基于mootools制作的html5渔网

点击渔网拖动可以移动渔网,渔网上方的三个点点击后拖动可以将他放下。贴上部分源码,其他的自己去看demo,js已经合并到一起..

</script>
    <script type="text/javascript">
   
var FastVector  = function(x,y){
    this.x = x;
    this.y = y;
};

FastVector.prototype = {
   
    add: function (B,internal) {
        var nx, ny;
        if (typeof(B)=='number'){
            nx = this.x+B;
            ny = this.y+B;
        }else{
            nx = this.x+B.x;
            ny = this.y+B.y;
        }
        return new FastVector(nx,ny);
    },
    add_: function(B) {
        if (typeof(B)=='number'){
            this.x+=B; this.y+=B;
        }else{
            this.x+=B.x; this.y+=B.y;
        }
        return this;
    },
    dot: function(B) {
        return ((this.x*B.x)+(this.y*B.y));
    },
    length: function() {
        return Math.sqrt((this.x*this.x)+(this.y*this.y));
    },
    multiply: function(B) {
        var nx, ny;
        if (typeof(B)=='number'){
            nx = this.x*B; ny = this.y*B;
        }else{
            nx = this.x*B.x; ny = this.y*B.y;
        }
        return new FastVector(nx,ny);
    },
    multiply_: function(B) {
        if (typeof(B)=='number'){
            this.x*=B; this.y*=B;
        }else{
            this.x*=B.x; this.y*=B.y;
        }
        return this;
    },
    squaredLength: function(args) {
        return (this.x*this.x)+(this.y*this.y);
    },
    sum: function(){
        return this.x+this.y;
    },
    subtract: function(B) {
        var nx, ny;
        if (typeof(B) == 'number'){
            nx = this.x-B; ny = this.y-B;
        }else{
            nx = this.x-B.x; ny = this.y-B.y;
        }
        return new FastVector(nx,ny);
    },
    subtract_: function(B) {
        if (typeof(B) == 'number'){
            this.x-=B; this.y-=B;
        }else{
            this.x-=B.x; this.y-=B.y;
        }
        return this;
    },
    toString: function() {
        return "["+this.x+","+this.y+"]";
    }

};
</script>
    <script type="text/javascript">
   
(function(){

var two_pi = Math.PI * 2;

var Canvas = this.Canvas = function(canvas){
    this.canvas = canvas;
    this.ctx = this.canvas.getContext('2d');
    this.ctx.fillStyle = this.ctx.strokeStyle = 'black';
   
    this.width = this.canvas.width;
    this.height = this.canvas.height;
};

Canvas.prototype={
    adjust: function(pos) {
        var location = this.canvas.getPosition(),
            lx = location.x,
            ly = location.y,
            px = pos.x,
            py = pos.y;
       
        var inside = (px > lx && px < lx + this.width && py > ly && py < ly + this.height);
       
        return inside ? new FastVector((pos.x - lx) / this.canvas.width, (pos.y - ly) / this.canvas.height) : null;
    },
   
    clear: function(){
        this.ctx.clearRect(0, 0, this.width, this.height);
    },
   
    circle: function(p, r){
        x = p.x * this.width;
        y = p.y * this.height;
        this.ctx.beginPath();
        this.ctx.moveTo(x + r, y);
        this.ctx.arc(x, y, r, 0, two_pi, false);
        this.ctx.fill();
    },
   
    line: function(x1, x2){
        this.ctx.beginPath();
        this.ctx.moveTo(x1.x * this.width, x1.y * this.height);
        this.ctx.lineTo(x2.x * this.width, x2.y * this.height);
        this.ctx.stroke();
    }
};
   
})();
</script>
    <script type="text/javascript">
   
var Point = function(canvas, x, y){
    this.canvas = canvas;
    this.current = this.previous = new FastVector(x, y);
   
    this.mass = this.inv_mass = 1;
   
    this.force = new FastVector(0.0,0.5).multiply(0.05 * 0.05);
    this.radius = 3;
};

Point.prototype = {
   
    setCurrent: function(p) {
        this.current = p;
    },
   
    setPrevious: function(p) {
        this.previous = p;
    },
   
    getCurrent: function() {
        return this.current;
    },
   
    getPrevious: function() {
        return this.previous;
    },
   
    move: function() {
        if (this.inv_mass!=0){
            var new_pos = this.current.multiply(1.99).subtract(this.previous.multiply(0.99)).add(this.force);
            new_pos.x = (new_pos.x < 0) ? 0 : ((new_pos.x > 1) ? 1 : new_pos.x);
            new_pos.y = (new_pos.y < 0) ? 0 : ((new_pos.y > 1) ? 1 : new_pos.y);
            this.previous = this.current;
            this.current = new_pos;
        }
    },
   
    draw: function() {
        this.canvas.circle(this.current, this.radius);
    }
   
};
</script>
    <script type="text/javascript">
   
var Constraint = function(canvas, p1, p2, rl){
    this.canvas = canvas;
    this.p1 = p1;
    this.p2 = p2;
    this.rest_length = rl || p1.getCurrent().subtract(p2.getCurrent()).length();
    this.squared_rest_length = this.rest_length * this.rest_length;
};

Constraint.prototype = {
    draw: function(){
        this.canvas.line(this.p1.getCurrent(), this.p2.getCurrent());
    },
   
    satisfy: function(){
        var p1 = this.p1.getCurrent();
        var p2 = this.p2.getCurrent();
        var delta = p2.subtract(p1);
       
        var p1_im = this.p1.inv_mass;
        var p2_im = this.p2.inv_mass;
       
        var d = delta.squaredLength();
       
        var diff = (d - this.squared_rest_length) / ((this.squared_rest_length + d) * (p1_im + p2_im));
       
        if (p1_im != 0){
            this.p1.setCurrent(p1.add(delta.multiply(p1_im * diff)));
        }
       
        if (p2_im != 0){
            this.p2.setCurrent( p2.subtract(delta.multiply(p2_im*diff)) );
        }
    }
};
</script>
    <script type="text/javascript">
   
document.addEvent('domready', function(){
    var canvas = new Canvas(document.getElement('canvas')),
        cloth = new Cloth(canvas),
        inputs = {}, point,
        key_down, mouse_down, mouse;
   
    var position = function(event){
        return canvas.adjust({
            x: event.page.x,
            y: event.page.y
        });
    };
   
    var setPoint = function(inv_mass){
        if (!point) return;
        if (mouse) {
            point.setCurrent(mouse);
            point.setPrevious(mouse);
        }
        point.inv_mass = inv_mass;
    };
   
    document.addEvents({
        'keydown': function(event){
            key_down = true;
        },
       
        'keyup': function(){
            key_down = false;
        },
       
        'mousedown': function(event){
            mouse_down = true;
            mouse = position(event);
           
            if (!mouse) return;
           
            point = cloth.getClosestPoint(mouse);
            setPoint(0);
        },
       
        'mouseup': function(event){
            mouse_down = false;
            if (mouse) setPoint( key_down ? 0 : 1);
        },
       
        'mousemove': function(event){
            if (!mouse_down) return;
           
            mouse = position(event);
            setPoint(mouse ? 0 : 1);
        }
    });
   
    document.getElements('input').each(function(input){
        inputs[input.getProperty('id')] = input;
    });
   
    inputs.points.addEvent('click', cloth.togglePoints.bind(cloth));
    inputs.constraints.addEvent('click', cloth.toggleConstraints.bind(cloth));
   
    cloth.draw_points = inputs.points.checked;
    cloth.draw_constraints = inputs.constraints.checked;
   
    setInterval(cloth.update.bind(cloth), 35);
});

var Cloth = function(canvas){
   
    var max_points = 15,
        width = canvas.width,
        height = canvas.height,
        max_dim = Math.max(width, height),
        min_dim = Math.min(width, height),
        x_offset = width * 0.2,
        y_offset = height * 0.2,
        spacing = (max_dim - (Math.max(x_offset, y_offset) * 2)) / max_points;
   
    this.num_iterations = 2;
    this.canvas = canvas;
    this.points = [];
    this.constraints = [];
   
    var num_x_points = this.num_x_points = (max_points * (width / max_dim)).round();
    var num_y_points = this.num_y_points = (max_points * (height / max_dim)).round();
   
    var constraint;
   
    for (var i = 0, y = y_offset; i < num_y_points; i++, y += spacing){
        this.points[i] = [];
       
        for (var j = 0, x = x_offset; j < num_x_points; j++, x += spacing){
            var point = new Point(canvas, x / width, y / height);
            this.points[i][j] = point;
            
            if (i > 0){
                constraint = new Constraint(canvas, this.points[i - 1][j], this.points[i][j]);
                this.constraints.push(constraint);
            }
            
            if (j > 0){
                constraint = new Constraint(canvas, this.points[i][j - 1], this.points[i][j]);
                this.constraints.push(constraint);
            }
        }
    }


    this.points[0][0].inv_mass = 0;
    this.points[0][(num_x_points / 2).floor()].inv_mass = 0;
    this.points[0][num_x_points - 1].inv_mass = 0;

    this.num_constraints = this.constraints.length;
   
    for (i = 0; i < this.num_constraints; i++)
        this.constraints[i].draw();
   
};

Cloth.prototype = {
   
    update: function() {
        this.canvas.clear();
       
        var num_x = this.num_x_points,
            num_y = this.num_y_points,
            num_c = this.num_constraints,
            num_i = this.num_iterations,
            i, j;
            
        for (i = 0; i < num_y; i++)
            for (j = 0; j < num_x; j++)
                this.points[i][j].move();
        
        for (j = 0; j < num_i; j++)
            for (i = 0; i < num_c; i++)
                this.constraints[i].satisfy();
        
        if (this.draw_constraints)
            for (i = 0; i < this.num_constraints; i++)
                this.constraints[i].draw();
       
        if (this.draw_points)
            for (i = 0; i < this.num_y_points; i++)
                for (j = 0; j < this.num_x_points; j++)
                    this.points[i][j].draw();
       
    },
   
    getClosestPoint: function(pos) {
        var min_dist = 1,
            min_point = null,
            num_x = this.num_x_points,
            num_y = this.num_y_points,
            dist, i, j;
       
        for (i = 0; i < num_y; i++){
            for (j = 0; j < num_x; j++){
                dist = pos.subtract(this.points[i][j].getCurrent()).length();
               
                if (dist < min_dist){
                    min_dist = dist;
                    min_point = this.points[i][j];
                }
            }
        }
       
        return min_point;
    },
   
    toggleConstraints: function(){
        this.draw_constraints = !this.draw_constraints;
    },
   
    togglePoints: function(){
        this.draw_points = !this.draw_points;
    }
};
</script>

附上源码效果: 挂着的渔网

转载于:https://www.cnblogs.com/mrjim/archive/2011/11/30/4475304.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