用canvas写一个基本动画
2016-07-20 本文已影响0人
忽如寄
首先声明,我只是一个小白,这篇文章的主要内容是MDN上的一篇教程,自己也仅仅是做一个简单学习与整理而已。原文链接https://developer.mozilla.org/zh-CN/docs/Web/API/Canvas_API/Tutorial/Advanced_animations
一、首先准备画布,在画布上绘制一个小球
<canvas id="canvas" width="600" height="300"></canvas>
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var ball={
x:100,
y:100,
vx:5,
vy:2,
radius:25,
color:"blue",
draw:function(){
ctx.beginPath();
ctx.arc(this.x,this.y,this.radius,0,Math.PI*2,true);
ctx.closePath();
ctx.fillStyle=this.color;
ctx.fill();
}
};
ball.draw();
这时画布中出现了一个蓝色的圆
二、添加动画,我们利用clearRect()方法清除帧中的旧图,利用window.requestAnimationFrame()方法来控制动画
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var ball={
x:100,
y:100,
vx:5,
vy:2,
radius:25,
color:"blue",
draw:function(){
ctx.beginPath();
ctx.arc(this.x,this.y,this.radius,0,Math.PI*2,true);
ctx.closePath();
ctx.fillStyle=this.color;
ctx.fill();
}
};
ball.draw();
function draw(){
ctx.clearRect(0,0,canvas.width,canvas.height);
ball.draw();
ball.x+=ball.vx;
ball.y+=ball.vy;
raf=window.requestAnimationFrame(draw);
};
canvas.addEventListener("mouseover",function(e){
raf=window.requestAnimationFrame(draw);
});
canvas.addEventListener("mouseout",function(e){
window.cancelAnimationFrame(raf);
});
(好吧,动图有些失真,毕竟不能捕捉到每一帧动画)
三、接下来我们为这个小球运动的区域画一个边界,当达到边界时,小球运动方向自动反向,
添加以下代码:
if(ball.y+ball.vy>canvas.height||ball.y+ball.vy<0){
ball.vy=-ball.vy;
}
if(ball.x+ball.vx>canvas.width||ball.x+ball.vx<0){
ball.vx=-ball.vx;
}
此时完整代码如下:
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var ball={
x:100,
y:100,
vx:5,
vy:2,
radius:25,
color:"blue",
draw:function(){
ctx.beginPath();
ctx.arc(this.x,this.y,this.radius,0,Math.PI*2,true);
ctx.closePath();
ctx.fillStyle=this.color;
ctx.fill();
}
};
ball.draw();
function draw(){
ctx.clearRect(0,0,canvas.width,canvas.height);
ball.draw();
if(ball.y+ball.vy>canvas.height||ball.y+ball.vy<0){
ball.vy=-ball.vy;
}
if(ball.x+ball.vx>canvas.width||ball.x+ball.vx<0){
ball.vx=-ball.vx;
}
ball.x+=ball.vx;
ball.y+=ball.vy;
raf=window.requestAnimationFrame(draw);
};
canvas.addEventListener("mouseover",function(e){
raf=window.requestAnimationFrame(draw);
});
canvas.addEventListener("mouseout",function(e){
window.cancelAnimationFrame(raf);
});
四、我们接下来添加控制小球的速度代码
ball.vy*=0.99;
ball.vy+=0.25;
完整代码如下:
<canvas id="canvas" width="600" height="300"></canvas>
<script type="text/javascript">
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var ball={
x:100,
y:100,
vx:5,
vy:2,
radius:25,
color:"blue",
draw:function(){
ctx.beginPath();
ctx.arc(this.x,this.y,this.radius,0,Math.PI*2,true);
ctx.closePath();
ctx.fillStyle=this.color;
ctx.fill();
}
};
ball.draw();
function draw(){
ctx.clearRect(0,0,canvas.width,canvas.height);
ball.draw();
if(ball.y+ball.vy>canvas.height||ball.y+ball.vy<0){
ball.vy=-ball.vy;
}
if(ball.x+ball.vx>canvas.width||ball.x+ball.vx<0){
ball.vx=-ball.vx;
}
ball.x+=ball.vx;
ball.y+=ball.vy;
ball.vy*=0.99;
ball.vy+=0.25;
console.log(ball.x,ball.y);
raf=window.requestAnimationFrame(draw);
};
draw();
canvas.addEventListener("mouseover",function(e){
raf=window.requestAnimationFrame(draw);
});
canvas.addEventListener("mouseout",function(e){
window.cancelAnimationFrame(raf);
});
</script>
五、我们可以为这个动画增加一个长尾效果,我们一直都是用clearRect()这个方法来清除上一帧动画, 当我们用一个半透明的fillRectangle()来取代这个时,就很容易获得长尾效果
现在完整代码如下:
<canvas id="canvas" width="600" height="300"></canvas>
<script type="text/javascript">
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var ball={
x:100,
y:100,
vx:5,
vy:2,
radius:25,
color:"blue",
draw:function(){
ctx.beginPath();
ctx.arc(this.x,this.y,this.radius,0,Math.PI*2,true);
ctx.closePath();
ctx.fillStyle=this.color;
ctx.fill();
}
};
ball.draw();
function draw(){
ctx.fillStyle = 'rgba(255,255,255,0.3)';
ctx.fillRect(0,0,canvas.width,canvas.height);
ball.draw();
if(ball.y+ball.vy>canvas.height||ball.y+ball.vy<0){
ball.vy=-ball.vy;
}
if(ball.x+ball.vx>canvas.width||ball.x+ball.vx<0){
ball.vx=-ball.vx;
}
ball.x+=ball.vx;
ball.y+=ball.vy;
ball.vy*=0.99;
ball.vy+=0.25;
console.log(ball.x,ball.y);
raf=window.requestAnimationFrame(draw);
};
draw();
canvas.addEventListener("mouseover",function(e){
raf=window.requestAnimationFrame(draw);
});
canvas.addEventListener("mouseout",function(e){
window.cancelAnimationFrame(raf);
});
</script>
(动画真的有点失真,将就着看吧)
六、接下来我们来增加鼠标的控制事件
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var running=false;
var raf;
var ball={
x:100,
y:100,
vx:5,
vy:2,
radius:25,
color:"blue",
draw:function(){
ctx.beginPath();
ctx.arc(this.x,this.y,this.radius,0,Math.PI*2,true);
ctx.closePath();
ctx.fillStyle=this.color;
ctx.fill();
}
};
function clear(){
ctx.fillStyle = 'rgba(255,255,255,0.3)';
ctx.fillRect(0,0,canvas.width,canvas.height);
}
ball.draw();
function draw(){
clear();
ball.draw();
if(ball.y+ball.vy>canvas.height||ball.y+ball.vy<0){
ball.vy=-ball.vy;
}
if(ball.x+ball.vx>canvas.width||ball.x+ball.vx<0){
ball.vx=-ball.vx;
}
ball.x+=ball.vx;
ball.y+=ball.vy;
raf=window.requestAnimationFrame(draw);
};
canvas.addEventListener("mouseover",function(e){
if(!running){
clear();
ball.x=e.clientX;
ball.y=e.clientY;
ball.draw();
}
});
canvas.addEventListener("mouseout",function(e){
window.cancelAnimationFrame(raf);
running=false;
});
canvas.addEventListener("click",function(e){
if(!running){
raf=window.requestAnimationFrame(draw);
running=false;
}
})
好吧,这时候已经有点卡了,就不贴图了,所以canvas的动画性能的优化还是很有必要的。
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