.atan2(hookY - 50, hookX - canvas.width/2); speed = 100; }); </script> </body> </html> ``` 这个程序使用Canvas绘制了一个吊钩和一个方块,当鼠标在画布上移动时,吊钩跟随鼠标位置移动,并在方块上抓取。程序还包括一些基本的物理模拟来模拟吊钩的动作。你可以根据自己的需要修改程序,添加更多的特性和效果。
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