HTML5 - Canvas动画样例(谷歌弹跳球)

1,样例说明

(1)在没有鼠标介入的情况下,这些球就像有磁性一样拼成“Google”字样。
(2)在鼠标移动到其中后,小球像是受到了排斥,向画布的四周扩散,然后不规则地反弹回来。


原文出自:www.hangge.com  转载请保留原文链接:http://www.hangge.com/blog/cache/detail_1059.html

 

2.源码:

<!DOCTYPE HTML>

<html>
   <head>
     <style>
       body {
         margin: 0px;
         padding: 0px;
       }
       canvas {
         cursor: pointer;
         border: 1px solid black;
         margin:20px 20px 20px 20px;
     }
     </style>
   </head>
   <body>
     <canvas id= "myCanvas"  width= "578"  height= "200" ></canvas>
     <script>
       window.requestAnimFrame = ( function (callback) {
         return  window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame ||
         function (callback) {
           window.setTimeout(callback, 1000 / 60);
         };
       })();
 
       function  initBalls() {
         balls = [];
 
         var  blue =  '#3A5BCD' ;
         var  red =  '#EF2B36' ;
         var  yellow =  '#FFC636' ;
         var  green =  '#02A817' ;
 
         // G
         balls.push( new  Ball(173, 63, 0, 0, blue));
         balls.push( new  Ball(158, 53, 0, 0, blue));
         balls.push( new  Ball(143, 52, 0, 0, blue));
         balls.push( new  Ball(130, 53, 0, 0, blue));
         balls.push( new  Ball(117, 58, 0, 0, blue));
         balls.push( new  Ball(110, 70, 0, 0, blue));
         balls.push( new  Ball(102, 82, 0, 0, blue));
         balls.push( new  Ball(104, 96, 0, 0, blue));
         balls.push( new  Ball(105, 107, 0, 0, blue));
         balls.push( new  Ball(110, 120, 0, 0, blue));
         balls.push( new  Ball(124, 130, 0, 0, blue));
         balls.push( new  Ball(139, 136, 0, 0, blue));
         balls.push( new  Ball(152, 136, 0, 0, blue));
         balls.push( new  Ball(166, 136, 0, 0, blue));
         balls.push( new  Ball(174, 127, 0, 0, blue));
         balls.push( new  Ball(179, 110, 0, 0, blue));
         balls.push( new  Ball(166, 109, 0, 0, blue));
         balls.push( new  Ball(156, 110, 0, 0, blue));
 
         // O
         balls.push( new  Ball(210, 81, 0, 0, red));
         balls.push( new  Ball(197, 91, 0, 0, red));
         balls.push( new  Ball(196, 103, 0, 0, red));
         balls.push( new  Ball(200, 116, 0, 0, red));
         balls.push( new  Ball(209, 127, 0, 0, red));
         balls.push( new  Ball(223, 130, 0, 0, red));
         balls.push( new  Ball(237, 127, 0, 0, red));
         balls.push( new  Ball(244, 114, 0, 0, red));
         balls.push( new  Ball(242, 98, 0, 0, red));
         balls.push( new  Ball(237, 86, 0, 0, red));
         balls.push( new  Ball(225, 81, 0, 0, red));
 
         // O
         var  oOffset = 67;
         balls.push( new  Ball(oOffset + 210, 81, 0, 0, yellow));
         balls.push( new  Ball(oOffset + 197, 91, 0, 0, yellow));
         balls.push( new  Ball(oOffset + 196, 103, 0, 0, yellow));
         balls.push( new  Ball(oOffset + 200, 116, 0, 0, yellow));
         balls.push( new  Ball(oOffset + 209, 127, 0, 0, yellow));
         balls.push( new  Ball(oOffset + 223, 130, 0, 0, yellow));
         balls.push( new  Ball(oOffset + 237, 127, 0, 0, yellow));
         balls.push( new  Ball(oOffset + 244, 114, 0, 0, yellow));
         balls.push( new  Ball(oOffset + 242, 98, 0, 0, yellow));
         balls.push( new  Ball(oOffset + 237, 86, 0, 0, yellow));
         balls.push( new  Ball(oOffset + 225, 81, 0, 0, yellow));
 
         // G
         balls.push( new  Ball(370, 80, 0, 0, blue));
         balls.push( new  Ball(358, 79, 0, 0, blue));
         balls.push( new  Ball(346, 79, 0, 0, blue));
         balls.push( new  Ball(335, 84, 0, 0, blue));
         balls.push( new  Ball(330, 98, 0, 0, blue));
         balls.push( new  Ball(334, 111, 0, 0, blue));
         balls.push( new  Ball(348, 116, 0, 0, blue));
         balls.push( new  Ball(362, 109, 0, 0, blue));
         balls.push( new  Ball(362, 94, 0, 0, blue));
         balls.push( new  Ball(355, 128, 0, 0, blue));
         balls.push( new  Ball(340, 135, 0, 0, blue));
         balls.push( new  Ball(327, 142, 0, 0, blue));
         balls.push( new  Ball(325, 155, 0, 0, blue));
         balls.push( new  Ball(339, 165, 0, 0, blue));
         balls.push( new  Ball(352, 166, 0, 0, blue));
         balls.push( new  Ball(367, 161, 0, 0, blue));
         balls.push( new  Ball(371, 149, 0, 0, blue));
         balls.push( new  Ball(366, 137, 0, 0, blue));
 
         // L
         balls.push( new  Ball(394, 49, 0, 0, green));
         balls.push( new  Ball(381, 50, 0, 0, green));
         balls.push( new  Ball(391, 61, 0, 0, green));
         balls.push( new  Ball(390, 73, 0, 0, green));
         balls.push( new  Ball(392, 89, 0, 0, green));
         balls.push( new  Ball(390, 105, 0, 0, green));
         balls.push( new  Ball(390, 118, 0, 0, green));
         balls.push( new  Ball(388, 128, 0, 0, green));
         balls.push( new  Ball(400, 128, 0, 0, green));
 
         // E
         balls.push( new  Ball(426, 101, 0, 0, red));
         balls.push( new  Ball(436, 98, 0, 0, red));
         balls.push( new  Ball(451, 95, 0, 0, red));
         balls.push( new  Ball(449, 83, 0, 0, red));
         balls.push( new  Ball(443, 78, 0, 0, red));
         balls.push( new  Ball(430, 77, 0, 0, red));
         balls.push( new  Ball(418, 82, 0, 0, red));
         balls.push( new  Ball(414, 93, 0, 0, red));
         balls.push( new  Ball(412, 108, 0, 0, red));
         balls.push( new  Ball(420, 120, 0, 0, red));
         balls.push( new  Ball(430, 127, 0, 0, red));
         balls.push( new  Ball(442, 130, 0, 0, red));
         balls.push( new  Ball(450, 125, 0, 0, red));
 
         return  balls;
       }
       function  getMousePos(canvas, evt) {
         // get canvas position
         var  obj = canvas;
         var  top = 0;
         var  left = 0;
         while (obj.tagName !=  'BODY' ) {
           top += obj.offsetTop;
           left += obj.offsetLeft;
           obj = obj.offsetParent;
         }
 
         // return relative mouse position
         var  mouseX = evt.clientX - left + window.pageXOffset;
         var  mouseY = evt.clientY - top + window.pageYOffset;
         return  {
           x: mouseX,
           y: mouseY
         };
       }
       function  updateBalls(canvas, balls, timeDiff, mousePos) {
         var  context = canvas.getContext( '2d' );
         var  collisionDamper = 0.3;
         var  floorFriction = 0.0005 * timeDiff;
         var  mouseForceMultiplier = 1 * timeDiff;
         var  restoreForce = 0.002 * timeDiff;
 
         for ( var  n = 0; n < balls.length; n++) {
           var  ball = balls[n];
           // set ball position based on velocity
           ball.y += ball.vy;
           ball.x += ball.vx;
 
           // restore forces
           if (ball.x > ball.origX) {
             ball.vx -= restoreForce;
           }
           else  {
             ball.vx += restoreForce;
           }
           if (ball.y > ball.origY) {
             ball.vy -= restoreForce;
           }
           else  {
             ball.vy += restoreForce;
           }
 
           // mouse forces
           var  mouseX = mousePos.x;
           var  mouseY = mousePos.y;
 
           var  distX = ball.x - mouseX;
           var  distY = ball.y - mouseY;
 
           var  radius = Math.sqrt(Math.pow(distX, 2) + Math.pow(distY, 2));
 
           var  totalDist = Math.abs(distX) + Math.abs(distY);
 
           var  forceX = (Math.abs(distX) / totalDist) * (1 / radius) * mouseForceMultiplier;
           var  forceY = (Math.abs(distY) / totalDist) * (1 / radius) * mouseForceMultiplier;
 
           if (distX > 0) { // mouse is left of ball
             ball.vx += forceX;
           }
           else  {
             ball.vx -= forceX;
           }
           if (distY > 0) { // mouse is on top of ball
             ball.vy += forceY;
           }
           else  {
             ball.vy -= forceY;
           }
 
           // floor friction
           if (ball.vx > 0) {
             ball.vx -= floorFriction;
           }
           else  if (ball.vx < 0) {
             ball.vx += floorFriction;
           }
           if (ball.vy > 0) {
             ball.vy -= floorFriction;
           }
           else  if (ball.vy < 0) {
             ball.vy += floorFriction;
           }
 
           // floor condition
           if (ball.y > (canvas.height - ball.radius)) {
             ball.y = canvas.height - ball.radius - 2;
             ball.vy *= -1;
             ball.vy *= (1 - collisionDamper);
           }
 
           // ceiling condition
           if (ball.y < (ball.radius)) {
             ball.y = ball.radius + 2;
             ball.vy *= -1;
             ball.vy *= (1 - collisionDamper);
           }
 
           // right wall condition
           if (ball.x > (canvas.width - ball.radius)) {
             ball.x = canvas.width - ball.radius - 2;
             ball.vx *= -1;
             ball.vx *= (1 - collisionDamper);
           }
 
           // left wall condition
           if (ball.x < (ball.radius)) {
             ball.x = ball.radius + 2;
             ball.vx *= -1;
             ball.vx *= (1 - collisionDamper);
           }
         }
       }
       function  Ball(x, y, vx, vy, color) {
         this .x = x;
         this .y = y;
         this .vx = vx;
         this .vy = vy;
         this .color = color;
         this .origX = x;
         this .origY = y;
         this .radius = 10;
       }
       function  animate(canvas, balls, lastTime, mousePos) {
         var  context = canvas.getContext( '2d' );
 
         // update
         var  date =  new  Date();
         var  time = date.getTime();
         var  timeDiff = time - lastTime;
         updateBalls(canvas, balls, timeDiff, mousePos);
         lastTime = time;
 
         // clear
         context.clearRect(0, 0, canvas.width, canvas.height);
 
         // render
         for ( var  n = 0; n < balls.length; n++) {
           var  ball = balls[n];
           context.beginPath();
           context.arc(ball.x, ball.y, ball.radius, 0, 2 * Math.PI,  false );
           context.fillStyle = ball.color;
           context.fill();
         }
 
         // request new frame
         requestAnimFrame( function () {
           animate(canvas, balls, lastTime, mousePos);
         });
       }
       var  canvas = document.getElementById( 'myCanvas' );
       var  balls = initBalls();
       var  date =  new  Date();
       var  time = date.getTime();
       /*
        * set mouse position really far away
        * so the mouse forces are nearly obsolete
        */
       var  mousePos = {
         x: 9999,
         y: 9999
       };
 
       canvas.addEventListener( 'mousemove' function (evt) {
         var  pos = getMousePos(canvas, evt);
         mousePos.x = pos.x;
         mousePos.y = pos.y;
       });
 
       canvas.addEventListener( 'mouseout' function (evt) {
         mousePos.x = 9999;
         mousePos.y = 9999;
       });
       animate(canvas, balls, time, mousePos);
 
     </script>
   </body>
</html>

转载于:https://www.cnblogs.com/LiuJL/p/6078212.html

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值