canvas实现多个弹跳小球 js部分

// 获取class名为picture的canvas元素
        var can = document.querySelector('.picture');
        // 让它撑满整个屏幕
        can.width = window.innerWidth;
        can.height = window.innerHeight;
        // 获取2d上下文
        ctx = can.getContext('2d');
        // 封装一个类

        ; (function (win) {
            function Circle() {
                if (!(this instanceof Circle)) {
                    return new Circle();
                }
                this.x = ran(win.innerWidth);//圆心x轴坐标
                this.y = ran(win.innerHeight);//圆心y轴坐标
                this.r = ran(20);//半径
                this.vx = ran(10);//速度
                this.vy = ran(10);//速度
                this.color = Mock.random.color();//mock.js中的随机颜色api
            }
            Circle.prototype = {
                constructor: Circle,

                //画画函数
                draw: function (ctx) {
                    ctx.beginPath();
                    ctx.arc(this.x, this.y, this.r, 0, 360, true);
                    ctx.fillStyle = this.color;
                    ctx.fill();
                    ctx.closePath();
                },
                // 小球的边界判定函数(回弹)
                move: function (ctx) {
                    var canvasWidth = ctx.canvas.width;
                    var canvasHeight = ctx.canvas.height;
                    //判断4个边
                    if (this.y > (canvasWidth - this.r) || this.y < this.r) {
                        this.vy = -this.vy;
                    }
                    if (this.x > (canvasHeight - this.r) || this.x < this.r) {
                        this.vx = -this.vx;
                    }
                    //偏移量
                    this.x += this.vx;
                    this.y += this.vy;
                },
                // 随机数函数
                ran: function (Num) {
                    return Math.floor(Math.random() * Num);
                }
            }
            //暴露接口
            win.Circle = Circle;
        }(window));


        //调用20次(20和小球同时运动)
        var arr = [];
        for (var i = 0; i < 20; i++) {
            arr.push(Circle())
        }

        function draw() {
            // 清楚之前的画布
            ctx.clearRext(0, 0, window.innerWidth, window.innerHeight);

            for (var i = 0; i < arr.length; i++) {
                var circle = arr[i];
                circle.move(ctx);//调用Circle类中的move方法
                circle.draw(ctx);//调用Circlr类中的draw方法

            }
            requestAnimationFrame(draw)//动画函数 递归调用draw函数
        }
        draw();//首次调用

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实现动态小碰撞需要用到Canvas的2D绘图API,具体步骤如下: 1. 创建Canvas元素和2D绘图上下文 ```html <canvas id="canvas"></canvas> ``` ```javascript const canvas = document.getElementById('canvas'); const ctx = canvas.getContext('2d'); ``` 2. 定义小对象 ```javascript class Ball { constructor(x, y, r, vx, vy, color) { this.x = x; // 圆心x坐标 this.y = y; // 圆心y坐标 this.r = r; // 半径 this.vx = vx; // 水平速度 this.vy = vy; // 垂直速度 this.color = color; // 颜色 } draw() { ctx.beginPath(); ctx.arc(this.x, this.y, this.r, 0, 2 * Math.PI); ctx.closePath(); ctx.fillStyle = this.color; ctx.fill(); } } ``` 3. 创建多个小对象,并绘制到Canvas上 ```javascript const balls = []; // 存储小对象的数组 const colors = ['#ff0000', '#00ff00', '#0000ff']; // 小颜色 for (let i = 0; i < 3; i++) { const ball = new Ball( Math.random() * canvas.width, // 随机x坐标 Math.random() * canvas.height, // 随机y坐标 20, // 半径 Math.random() * 4 - 2, // 随机水平速度 Math.random() * 4 - 2, // 随机垂直速度 colors[i] // 随机颜色 ); balls.push(ball); } function drawBalls() { balls.forEach(ball => ball.draw()); } drawBalls(); ``` 4. 实现碰撞 ```javascript function updateBalls() { balls.forEach(ball => { ball.x += ball.vx; ball.y += ball.vy; // 碰到边界反弹 if (ball.x < ball.r || ball.x > canvas.width - ball.r) { ball.vx = -ball.vx; } if (ball.y < ball.r || ball.y > canvas.height - ball.r) { ball.vy = -ball.vy; } // 碰撞检测 balls.forEach(otherBall => { if (ball !== otherBall) { const dx = ball.x - otherBall.x; const dy = ball.y - otherBall.y; const distance = Math.sqrt(dx * dx + dy * dy); if (distance < ball.r + otherBall.r) { // 碰撞 const angle = Math.atan2(dy, dx); const sin = Math.sin(angle); const cos = Math.cos(angle); // 旋转坐标系 const x1 = 0; const y1 = 0; const x2 = dx * cos + dy * sin; const y2 = dy * cos - dx * sin; // 旋转速度向量 const vx1 = ball.vx * cos + ball.vy * sin; const vy1 = ball.vy * cos - ball.vx * sin; const vx2 = otherBall.vx * cos + otherBall.vy * sin; const vy2 = otherBall.vy * cos - otherBall.vx * sin; // 碰撞后的速度向量 const vx1Final = ((ball.r - otherBall.r) * vx1 + 2 * otherBall.r * vx2) / (ball.r + otherBall.r); const vx2Final = ((otherBall.r - ball.r) * vx2 + 2 * ball.r * vx1) / (ball.r + otherBall.r); const vy1Final = vy1; const vy2Final = vy2; // 旋转回原坐标系 const x1Final = x1 * cos - y1 * sin; const y1Final = y1 * cos + x1 * sin; const x2Final = x2 * cos - y2 * sin; const y2Final = y2 * cos + x2 * sin; // 更新位置和速度向量 ball.x = ball.x + (x1Final - x1); ball.y = ball.y + (y1Final - y1); ball.vx = vx1Final * cos - vy1Final * sin; ball.vy = vy1Final * cos + vx1Final * sin; otherBall.x = ball.x + (x2Final - x1); otherBall.y = ball.y + (y2Final - y1); otherBall.vx = vx2Final * cos - vy2Final * sin; otherBall.vy = vy2Final * cos + vx2Final * sin; } } }); }); } ``` 5. 清空Canvas并更新小位置 ```javascript function clearCanvas() { ctx.clearRect(0, 0, canvas.width, canvas.height); } function loop() { clearCanvas(); updateBalls(); drawBalls(); requestAnimationFrame(loop); } loop(); ``` 完整代码如下: ```html <canvas id="canvas"></canvas> ``` ```javascript const canvas = document.getElementById('canvas'); const ctx = canvas.getContext('2d'); class Ball { constructor(x, y, r, vx, vy, color) { this.x = x; // 圆心x坐标 this.y = y; // 圆心y坐标 this.r = r; // 半径 this.vx = vx; // 水平速度 this.vy = vy; // 垂直速度 this.color = color; // 颜色 } draw() { ctx.beginPath(); ctx.arc(this.x, this.y, this.r, 0, 2 * Math.PI); ctx.closePath(); ctx.fillStyle = this.color; ctx.fill(); } } const balls = []; // 存储小对象的数组 const colors = ['#ff0000', '#00ff00', '#0000ff']; // 小颜色 for (let i = 0; i < 3; i++) { const ball = new Ball( Math.random() * canvas.width, // 随机x坐标 Math.random() * canvas.height, // 随机y坐标 20, // 半径 Math.random() * 4 - 2, // 随机水平速度 Math.random() * 4 - 2, // 随机垂直速度 colors[i] // 随机颜色 ); balls.push(ball); } function drawBalls() { balls.forEach(ball => ball.draw()); } function updateBalls() { balls.forEach(ball => { ball.x += ball.vx; ball.y += ball.vy; // 碰到边界反弹 if (ball.x < ball.r || ball.x > canvas.width - ball.r) { ball.vx = -ball.vx; } if (ball.y < ball.r || ball.y > canvas.height - ball.r) { ball.vy = -ball.vy; } // 碰撞检测 balls.forEach(otherBall => { if (ball !== otherBall) { const dx = ball.x - otherBall.x; const dy = ball.y - otherBall.y; const distance = Math.sqrt(dx * dx + dy * dy); if (distance < ball.r + otherBall.r) { // 碰撞 const angle = Math.atan2(dy, dx); const sin = Math.sin(angle); const cos = Math.cos(angle); // 旋转坐标系 const x1 = 0; const y1 = 0; const x2 = dx * cos + dy * sin; const y2 = dy * cos - dx * sin; // 旋转速度向量 const vx1 = ball.vx * cos + ball.vy * sin; const vy1 = ball.vy * cos - ball.vx * sin; const vx2 = otherBall.vx * cos + otherBall.vy * sin; const vy2 = otherBall.vy * cos - otherBall.vx * sin; // 碰撞后的速度向量 const vx1Final = ((ball.r - otherBall.r) * vx1 + 2 * otherBall.r * vx2) / (ball.r + otherBall.r); const vx2Final = ((otherBall.r - ball.r) * vx2 + 2 * ball.r * vx1) / (ball.r + otherBall.r); const vy1Final = vy1; const vy2Final = vy2; // 旋转回原坐标系 const x1Final = x1 * cos - y1 * sin; const y1Final = y1 * cos + x1 * sin; const x2Final = x2 * cos - y2 * sin; const y2Final = y2 * cos + x2 * sin; // 更新位置和速度向量 ball.x = ball.x + (x1Final - x1); ball.y = ball.y + (y1Final - y1); ball.vx = vx1Final * cos - vy1Final * sin; ball.vy = vy1Final * cos + vx1Final * sin; otherBall.x = ball.x + (x2Final - x1); otherBall.y = ball.y + (y2Final - y1); otherBall.vx = vx2Final * cos - vy2Final * sin; otherBall.vy = vy2Final * cos + vx2Final * sin; } } }); }); } function clearCanvas() { ctx.clearRect(0, 0, canvas.width, canvas.height); } function loop() { clearCanvas(); updateBalls(); drawBalls(); requestAnimationFrame(loop); } loop(); ```
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