六边形迷宫背景效果

代码语言:html

所属分类:背景

代码描述:六边形迷宫背景效果

代码标签: 效果

下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">

<style>
body {
  font-family: Arial, Helvetica, "Liberation Sans", FreeSans, sans-serif;
  background-color: #044;
  margin:0;
  padding:0;
  border-width:0;
}
</style>

</head>
<body translate="no">


<script >
"use strict";

window.addEventListener("load", function () {

  const bgColor = '#000';
  const rayHex = 10; // circumradius of hexagon

  let canv, ctx; // canvas and context : global variables (I know :( )
  let maxx, maxy; // canvas sizes (in pixels)
  let nbx, nby; // number of columns / rows
  let grid;

  // for animation
  let events = [];
  let mouse = {};
  let explorers; // array of alive Explorers

  // shortcuts for Math.

  const mrandom = Math.random;
  const mfloor = Math.floor;
  const mround = Math.round;
  const mceil = Math.ceil;
  const mabs = Math.abs;
  const mmin = Math.min;
  const mmax = Math.max;

  const mPI = Math.PI;
  const mPIS2 = Math.PI / 2;
  const m2PI = Math.PI * 2;
  const msin = Math.sin;
  const mcos = Math.cos;
  const matan2 = Math.atan2;
  const mtan = Math.tan;

  const mhypot = Math.hypot;
  const msqrt = Math.sqrt;

  const rac3 = msqrt(3);
  const rac3s2 = rac3 / 2;
  const mPIS3 = Math.PI / 3;

  //-----------------------------------------------------------------------------
  function alea(min, max) {
    // random number [min..max[ . If no max is provided, [0..min[

    if (typeof max == 'undefined') return min * mrandom();
    return min + (max - min) * mrandom();
  }

  // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

  function intAlea(min, max) {
    // random integer number [min..max[ . If no max is provided, [0..min[

    if (typeof max == 'undefined') {
      max = min;min = 0;
    }
    return mfloor(min + (max - min) * mrandom());
  } // intAlea

  // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  function randomOrder(n) {
    /* returns an array with values 0..n-1 in any order */
    let ar = Array.from(new Array(n).keys());
    return arrayShuffle(ar);
  } // randomOrder

  // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  function arrayShuffle(array) {
    /* randomly changes the order of items in an array
                                   only the order is modified, not the elements
                                */
    let k1, temp;
    for (let k = array.length - 1; k >= 1; --k) {
      k1 = intAlea(0, k + 1);
      temp = array[k];
      array[k] = array[k1];
      array[k1] = temp;
    } // for k
    return array;
  } // arrayShuffle

  //------------------------------------------------------------------------
  // class Hexagon
  let Hexagon;
  {// scope for Hexagon

    let vertices;
    let orgx, orgy;

    Hexagon = function (kx, ky) {

      this.kx = kx;
      this.ky = ky;
      this.neighbours = [];

    }; // function Hexagon

    // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    /* static method */

    Hexagon.dimensions = function () {
      // coordinates of center of hexagon [0][0]
      orgx = (maxx - rayHex * (1.5 * nbx + 0.5)) / 2 + rayHex; // obvious, no ?
      orgy = (maxy - rayHex * rac3 * (nby + 0.5)) / 2 + rayHex * rac3; // yet more obvious

      /* position of hexagon vertices, relative to its center */
      vertices = [[], [], [], [], [], []];
      // x coordinates, from left to right
      vertices[3][0] = -(rayHex + 0.5);
      vertices[2][0] = vertices[4][0] = -(rayHex + 0.5) / 2;
      vertices[1][0] = vertices[5][0] = +(rayHex + 0.5) / 2;
      vertices[0][0] = rayHex + 0.5;
      // y coordinates, from top to bottom
      vertices[4][1] = vertices[5][1] = -(rayHex + 0.5) * rac3s2;
      vertices[0][1] = vertices[3][1] = 0;
      vertices[1][1] = vertices[2][1] = (rayHex + 0.5) * rac3s2;
    }; // Hexagon.dimensions

    // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Hexagon.prototype.size = function () {
      /* computes screen sizes / positions
                                          */
      // centre
      this.xc = orgx + this.kx * 1.5 * rayHex;
      this.yc = orgy + this.ky * rayHex * rac3;
      if (this.kx & 1) this.yc -= rayHex * rac3s2; // odd columns

      this.vertices = [[], [], [], [], [], []];

      // x coordinates of this hexagon vertices
      this.vertices[3][0] = this.xc + vertices[3][0];
      this.vertices[2][0] = this.vertices[4][0] = this.xc + vertices[2][0];
      this.vertices[1][0] = this.vertices[5][0] = this.xc + vertices[1][0];;
      this.vertices[0][0] = this.xc + vertices[0][0];;
      // y coordinates of this hexagon vertices
      this.vertices[4][1] = this.vertices[5][1] = this.yc + vertices[4][1];
      this.vertices[0][1] = this.vertices[3][1] = this.yc + vertices[0][1];
      this.vertices[1][1] = this.vertices[2][1] = this.yc + vertices[1][1];

    }; // Hexagon.prototype.size

    // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Hexagon.prototype.drawHexagon = function (hue) {

      if (!this.vertices) this.size();
      let ctxGrid = ctx;
      ctxGrid.beginPath();
      ctxGrid.moveTo(this.vertices[0][0], this.vertices[0][1]);
      ctxGrid.lineTo(this.vertices[1][0], this.vertices[1][1]);
      ctxGrid.lineTo(this.vertices[2][0], this.vertices[2][1]);
      ctxGrid.lineTo(this.vertices[3][0], this.vertices[3][1]);
      ctxGrid.lineTo(this.vertices[4][0], this.vertices[4][1]);
      ctxGrid.lineTo(this.vertices[5][0], this.vertices[5][1]);
      ctxGrid.lineTo(this.vertices[0][0], this.vertices[0][1]);
      ctxGrid.strokeStyle = '#8FF';
      ctxGrid.lineWidth = 0.5;
      ctxGrid.fillStyle = `hsl(${hue},100%,60%)`;
      ctxGrid.fill();
    }; // Hexagon.prototype.drawHexagon

    // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Hexagon.prototype.drawSide = function (side) {

      let s2 = (side + 1) % 6;

      if (!this.vertices) this.size();

      let ctxGrid = ctx;
      ctxGrid.beginPath();

      ctxGrid.moveTo(this.vertices[side][0], this.vertices[side][1]);
      ctxGrid.lineTo(this.vertices[s2][0], this.vertices[s2][1]);
      ctxGrid.strokeStyle = '#8FF';
      ctxGrid.lineWidth = 0.5;
      //    ctxGrid.fillStyle = `hsl(${hue},100%,60%)`;
      ctxGrid.stroke();
    }; // Hexagon.prototype.drawSide

    // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    /* returns a cell's neighbour
      keep track of it for future request
      defines itself as its neighbour's neighbour to reduce calculations
    
      returns false if no neighbour
    */

    Hexagon.prototype.neighbour = function (side) {

      let neigh = this.neighbours[side];
      if (neigh instanceof Hexagon) return neigh; // known neighbour
      if (neigh === false) return false; // known for no neighbour
      //  do not know yet

      if (this.kx & 1) {
        neigh = { kx: this.kx + [1, 0, -1, -1, 0, 1][side],
          ky: this.ky + [0, 1, 0, -1, -1, -1][side] };
      } else {
        neigh = { kx: this.kx + [1, 0, -1, -1, 0, 1][side],
          ky: this.ky + [1, 1, 1, 0, -1, 0][side] };
      }
      if (neigh.kx < 0 || neigh.ky < 0 || neigh.kx >= nbx || neigh.ky >= nby) {
        this.neighbours[side] = false;
        return false;
      }
      neigh = grid[neigh.ky][neigh.kx];
      this.neighbours[side] = neigh;
      neigh.neighbours[(side + 3) % 6] = this;
      return neigh;

    }; // Hexagon.prototype.neighbour

    // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    Hexagon.whichHexagon = function (x, y) {// static method
      /* needs optimization !!! */
      /* finds in which hexagon is the point of coordinates (x, y)
                                   returns false (if none) or hexagon
                                   */
      let xv, yv, neigh;
      let kx, ky;
      // find column approximately
      kx = mround((x - orgx) / 1.5 / rayHex);
      // if this was the right column, the line would be...
      ky = mround((y - orgy) / rayHex / rac3 + (kx & 1) * 0.5);

      // kx, ky may be out of the grid even if the point is inside
      let xc = orgx + kx * 1.5 * rayHex;
      let yc = orgy + ky * rayHex * rac3;
      if (kx & 1) yc -= rayHex * rac3s2;

      let dir = matan2(y - yc, x - xc); // -PI to PI
      if (dir < 0) dir += m2PI; // 0 to  2 PI
      dir = mfloor(3 * dir / mPI) % 6; // 0 to 5
      // change for neighbour hexagon

      switch (dir) {
        case 0:xv = 1.5 * rayHex;
          yv = rac3s2 * rayHex;
          break;
        case 1:xv = 0;
          yv = rac3 * rayHex;
          break;
        case 2:xv = -1.5 * rayHex;
          yv = rac3s2 * rayHex;
          break;
        case 3:xv = -1.5 * rayHex;
          yv = -rac3s2 * rayHex;
          break;
        case 4:xv = 0;
          yv = -rac3 * rayHex;
          break;
        case 5:xv = 1.5 * rayHex;
          yv = -rac3s2 * rayHex;
          break;}

      let da = mhypot(x - xc, y - yc);
      let db = mhypot(x - xv - xc, y - yv - yc);
      if (db < da) {// change for neighbour hexagon
        if (kx & 1) {
          neigh = { kx: kx + [1, 0, -1, -1, 0, 1][dir],
            ky: ky + [0, 1, 0, -1, -1, -1][dir] };
        } else {
          neigh = { kx: kx + [1, 0, -1, -1, 0, 1][dir],
            ky: ky + [1, 1, 1, 0, -1, 0][dir] };
        }
        ({ kx, ky } = neigh);
      }

      if (kx < 0 || ky < 0 || kx >= nbx || ky >= nby) return .........完整代码请登录后点击上方下载按钮下载查看

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