js实现canvas窗外玻璃雨滴下滑落下下雨动画效果代码
代码语言:html
所属分类:动画
代码描述:js实现canvas窗外玻璃雨滴下滑落下下雨动画效果代码
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> <head> <meta charset="UTF-8"> <style media="screen" type="text/css"> img { display: none; } body { overflow: hidden; } #canvas { position: absolute; top: 0px; left: 0px; } </style> <script type="text/javascript"> /** * Defines a new instance of the rainyday.js. * @param canvasid DOM id of the canvas used for rendering * @param sourceid DOM id of the image element used as background image * @param width width of the rendering * @param height height of the rendering * @param opacity opacity attribute value of the glass canvas (default: 1) * @param blur blur radius (default: 20) */ function RainyDay(canvasid, sourceid, width, height, opacity, blur) { this.canvasid = canvasid; this.canvas = document.getElementById(canvasid); this.sourceid = sourceid; this.img = document.getElementById(sourceid); // draw and blur the backgroiund image this.prepareBackground(blur ? blur : 20, width, height); this.w = this.canvas.width; this.h = this.canvas.height; // create the glass canvas this.prepareGlass(opacity ? opacity : 1); // assume default reflection mechanism this.reflection = this.REFLECTION_MINIATURE; // assume default trail mechanism this.trail = this.TRAIL_DROPS; // assume default gravity this.gravity = this.GRAVITY_NON_LINEAR; // drop size threshold for the gravity algorhitm this.VARIABLE_GRAVITY_THRESHOLD = 3; // gravity angle this.VARIABLE_GRAVITY_ANGLE = Math.PI / 2; // frames per second animation speed this.VARIABLE_FPS = 25; // context fill style when no REFLECTION_NONE is used this.VARIABLE_FILL_STYLE = '#8ED6FF'; // collisions enabled by default this.VARIABLE_COLLISIONS = false; // assume default collision algorhitm this.collision = this.COLLISION_SIMPLE; } /** * Create the helper canvas for rendering raindrop reflections. */ RainyDay.prototype.prepareReflections = function() { // new canvas this.reflected = document.createElement('canvas'); this.reflected.width = this.canvas.width; this.reflected.height = this.canvas.height; var ctx = this.reflected.getContext('2d'); // rotate by 180 degress ctx.translate(this.reflected.width / 2, this.reflected.height / 2); ctx.rotate(Math.PI); ctx.drawImage(this.img, -this.reflected.width / 2, -this.reflected.height / 2, this.reflected.width, this.reflected.height); }; /** * Create the glass canvas and position it directly over the main one. * @param opacity opacity attribute value of the glass canvas */ RainyDay.prototype.prepareGlass = function(opacity) { this.glass = document.createElement('canvas'); this.glass.width = this.canvas.width; this.glass.height = this.canvas.height; this.glass.style.position = "absolute"; this.glass.style.top = this.canvas.offsetTop; this.glass.style.left = this.canvas.offsetLeft; this.glass.style.zIndex = this.canvas.style.zIndex + 100; this.canvas.parentNode.appendChild(this.glass); this.context = this.glass.getContext('2d'); this.glass.style.opacity = opacity; }; /** * Creates a new preset object with given attributes. * @param min minimum size of a drop * @param base base value for randomizing drop size * @param quan probability of selecting this preset (must be between 0 and 1) * @returns present object with given attributes */ RainyDay.prototype.preset = function(min, base, quan) { return { "min": min, "base": base, "quan": quan } }; /** * Main function for starting rain rendering. * @param presets list of presets to be applied * @param speed speed of the animation (if not provided or 0 static image will be generated) */ RainyDay.prototype.rain = function(presets, speed) { // prepare canvas for drop reflections if (this.reflection != this.REFLECTION_NONE) { this.prepareReflections(); } if (speed > 0) { // animation this.presets = presets; this.PRIVATE_GRAVITY_FORCE_FACTOR_Y = (this.VARIABLE_FPS * 0.005) / 25; this.PRIVATE_GRAVITY_FORCE_FACTOR_X = ((Math.PI / 2) - this.VARIABLE_GRAVITY_ANGLE) * (this.VARIABLE_FPS * 0.005) / 50; // prepare gravity matrix if (this.VARIABLE_COLLISIONS) { // calculate max radius of a drop to establish gravity matrix resolution var maxDropRadius = 0; for (var i = 0; i < presets.length; i++) { if (presets[i].base + presets[i].min > maxDropRadius) { maxDropRadius = Math.floor(presets[i].base + presets[i].min); } } if (maxDropRadius > 0) { // initialize the gravity matrix var mwi = Math.ceil(this.w / maxDropRadius); var mhi = Math.ceil(this.h / maxDropRadius); this.matrix = new CollisionMatrix(mwi, mhi, maxDropRadius); } else { this.VARIABLE_COLLISIONS = false; } } setInterval( (function(self) { return function() { var random = Math.random(); // select matching preset var preset; for (var i = 0; i < presets.length; i++) { if (random < presets[i].quan) { preset = presets[i]; break; } } if (preset) { self.putDrop(new Drop(self, Math.random() * self.w, Math.random() * self.h, preset.min, preset.base)); } } })(this), speed ); } else { // static picture for (var i = 0; i < presets.length; i++) { var preset = presets[i]; for (var c = 0; c < preset.quan; ++c) { this.putDrop(new Drop(this, Math.random() * this.w, Math.random() * this.h, preset.min, preset.base)); } } } }; /** * Adds a new raindrop to the animation. * @param drop drop object to be added to the animation */ RainyDay.prototype.putDrop = function(drop) { drop.draw(); if (this.gravity && drop.r1 > this.VARIABLE_GRAVITY_THRESHOLD) { if (this.VARIABLE_COLLISIONS) { // put on the gravity matrix this.matrix.update(drop); } drop.animate(); } }; /** * Imperfectly approximates shape of a circle. * @param iterations number of iterations applied to the size approximation algorithm * @returns list of points approximating a circle shape */ RainyDay.prototype.getLinepoints = function(iterations) { var pointList = {}; pointList.first = { x: 0, y: 1 }; var lastPoint = { x: 1, y: 1 } var minY = 1; var maxY = 1; var point; var nextPoint; var dx, newX, newY; pointList.first.next = lastPoint; for (var i = 0; i < iterations; i++) { point = pointList.first; while (point.next != null) { nextPoint = point.next; dx = nextPoint.x - point.x; newX = 0.5 * (point.x + nextPoint.x); newY = 0.5 * (point.y + nextPoint.y); newY += dx * (Math.random() * 2 - 1); var newPoint = { x: newX, y: newY }; //min, max if (newY < minY) { minY = newY; } else if (newY > maxY) { maxY = newY; } //put between points newPoint.next = nextPoint; point.next = newPoint; point = nextPoint; } } //normalize to values between 0 and 1 if (maxY != minY) { var normalizeRate = 1 / (maxY - minY); point = pointList.first; while (point != null) { point.y = normalizeRate * (point.y - minY); point = point.next; } } else { point = pointList.first; while (point != null) { point.y = 1; point = point.next; } } return pointList; }; /** * Defines a new raindrop object. * @param rainyday reference to the parent object * @param centerX x position of the center of this drop * @param centerY y position of the center of this drop * @param min minimum size of a drop * @param base base value for randomizing drop size */ function Drop(rainyday, centerX, centerY, min, base) { this.x = Math.floor(centerX); this.y = Math.floor(centerY); this.r1 = (Math.random() * base) + min; this.rainyday = rainyday; var iterations = 4; this.r2 = 0.8 * this.r1; this.linepoints = rainyday.getLinepoints(iterations); this.context = rainyday.context; this.reflection = rainyday.reflected; } /** * Draws a raindrop on canvas at the current position. */ Drop.prototype.draw = function() { var phase = 0; var point; var rad, theta; var x0, y0; this.context.save(); this.context.beginPath(); point = this.linepoints.first; theta = phase; rad = this.r2 + 0.5 * Math.random() * (this.r2 - this.r1); x0 = this.x + rad * Math.cos(theta); y0 = this.y + rad * Math.sin(theta); this.context.lineTo(x0, y0); while (point.next != null) { point = point.next; theta = (Math.PI * 2 * point.x) + phase; rad = this.r2 + 0.5 * Math.random() * (this.r2 - this.r1); x0 = this.x + rad * Math.cos(theta); y0 = this.y + rad * Math.sin(theta); this.context.lineTo(x0, y0); } this.context.clip(); if (this.rainyday.reflection) { this.rainyday.reflection(this); } this.context.restore(); }; /** * Clears the raindrop region. * @param force force stop * @returns true if the animation is stopped */ Drop.prototype.clear = function(force) { this.context.clearRect(this.x - this.r1 - 1, this.y - this.r1 - 1, 2 * this.r1 + 2, 2 * this.r1 + 2); if (force) { // forced clearInterval(this.intid); return true; } if (this.y - this.r1 > this.rainyday.h) { // over the bottom edge, stop the thread clearInterval(this.intid); return true; } if ((this.x - this.r1 > this.rainyday.w) || (this.x + this.r1 < 0)) { // over the right or left edge, stop the thread clearInterval(this.intid); return true; } return false; }; /** * Moves the raindrop to a new position according to the gravity. */ Drop.prototype.animate = function() { this.intid = setInterval( (function(self) { return function() { var stopped = self.rainyday.gravity(self); if (!stopped && self.rainyday.trail) { self.rainyday.trail(self); } if (self.rainyday.VARIABLE_COLLISIONS) { var collision = self.rainyday.matrix.update(self, stopped); if (collision) { self.rainyday.collision(self, collision.drop); } } } })(this), Math.floor(1000 / this.rainyday.VARIABLE_FPS) ); }; /** * TRAIL function: no trail at all * @param drop raindrop object */ RainyDay.prototype.TRAIL_NONE = function(drop) { // nothing going on here }; /** * TRAIL function: trail of small drops (default) * @param drop raindrop object */ RainyDay.prototype.TRAIL_DROPS = function(drop) { if (!drop.trail_y || drop.y - drop.trail_y >= Math.random() * 10 * drop.r1) { drop.trail_y = drop.y; this.putDrop(new Drop(this, drop.x, drop.y - drop.r1 - 5, 0, Math.ceil(drop.r1 / 5))); } }; /** * GRAVITY function: no gravity at all * @param drop raindrop object * @returns true if the animation is stopped */ RainyDay.prototype.GRAVITY_NONE = function(drop) { return true; }; /** * GRAVITY function: linear gravity * @param drop raindrop object * @returns true if the animation is stopped */ RainyDay.prototype.GRAVITY_LINEAR = function(drop) { if (drop.clear()) { return true; } if (drop.yspeed) { drop.yspeed += this.PRIVATE_GRAVITY_FORCE_FACTOR_Y * Math.floor(drop.r1); drop.xspeed += this.PRIVATE_GRAVITY_FORCE_FACTOR_X * Math.floor(drop.r1); } else { drop.yspeed = this.PRIVATE_GRAVITY_FORCE_FACTOR_Y; drop.xspeed = this.PRIVATE_GRAVITY_FORCE_FACTOR_X; } drop.y += drop.yspeed; drop.draw(); return false; }; /** * GRAVITY function: non-linear gravity (default) * @param drop raindrop object * @returns true if the animation is stopped */ RainyDay.prototype.GRAVITY_NON_LINEAR = function(drop) { if (drop.clear()) { return true; } if (!drop.seed || drop.seed < 0) { drop.seed = Math.floor(Math.random() * this.VARIABLE_FPS); drop.skipping = drop.skipping == false ? true : false; drop.slowing = true; } drop.seed--; if (drop.yspeed) { if (drop.slowing) { drop.yspeed /= 1.1; drop.xspeed /= 1.1; if (drop.yspeed < this.PRIVATE_GRAVITY_FORCE_FACTOR_Y) { drop.slowing = false; } } else if (drop.skipping) { drop.yspeed = this.PRIVATE_GRAVITY_FORCE_FACTOR_Y; drop.xspeed = this.PRIVATE_GRAVITY_FORCE_FACTOR_X; } else { drop.yspeed += 10 * this.PRIVATE_GRAVITY_FORCE_FACTOR_Y * Math.floor(drop.r1); drop.xspeed += 10 * this.PRIVATE_GRAVITY_FORCE_FACTOR_X * Math.floor(drop.r1); } } else { drop.yspeed = this.PRIVATE_GRAVITY_FORCE_FACTOR_Y; drop.xspeed = this.PRIVATE_GRAVITY_FORCE_FACTOR_X; } drop.y += drop.yspeed; drop.x += drop.xspeed; drop.draw(); return false; }; /** * REFLECTION function: no reflection at all * @param drop raindrop object */ RainyDay.prototype.REFLECTION_NONE = function(drop) { this.context.fillStyle = this.VARIABLE_FILL_STYLE; this.context.fill(); }; /** * REFLECTION function: miniature reflection (default) * @param drop raindrop object */ RainyDay.prototype.REFLECTION_MINIATURE = function(drop) { this.context.drawImage(this.reflected, drop.x - drop.r1, drop.y - drop.r1, drop.r1 * 2, drop.r1 * 2); }; /** * COLLISION function: default collision implementation * @param drop1 one of the drops colliding * @param drop2 the other one */ RainyDay.prototype.COLLISION_SIMPLE = function(drop1, drop2) { drop1.clear(); // force stopping the second drop drop2.clear(true); drop1.x = (drop1.x + drop2.x) / 2; drop1.y = (drop1.y + drop2.y) / 2; }; var mul_table = [ 512, 512, 456, 512, 328, 456, 335, 512, 405, 328, 271, 456, 388, 335, 292, 512, 454, 405, 364, 328, 298, 271, 496, 456, 420, 388, 360, 335, 312, 292, 273, 512, 482, 454, 428, 405, 383, 364, 345, 328, 312, 298, 284, 271, 259, 496, 475, 456, 437, 420, 404, 388, 374, 360, 347, 335, 323, 312, 302, 292, 282, 273, 265, 512, 497, 482, 468, 454, 441, 428, 417, 405, 394, 383, 373, 364, 354, 345, 337, 328, 320, 312, 305, 298, 291, 284, 278, 271, 265, 259, 507, 496, 485, 475, 465, 456, 446, 437, 428, 420, 412, 404, 396, 388, 381, 374, 367, 360, 354, 347, 341, 335, 329, 323, 318, 312, 307, 302, 297, 292, 287, 282, 278, 273, 269, 265, 261, 512, 505, 497, 489, 482, 475, 468, 461, 454, 447, 441, 435, 428, 422, 417, 411, 405, 399, 394, 389, 383, 378, 373, 368, 364, 359, 354, 350, 345, 341, 337, 332, 328, 324, 320, 316, 312, 309, 305, 301, 298, 294, 291, 287, 284, 281, 278, 274, 271, 268, 265, 262, 259, 257, 507, 501, 496, 491, 485, 480, 475, 470, 465, 460, 456, 451, 446, 442, 437, 433, 428, 424, 420, 416, 412, 408, 404, 400, 396, 392, 388, 385, 381, 377, 374, 370, 367, 363, 360, 357, 354, 350, 347, 344, 341, 338, 335, 332, 329, 326, 323, 320, 318, 315, 312, 310, 307, 304, 302, 299, 297, 294, 292, 289, 287, 285, 282, 280, 278, 275, 273, 271, 269, 267, 265, 263, 261, 259 ]; var shg_table = [ 9, 11, 12, 13, 13, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 17, 17, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 22, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 23, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24 ]; /** * Resizes canvas, draws original image and applies bluring algorithm. * @param radius blur radius to be applied * @param width width of the canvas * @param height height of the canvas */ RainyDay.prototype.prepareBackground = function(radius, width, height) { if (width && height) { this.canvas.style.width = width + "px"; this.canvas.style.height = height + "px"; this.canvas.width = width; this.canvas.height = height; } else { width = this.canvas.width; height = this.canvas.height; } var context = this.canvas.getContext("2d"); context.clearRect(0, 0, width, height); context.drawImage(this.img, 0, 0, width, height); if (isNaN(radius) || radius < 1) return; this.stackBlurCanvasRGB(0, 0, width, height, radius); }; /** * Implements the Stack Blur Algorithm (@see http://www.quasimondo.com/StackBlurForCanvas/StackBlurDemo.html). * @param top_x x of top-left corner of the blurred rectangle * @param top_y y of top-left corner of the blurred rectangle * @param width width of the canvas * @param height height of the canvas * @param radius blur radius */ RainyDay.prototype.stackBlurCanvasRGB = function(top_x, top_y, width, height, radius) { radius |= 0; var context = this.canvas.getContext("2d"); var imageData = context.getImageData(top_x, top_y, width, height); var pixels = imageData.data; var x, y, i, p, yp, yi, yw, r_sum, g_sum, b_sum, r_out_sum, g_out_sum, b_out_sum, r_in_sum, g_in_sum, b_in_sum, pr, pg, pb, rbs; var div = radius + radius + 1; var w4 = width << 2; var widthMinus1 = width - 1; var heightMinus1 = height - 1; var radiusPlus1 = radius + 1; var sumFactor = radiusPlus1 * (radiusPlus1 + 1) / 2; var stackStart = new BlurStack(); var stack = stackStart; for (i = 1; i < div; i++) { stack = stack.next = new BlurStack(); if (i == radiusPlus1) var stackEnd = stack; } stack.next = stackStart; var stackIn = null; var stackOut = null; yw = yi = 0; var mul_sum = mul_table[radius]; var shg_sum = shg_table[radius]; for (y = 0; y < height; y++) { r_in_sum = g_in_sum = b_in_sum = r_sum = g_sum = b_sum = 0; r_out_sum = radiusPlus1 * (pr = pixels[yi]); g_out_sum = radiusPlus1 * (pg = pixels[yi + 1]); b_out_sum = radiusPlus1 * (pb = pixels[yi + 2]); r_sum += sumFactor * pr; g_sum += sumFactor * pg; b_sum += sumFactor * pb; stack = stackStart; for (i = 0; i < radiusPlus1; i++) { stack.r = pr; stack.g = pg; stack.b = pb; stack = stack.next; } for (i = 1; i < radiusPlus1; i++) { p = yi + ((widthMinus1 < i ? widthMinus1 : i) << 2); r_sum += (stack.r = (pr = pixels[p])) * (rbs = radiusPlus1 - i); g_sum += (stack.g = (pg = pixels[p + 1])) * rbs; b_sum += (stack.b = (pb = pixels[p + 2])) * rbs; r_in_sum += pr; g_in_sum += pg; b_in_sum += pb; stack = stack.next; } stackIn = stackStart; stackOut = stackEnd; for (x = 0; x < width; x++) { pixels[yi] = (r_sum * mul_sum) >> shg_sum; pixels[yi + 1] = (g_sum * mul_sum) >> shg_sum; pixels[yi + 2] = (b_sum * mul_sum) >> shg_sum; r_sum -= r_out_sum; g_sum -= g_out_sum; b_sum -= b_out_sum; r_out_sum -= stackIn.r; g_out_sum -= stackIn.g; b_out_sum -= stackIn.b; p = (yw + ((p = x + radius + 1) < widthMinus1 ? p : widthMinus1)) << 2; r_in_sum += (stackIn.r = pixels[p]); g_in_sum += (stackIn.g = pixels[p + 1]); b_in_sum += (stackIn.b = pixels[p + 2]); r_sum += r_in_sum; g_sum += g_in_sum; b_sum += b_in_sum; stackIn = stackIn.next; r_out_sum += (pr = stackOut.r); g_out_sum += (pg = stackOut.g); b_out_sum += (pb = stackOut.b); r_in_sum -= pr; g_in_sum -= pg; b_in_sum -= pb; stackOut = stackOut.next; yi += 4; } yw += width; } for (x = 0; x < width; x++) { g_in_sum = b_in_sum = r_in_sum = g_sum = b_sum = r_sum = 0; yi = x << 2; r_out_sum = radiusPlus1 * (pr = pixels[yi]); g_out_sum = radiusPlus1 * (pg = pixels[yi + 1]); b_out_sum = radiusPlus1 * (pb = pixels[yi + 2]); r_sum += sumFactor * pr; g_sum += sumFactor * pg; b_sum += sumFactor * pb; stack = stackStart; for (i = 0; i < radiusPlus1; i++) { stack.r = pr; stack.g = pg; stack.b = pb; stack = stack.next; } yp = width; for (i = 1; i <= radius; i++) { yi = (yp + x) << 2; r_sum += (stack.r = (pr = pixels[yi])) * (rbs = radiusPlus1 - i); g_sum += (stack.g = (pg = pixels[yi + 1])) * rbs; b_sum += (stack.b = (pb = pixels[yi + 2])) * rbs; r_in_sum += pr; g_in_sum += pg; b_in_sum += pb; stack = stack.next; if (i < heightMinus1) { yp += width; } } yi = x; stackIn = stackStart; stackOut = stackEnd; for (y = 0; y < height; y++) { p = yi << 2; pixels[p] = (r_sum * mul_sum) >> shg_sum; pixels[p + 1] = (g_sum * mul_sum) >> shg_sum; pixels[p + 2] = (b_sum * mul_sum) >> shg_sum; r_sum -= r_out_sum; g_sum -= g_out_sum; b_sum -= b_out_sum; r_out_sum -= stackIn.r; g_out_sum -= stackIn.g; b_out_sum -= stackIn.b; p = (x + (((p = y + radiusPlus1) < heightMinus1 ? p : heightMinus1) * width)) << 2; r_sum += (r_in_sum += (stackIn.r = pixels[p])); g_sum += (g_in_sum += (stackIn.g = pixels[p + 1])); b_sum += (b_in_sum += (stackIn.b = pixels[p + 2])); stackIn = stackIn.next; r_out_sum += (pr = stackOut.r); g_out_sum += (pg = stackOut.g); b_out_sum += (pb = stackOut.b); r_in_sum -= pr; g_in_sum -= pg; b_in_sum -= pb; stackOut = stackOut.next; yi += width; } } context.putImageData(imageData, top_x, top_y); }; /** * Defines a new helper object for Stack Blur Algorithm. */ function BlurStack() { this.r = 0; this.g = 0; this.b = 0; this.a = 0; this.next = null; } /** * Defines a gravity matrix object which handles collision detection. * @param x number of columns in the matrix * @param y number of rows in the matrix * @param r grid size */ function CollisionMatrix(x, y, r) { this.resolution = r; this.xc = x; this.yc = y; this.matrix = new Array(x); for (var i = 0; i <= (x + 5); i++) { this.matrix[i] = Array(y); for (var j = 0; j <= (y + 5); ++j) { this.matrix[i][j] = new DropItem(null); } } } /** * Updates position of the given drop on the collision matrix. * @param drop raindrop to be positioned/repositioned * @forceDelete if true the raindrop will be removed from the matrix * @returns collisions if any */ CollisionMatrix.prototype.update = function(drop, forceDelete) { if (drop.gid) { this.matrix[drop.gmx][drop.gmy].remove(drop); if (forceDelete) { return null; } drop.gmx = Math.floor(drop.x / this.resolution); drop.gmy = Math.floor(drop.y / this.resolution); this.matrix[drop.gmx][drop.gmy].add(drop); var collisions = this.collisions(drop); if (collisions && collisions.next != null) { return collisions.next; } } else { drop.gid = Math.random().toString(36).substr(2, 9); drop.gmx = Math.floor(drop.x / this.resolution); drop.gmy = Math.floor(drop.y / this.resolution); this.matrix[drop.gmx][drop.gmy].add(drop); } return null; }; /** * Looks for collisions with the given raindrop. * @param drop raindrop to be checked * @returns list of drops that collide with it */ CollisionMatrix.prototype.collisions = function(drop) { var item = new DropItem(null); var first = item; item = this.addAll(item, drop.gmx - 1, drop.gmy); item = this.addAll(item, drop.gmx - 1, drop.gmy + 1); item = this.addAll(item, drop.gmx, drop.gmy + 1); item = this.addAll(item, drop.gmx + 1, drop.gmy + 1); item = this.addAll(item, drop.gmx + 1, drop.gmy); return first; }; /** * Appends all found drop at a given .........完整代码请登录后点击上方下载按钮下载查看
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