canvas实现可交互粒子雨下落碰撞动画效果代码

代码语言:html

所属分类:粒子

代码描述:canvas实现可交互粒子雨下落碰撞动画效果代码

代码标签: canvas 交互 粒子 碰撞 动画

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, html {
  margin: 0;
}

canvas {
  display: block;
  overflow: hidden;
  cursor: pointer;
  touch-action: none;
}
</style>



</head>

<body  >
  <canvas id="canvas"></canvas>

  <script>
      /*
  Johan Karlsson
  https://github.com/DonKarlssonSan/vectory
  MIT License, see Details View

*/

"use strict";

class Vector {
  constructor(x, y) {
    this.x = x;
    this.y = y;
  }

  add(v) {
    return new Vector(
    this.x + v.x,
    this.y + v.y);
  }

  addTo(v) {
    this.x += v.x;
    this.y += v.y;
  }

  sub(v) {
    return new Vector(
    this.x - v.x,
    this.y - v.y);
  }

  subFrom(v) {
    this.x -= v.x;
    this.y -= v.y;
  }

  mult(n) {
    return new Vector(this.x * n, this.y * n);
  }

  multTo(n) {
    this.x *= n;
    this.y *= n;
    return this;
  }

  div(n) {
    return new Vector(this.x / n, this.y / n);
  }

  divTo(n) {
    this.x /= n;
    this.y /= n;
  }

  setAngle(angle) {
    var length = this.getLength();
    this.x = Math.cos(angle) * length;
    this.y = Math.sin(angle) * length;
  }

  setLength(length) {
    var angle = this.getAngle();
    this.x = Math.cos(angle) * length;
    this.y = Math.sin(angle) * length;
  }

  getAngle() {
    return Math.atan2(this.y, this.x);
  }

  getLength() {
    return Math.hypot(this.x, this.y);
  }

  getLengthSq() {
    return this.x * this.x + this.y * this.y;
  }

  distanceTo(v) {
    return this.sub(v).getLength();
  }

  distanceToSq(v) {
    return this.sub(v).getLengthSq();
  }

  manhattanDistanceTo(v) {
    return Math.abs(v.x - this.x) + Math.abs(v.y - this.y);
  }

  copy() {
    return new Vector(this.x, this.y);
  }

  rotate(angle) {
    return new Vector(this.x * Math.cos(angle) - this.y * Math.sin(angle), this.x * Math.sin(angle) + this.y * Math.cos(angle));
  }

  rotateTo(angle) {
    let x = this.x * Math.cos(angle) - this.y * Math.sin(angle);
    let y = this.x * Math.sin(angle) + this.y * Math.cos(angle);
    this.x = x;
    this.y = y;
    return this;
  }

  rotateAround(v, angle) {
    let x = (this.x - v.x) * Math.cos(angle) - (v.y - this.y) * Math.sin(angle) + v.x;
    let y = (this.x - v.x) * Math.sin(angle) + (v.y - this.y) * Math.cos(angle) + v.y;
    return new Vector(x, y);
  }

  rotateMeAround(v, angle) {
    let x = (this.x - v.x) * Math.cos(angle) - (v.y - this.y) * Math.sin(angle) + v.x;
    let y = (this.x - v.x) * Math.sin(angle) + (v.y - this.y) * Math.cos(angle) + v.y;
    this.x = x;
    this.y = y;
    return this;
  }

  equals(v) {
    return this.x == v.x && this.y == v.y;
  }}
  </script>
      <script >
/*
  Johan Karlsson (DonKarlssonSan)
  2022
*/
class Particle {
  constructor(x, y) {
    this.pos = new Vector(x, y);
    this.prevPos = new Vector(x, y);
    this.vel = new Vector(Math.random() - 0.5, Math.random() - 0.5);
    this.acc = new Vector(0, 0);
  }

  move(acc, delta) {
    this.prevPos.x = this.pos.x;
    this.prevPos.y = this.pos.y;
    if (acc) {
      acc.multTo(delta * 0.07);
      if (pointerPos.x !== undefined && pointerPos.y !== undefined) {
        const diff = pointerPos.sub(this.pos);
        const dist = diff.getLength();
        if (dist < w * 0.05) {
          acc.addTo(diff.rotate(Math.PI));
        }
      }
      this.acc.addTo(acc);
    }
    this.vel.addTo(this.acc);
    this.pos.addTo(this.vel);
    if (this.vel.getLength() > config.particleSpeed.........完整代码请登录后点击上方下载按钮下载查看

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