在程序设计中,随机数是最令我着迷的。我厌恶宿命论。
《javascript高效图形编程》中,有个例子很好的展现了随机的魅力,每次运行都会得到一颗不一样的树。如下,
javascript 代码
<!DOCTYPE html>
<html>
<head>
<title>
Recursive Canvas Tree
</title>
<script type="text/javascript"
src="http://apps.bdimg.com/libs/jquery/2.1.1/jquery.min.js">
</script>
<script type="text/javascript">
var drawTree = function (ctx, startX, startY, length, angle, depth, branchWidth) {
var rand = Math.random,
newLength, newAngle, newDepth, maxBranch = 3,
endX, endY, maxAngle = 2 * Math.PI / 4,
subBranches, lenShrink;
// Draw a branch, leaning either to the left or right (depending on angle).
// First branch (the trunk) is drawn straight up (angle = 1.571 radians)
ctx.beginPath();
ctx.moveTo(startX, startY);
endX = startX + length * Math.cos(angle);
endY = startY + length * Math.sin(angle);
ctx.lineCap = 'round';
ctx.lineWidth = branchWidth;
ctx.lineTo(endX, endY);
// If we are near the end branches, make them green to look like leaves.
if (depth <= 2) {
ctx.strokeStyle = 'rgb(0,' + (((rand() * 64) + 128) >> 0) + ',0)';
}
// Otherwise choose a random brownish color.
else {
ctx.strokeStyle = 'rgb(' + (((rand() * 64) + 64) >> 0) + ',50,25)';
}
ctx.stroke();
// Reduce the branch recursion level.
newDepth = depth - 1;
// If the recursion level has reached zero, then the branch grows no more.
if (!newDepth) {
return;
}
// Make current branch split into a random number of new branches (max 3).
// Add in some random lengths, widths and angles for a more natural look.
subBranches = (rand() * (maxBranch - 1)) + 1;
// Reduce the width of the new branches.
branchWidth *= 0.7;
// Recursively call drawTree for the new branches with new values.
for (var i = 0; i < subBranches; i++) {
newAngle = angle + rand() * maxAngle - maxAngle * 0.5;
newLength = length * (0.7 + rand() * 0.3);
drawTree(ctx, endX, endY, newLength, newAngle, newDepth, branchWidth);
}
};
$(document).ready(function() {
var canvas = document.getElementById('mycanvas');
var ctx = canvas.getContext('2d');
drawTree(ctx, 320, 470, 60, -Math.PI / 2, 12, 12);
});
</script>
</head>
<body>
<canvas id="mycanvas" width=640, height=480></canvas>
</div>
</body>
</html>
我在这个例子的基础,将其改成了动画,上面的例子用了递归,一种深度优先遍历,而我把它改为了广度优先遍历,非递归的。生成的树,如下,
<!DOCTYPE html>
<html>
<body>
<canvas id="myCanvas" width="640" height="480" style="border:1px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.
</canvas>
<script>
var c=document.getElementById("myCanvas");
var ctx=c.getContext("2d");
var drawGrowingTree = function (ctx, map, maxDepth, levelRenderTime, time) {
ctx.fillStyle = "rgb(0,0,255)";
var time2 = (time / levelRenderTime) >> 0;
var progress = time % levelRenderTime + 1;
var level = maxDepth - time2;
if (level < 0 ) {
clearInterval(animId);
console.log("clearInterval: " + animId);
return;
}
for (var i = 0; i < map[level].length; i++) {
var branch = map[level][i];
ctx.beginPath();
ctx.moveTo(branch.start_x, branch.start_y);
ctx.lineCap = 'round';
ctx.lineWidth = branch.width;
var len = branch.len * progress / levelRenderTime;
var endX = Number(branch.start_x) + Number(len * Math.cos(branch.angle) );
var endY = Number(branch.start_y) + Number(len * Math.sin(branch.angle) );
ctx.lineTo(endX.toFixed(3), endY.toFixed(3));
ctx.strokeStyle = branch.color;
ctx.stroke();
}
}
var createTree = function (startX, startY, length, angle, depth, branchWidth) {
var rand = Math.random, maxBranch = 3,
maxAngle = 2 * Math.PI / 4;
var queue = [];
var endX = startX + length * Math.cos(angle);
var endY = startY + length * Math.sin(angle);
queue.push({
start_x: startX,
start_y: startY,
end_x: endX,
end_y: endY,
angle: angle,
len: length,
depth: depth,
width: branchWidth,
// Otherwise choose a random brownish color.
color: 'rgb(' + (((rand() * 64) + 64) >> 0) + ',50,25)'
});
var index = 0;
var cur = queue[index];
var map = [];
map[depth] = [cur];
for (var i = 0; i < depth; i++) {
map[i] = [];
}
while (cur.depth > 0) {
// Make current branch split into a random number of new branches (max 3, min 1).
// Add in some random lengths, widths and angles for a more natural look.
var subBranches = (rand() * (maxBranch - 1)) + 1;
// subBranches = subBranches >> 0;
// console.log("subBranches: " + subBranches);
// Reduce the width of the new branches.
var childWidth = cur.width * 0.7;
var childDepth = cur.depth - 1;
var childColor;
if (cur.depth <= 2) {
childColor = 'rgb(0,' + (((rand() * 64) + 128) >> 0) + ',0)';
}
// Otherwise choose a random brownish color.
else {
childColor = 'rgb(' + (((rand() * 64) + 64) >> 0) + ',50,25)';
}
// Recursively call drawTree for the new branches with new values.
for (var i = 0; i < subBranches; i++) {
var newAngle = cur.angle + rand() * maxAngle - maxAngle * 0.5;
var newLength = cur.len * (0.7 + rand() * 0.3);
endX = Number(cur.end_x) + Number(newLength * Math.cos(newAngle) );
endY = Number(cur.end_y) + Number(newLength * Math.sin(newAngle) );
var obj = {
start_x: cur.end_x,
start_y: cur.end_y,
end_x: Number(endX).toFixed(3),
end_y: Number(endY).toFixed(3),
angle: newAngle,
len: newLength,
depth: childDepth,
width: childWidth,
color: childColor
};
queue.push(obj);
map[childDepth].push(obj);
}
index++;
cur = queue[index];
}
return map;
}
var maxDepth = 9;
var treeMap = createTree(320, 470, 60, -Math.PI / 2, maxDepth, 12);
var time = 0;
var animId = setInterval(function() {
drawGrowingTree(ctx, treeMap, maxDepth, 3, time);
time++;
}, 20);
</script>
</body>
</html>