鍵盤(pán)控制小球移動(dòng)
眾所周知,我們所看到的動(dòng)畫(huà)實(shí)際上就是一系列靜態(tài)畫(huà)面快速切換,從而讓肉眼因視覺(jué)殘像產(chǎn)生了「畫(huà)面在活動(dòng)」的視覺(jué)效果。明白了這一點(diǎn)后,在canvas上繪制動(dòng)畫(huà)效果就顯得比較簡(jiǎn)單了。我們只需要將某個(gè)靜態(tài)圖形先清除,然后在另外一個(gè)位置重新繪制,如此反復(fù),讓靜態(tài)圖形按照一定的軌跡進(jìn)行移動(dòng),就可以產(chǎn)生動(dòng)畫(huà)效果了。
下面,我們?cè)赾anvas上繪制一個(gè)實(shí)心小球,然后用鍵盤(pán)上的方向鍵控制小球的移動(dòng),從而產(chǎn)生動(dòng)態(tài)效果。示例代碼如下:
JavaScript Code復(fù)制內(nèi)容到剪貼板
- <!DOCTYPE html>
- <html>
- <head>
- <meta charset="UTF-8">
- <title>html5 canvas繪制可移動(dòng)的小球入門(mén)示例</title>
- </head>
- <body onkeydown="moveBall(event)">
-
- <!-- 添加canvas標(biāo)簽,并加上紅色邊框以便于在頁(yè)面上查看 -->
- <canvas id="myCanvas" width="400px" height="300px" style="border: 1px solid red;">
- 您的瀏覽器不支持canvas標(biāo)簽。
- </canvas>
-
- <script type="text/javascript">
-
- var canvas = document.getElementById("myCanvas");
-
-
- function Ball(x, y ,radius, speed){
- this.x = x || 10;
- this.y = y || 10;
- this.radius = radius || 10;
- this.speed = speed || 5;
-
-
- this.moveUp = function(){
- this.y -= this.speed;
- if(this.y < this.radius){
-
- this.y = this.radius;
- }
- };
-
-
- this.moveRight = function(){
- this.x += this.speed;
- var maxX = canvas.width - this.radius;
- if(this.x > maxX){
-
- this.x = maxX;
- }
- };
-
-
- this.moveLeft = function(){
- this.x -= this.speed;
- if(this.x < this.radius){
-
- this.x = this.radius;
- }
- };
-
-
- this.moveDown = function(){
- this.y += this.speed;
- var maxY = canvas.height - this.radius;
- if(this.y > maxY){
-
- this.y = maxY;
- }
- };
- }
-
-
- function drawBall(ball){
- if(typeof ctx != "undefined"){
- ctx.beginPath();
- ctx.arc(ball.x, ball.y, ball.radius, 0, Math.PI * 2, false);
- ctx.fill();
- }
- }
-
-
- function clearCanvas(){
- if(typeof ctx != "undefined"){
- ctx.clearRect(0, 0, 400, 300);
- }
- }
-
- var ball = new Ball();
-
- if(canvas.getContext){
-
- var ctx = canvas.getContext("2d");
- drawBall(ball);
- }
-
-
-
- function moveBall(event){
- switch(event.keyCode){
- case 37:
- ball.moveLeft();
- break;
- case 38:
- ball.moveUp();
- break;
- case 39:
- ball.moveRight();
- break;
- case 40:
- ball.moveDown();
- break;
- default:
- return;
- }
-
- clearCanvas();
- drawBall(ball);
- }
- </script>
- </body>
- </html>
請(qǐng)使用支持html5的瀏覽器打開(kāi)以下網(wǎng)頁(yè)以查看實(shí)際效果(使用方向鍵進(jìn)行移動(dòng)):
使用canvas繪制可移動(dòng)的小球。
小丑笑臉
只需要了解很少的幾個(gè)API,然后使用需要的動(dòng)畫(huà)參數(shù),就能制作出這個(gè)有趣又能響應(yīng)你的動(dòng)作的Web動(dòng)畫(huà)。
第一步,畫(huà)五官
這個(gè)小丑沒(méi)有耳朵和眉毛,所以只剩下三官,但它的兩個(gè)眼睛我們要分別繪制,所以一共是四個(gè)部分。下面先看看代碼。
繪制左眼的代碼
JavaScript Code復(fù)制內(nèi)容到剪貼板
- var leftEye = new Kinetic.Line({
- x: 150,
- points: [0, 200, 50, 190, 100, 200, 50, 210],
- tension: 0.5,
- closed: true,
- stroke: 'white',
- strokeWidth: 10
- });
繪制右眼的代碼
JavaScript Code復(fù)制內(nèi)容到剪貼板
- var rightEye = new Kinetic.Line({
- x: sw - 250,
- points: [0, 200, 50, 190, 100, 200, 50, 210],
- tension: 0.5,
- closed: true,
- stroke: 'white',
- strokeWidth: 10
- });
繪制鼻子的代碼
JavaScript Code復(fù)制內(nèi)容到剪貼板
- var nose = new Kinetic.Line({
- points: [240, 280, sw/2, 300, sw-240,280],
- tension: 0.5,
- closed: true,
- stroke: 'white',
- strokeWidth: 10
- });
繪制嘴巴的代碼
JavaScript Code復(fù)制內(nèi)容到剪貼板
- var mouth = new Kinetic.Line({
- points: [150, 340, sw/2, 380, sw - 150, 340, sw/2, sh],
- tension: 0.5,
- closed: true,
- stroke: 'red',
- strokeWidth: 10
- });
你會(huì)不會(huì)覺(jué)得很失望,原來(lái)就這么簡(jiǎn)單幾行代碼。沒(méi)錯(cuò),就是這么簡(jiǎn)單,相信你對(duì)自己能成為一名Web游戲動(dòng)畫(huà)程序員開(kāi)始有信心了!
簡(jiǎn)單講解一下上面的代碼。Kinetic就是我們使用的js工具包。在頁(yè)面的頭部,我們需要這樣引用它:
JavaScript Code復(fù)制內(nèi)容到剪貼板
- var mouth = new Kinetic.Line({
- points: [150, 340, sw/2, 380, sw - 150, 340, sw/2, sh],
- tension: 0.5,
- closed: true,
- stroke: 'red',
- strokeWidth: 10
- });
其它幾個(gè)分別是幾個(gè)關(guān)鍵點(diǎn),線條彈性,顏色,寬度等。這些都很容易理解。
第二步,讓圖動(dòng)起來(lái)
這個(gè)動(dòng)畫(huà)之所以能吸引人,是因?yàn)樗茼憫?yīng)你的鼠標(biāo)動(dòng)作,和用戶有互動(dòng),這是一個(gè)成功的動(dòng)畫(huà)最關(guān)鍵的地方。如果你仔細(xì)觀察,這個(gè)小丑五官的變化只是形狀的變化,眼睛變大,嘴巴變大,鼻子變大,但特別的是這個(gè)變化不是瞬間變化,而是有過(guò)渡性的,這里面有一些算法,這就是最讓人發(fā)愁的地方。幸運(yùn)的是,這算法技術(shù)都非常的成熟,不需要我們來(lái)思考,在這些動(dòng)畫(huà)引擎庫(kù)里都把這些技術(shù)封裝成了非常簡(jiǎn)單方便的接口。下面我們來(lái)看看如何讓動(dòng)起來(lái)。
左眼的動(dòng)畫(huà)
JavaScript Code復(fù)制內(nèi)容到剪貼板
- var leftEyeTween = new Kinetic.Tween({
- node: leftEye,
- duration: 1,
- easing: Kinetic.Easings.ElasticEaseOut,
- y: -100,
- points: [0, 200, 50, 150, 100, 200, 50, 200]
- });
右眼的動(dòng)畫(huà)
JavaScript Code復(fù)制內(nèi)容到剪貼板
- var rightEyeTween = new Kinetic.Tween({
- node: rightEye,
- duration: 1,
- easing: Kinetic.Easings.ElasticEaseOut,
- y: -100,
- points: [0, 200, 50, 150, 100, 200, 50, 200]
- });
鼻子的動(dòng)畫(huà)
JavaScript Code復(fù)制內(nèi)容到剪貼板
- var noseTween = new Kinetic.Tween({
- node: nose,
- duration: 1,
- easing: Kinetic.Easings.ElasticEaseOut,
- y: -100,
- points: [220, 280, sw/2, 200, sw-220,280]
- });
嘴巴的動(dòng)畫(huà)
JavaScript Code復(fù)制內(nèi)容到剪貼板
- var mouthTween = new Kinetic.Tween({
- node: mouth,
- duration: 1,
- easing: Kinetic.Easings.ElasticEaseOut,
- points: [100, 250, sw/2, 250, sw - 100, 250, sw/2, sh-20]
- });
這些代碼非常的簡(jiǎn)單,而且變量名能自釋其意。稍微有點(diǎn)經(jīng)驗(yàn)的程序員想看懂這些代碼應(yīng)該不難。基本每段代碼都是讓你提供一些點(diǎn),指定動(dòng)畫(huà)動(dòng)作的衰退模式和持續(xù)時(shí)間。
完整的動(dòng)畫(huà)代碼
JavaScript Code復(fù)制內(nèi)容到剪貼板
- <!DOCTYPE HTML>
- <html>
- <head>
- <style>
- body {
- margin: 0px;
- padding: 0px;
- }
- #container {
- background-color: black;
- }
- </style>
- </head>
- <body>
- <div id="container"></div>
- <script src="/js/lib/kinetic-v5.0.1.min.js"></script>
- <script defer="defer">
- var sw = 578;
- var sh = 400;
- var stage = new Kinetic.Stage({
- container: 'container',
- width: 578,
- height: 400
- });
- var layer = new Kinetic.Layer({
- y: -30
- });
-
- var leftEye = new Kinetic.Line({
- x: 150,
- points: [0, 200, 50, 190, 100, 200, 50, 210],
- tension: 0.5,
- closed: true,
- stroke: 'white',
- strokeWidth: 10
- });
-
- var rightEye = new Kinetic.Line({
- x: sw - 250,
- points: [0, 200, 50, 190, 100, 200, 50, 210],
- tension: 0.5,
- closed: true,
- stroke: 'white',
- strokeWidth: 10
- });
-
- var nose = new Kinetic.Line({
- points: [240, 280, sw/2, 300, sw-240,280],
- tension: 0.5,
- closed: true,
- stroke: 'white',
- strokeWidth: 10
- });
-
- var mouth = new Kinetic.Line({
- points: [150, 340, sw/2, 380, sw - 150, 340, sw/2, sh],
- tension: 0.5,
- closed: true,
- stroke: 'red',
- strokeWidth: 10
- });
-
- layer.add(leftEye)
- .add(rightEye)
- .add(nose)
- .add(mouth);
-
- stage.add(layer);
-
-
-
- var leftEyeTween = new Kinetic.Tween({
- node: leftEye,
- duration: 1,
- easing: Kinetic.Easings.ElasticEaseOut,
- y: -100,
- points: [0, 200, 50, 150, 100, 200, 50, 200]
- });
-
- var rightEyeTween = new Kinetic.Tween({
- node: rightEye,
- duration: 1,
- easing: Kinetic.Easings.ElasticEaseOut,
- y: -100,
- points: [0, 200, 50, 150, 100, 200, 50, 200]
- });
-
- var noseTween = new Kinetic.Tween({
- node: nose,
- duration: 1,
- easing: Kinetic.Easings.ElasticEaseOut,
- y: -100,
- points: [220, 280, sw/2, 200, sw-220,280]
- });
-
- var mouthTween = new Kinetic.Tween({
- node: mouth,
- duration: 1,
- easing: Kinetic.Easings.ElasticEaseOut,
- points: [100, 250, sw/2, 250, sw - 100, 250, sw/2, sh-20]
- });
-
- stage.getContainer().addEventListener('mouseover', function() {
- leftEyeTween.play();
- rightEyeTween.play();
- noseTween.play();
- mouthTween.play();
- });
-
- stage.getContainer().addEventListener('mouseout', function() {
- leftEyeTween.reverse();
- rightEyeTween.reverse();
- noseTween.reverse();
- mouthTween.reverse();
- });
-
- </script>
- </body>
- </html>
觀看演示