使用 html5 中的 canvas, 实现小球相互碰撞并反弹,反弹算法比较简单.
index.html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Bouncing balls</title>
<link rel="stylesheet" href="style.css">
</head>
<body>
<h1>Bouncing balls</h1>
<canvas></canvas>
<script src="main.js"></script>
</body>
</html>
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style.css
html, body {
margin: 0;
padding: 0;
}
html {
font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;
height: 100%;
}
body {
overflow: hidden;
height: inherit;
}
h1 {
font-size: 2rem;
letter-spacing: -1px;
position: absolute;
margin: 0;
top: -4px;
right: 5px;
color: transparent;
text-shadow: 0 0 4px white;
}
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main.js
var canvas = document.querySelector("canvas");
var ctx = canvas.getContext("2d");
var WIDTH = document.documentElement.clientWidth;
var HEIGHT = document.documentElement.clientHeight;
canvas.width = WIDTH;
canvas.height = HEIGHT;
var config = {
speedMin: -7,
speedMax: 7,
ballMin: 10,
ballMax: 20,
ballCount: 30
};
/**
* function to generate random number
*
* @param max
* @param min
* @returns {*}
*/
function random (min, max) {
return Math.floor(Math.random() * (max - min)) + min;
}
/**
* define Ball constructor
*
* @param x
* @param y
* @param velX
* @param velY
* @param color
* @param size
*/
function Ball (x, y, velX, velY, color, size) {
this.x = x;
this.y = y;
this.velX = velX;
this.velY = velY;
this.color = color;
this.size = size;
}
/**
* define Ball draw method
*/
Ball.prototype.draw = function () {
ctx.beginPath();
ctx.fillStyle = this.color;
ctx.arc(this.x, this.y, this.size, 0, 2 * Math.PI);
ctx.fill();
};
/**
* define Ball update method
*/
Ball.prototype.update = function () {
if ((this.x + this.size) >= WIDTH) {
this.velX = -this.velX;
}
if ((this.x - this.size) <= 0) {
this.velX = -this.velX;
}
if ((this.y + this.size) >= HEIGHT) {
this.velY = -this.velY;
}
if ((this.y - this.size) <= 0) {
this.velY = -this.velY;
}
this.x += this.velX;
this.y += this.velY;
};
/**
* define Ball collision detection
*/
Ball.prototype.collisionDetect = function () {
for (var j = 0; j < balls.length; j++) {
var ball = balls[j];
if (this !== ball) { // be care of this line, we can't compare one with itself
var dxv = this.x + this.velX - (ball.x + ball.velX); //detect the next step which will updated
var dyv = this.y + this.velY - (ball.y + ball.velY);
var distance = Math.sqrt(dxv * dxv + dyv * dyv);
if (distance <= this.size + ball.size) {
ball.color = this.color = 'rgb(' + random(0, 255) + ',' + random(0, 255) + ',' + random(0, 255) +')';
// rebound the balls when collision
var dvx = this.velX - ball.velX;
var dvy = this.velY - ball.velY;
var dx = this.x - ball.x; // but when update just use this step
var dy = this.y - ball.y;
var xx_yy = dx * dx + dy * dy;
var v_dvx = (dvx * dx * dx + dvy * dx * dy) / xx_yy;
var v_dvy = (dvy * dy * dy + dvx * dx * dy) / xx_yy;
this.velX = checkSpeed(this.velX - v_dvx);
this.velY = checkSpeed(this.velY - v_dvy);
ball.velX = checkSpeed(ball.velX + v_dvx);
ball.velY = checkSpeed(ball.velY + v_dvy);
}
}
}
};
/**
* validate the speed
*
* @param speed
* @returns {*}
*/
function checkSpeed (speed) {
if (speed > config.speedMax) {
speed = config.speedMax;
} else if (speed < config.speedMin) {
speed = config.speedMin;
}
return speed;
}
// define array to store balls
var balls = [];
/**
* draw the balls loops
*/
function loop () {
ctx.fillStyle = "rgba(0, 0, 0, 0.25)";
ctx.fillRect(0, 0, WIDTH, HEIGHT);
while (balls.length < config.ballCount) {
var b_var = createBall();
var ball = new Ball(
b_var.x,
b_var.y,
random(config.speedMin, config.speedMax),
random(config.speedMin, config.speedMax),
"rgb(" + random(0, 255) + "," + random(0, 255) + "," + random(0, 255) + ")",
b_var.r
);
balls.push(ball);
}
for (var i = 0; i < balls.length; i++) {
balls[i].draw();
balls[i].collisionDetect(); //detect before update
balls[i].update();
}
// run again and again to realize the effect of the animation
requestAnimationFrame(loop);
}
var createdBalls = [];
/**
* ensure the created ball will not collision
*
* @returns {{x: *, y: *, r: *}}
*/
function createBall () {
var x = random(0, WIDTH);
var y = random(0, HEIGHT);
var r = random(config.ballMin, config.ballMax);
for (var i = 0; i < createdBalls.length; i++) {
var dx = createdBalls[i].x - x;
var dy = createdBalls[i].y - y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < createdBalls[i].r + r) {
return createBall();
}
}
var ball = {
x: x,
y: y,
r: r
};
createdBalls.push(ball);
return ball;
}
loop();
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效果图: