canvas多彩条纹效果代码
代码语言:html
所属分类:其他
代码描述:canvas多彩条纹效果代码
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 lang="en" > <head> <meta charset="UTF-8"> <style> body { font-family: Arial, Helvetica, "Liberation Sans", FreeSans, sans-serif; background-color: #fff; margin: 0; padding: 0; border-width: 0; } </style> </head> <body > <script > "use strict"; window.addEventListener("load", function () { let triWidth, triHeight; // length of triangle side and altitude let canv, ctx; // canvas and context let maxx, maxy; // canvas dimensions let grid; let nbx, nby; let hnbx, hnby; // number of triangles in the half of the width, height of the canvas let nbLines; let events; // 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 mhypot = Math.hypot; const msqrt = Math.sqrt; const rac3 = msqrt(3); const rac3s2 = rac3 / 2; const mPIS3 = Math.PI / 3; const sinPIS6 = 0.5; const cosPIS6 = rac3s2; const sinPIS3 = cosPIS6; const cosPIS3 = sinPIS6; //------------------------------------------------------------------------ function alea(mini, maxi) { // random number in given range if (typeof maxi == "undefined") return mini * mrandom(); // range 0..mini return mini + mrandom() * (maxi - mini); // range mini..maxi } // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - function intAlea(mini, maxi) { // random integer in given range (mini..maxi - 1 or 0..mini - 1) // if (typeof maxi == "undefined") return mfloor(mini * mrandom()); // range 0..mini - 1 return mini + mfloor(mrandom() * (maxi - mini)); // range mini .. maxi - 1 } // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - function removeElement(array, element) { let idx = array.indexOf(element); array.splice(idx, 1); } // removeElement // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - function randomElement(array) { return array[intAlea(0, array.length)]; } // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - /* returns lerp point between p0 and p1, alpha = 0 will return p0, alpha = 1 will return p1 values of alpha outside [0,1] may be used to compute points outside the p0-p1 segment */ function lerp(p0, p1, alpha) { return { x: (1 - alpha) * p0.x + alpha * p1.x, y: (1 - alpha) * p0.y + alpha * p1.y }; } // function lerp //------------------------------------------------------------------------ class Triangle { constructor(kx, ky) { /* numbering of vertices / edges 0 2---1---1 / \ \ / 2 0 2 0 / \ \ / 2---1---1 0 */ /* constructor */ this.kx = kx; this.ky = ky; this.kxc = kx - hnbx; this.kyc = ky - hnby; this.upsideDown = this.kxc + this.kyc & 1; // 0 or 1 this.setXY(); } // constructor // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - setBase(side) { // where side is 0,1,2 this.base = side; // which side is the base ? this.dirBase = [ [0, 1, 2], [2, 1, 0]][ this.upsideDown][this.base]; // orientation of base (== base side number for normally oriented triangle) } // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - getNeighbors() { /* must be called once - and only once - after the grid has been created */ let kx, ky; this.neighbors = []; for (let k = 0; k < 3; ++k) { kx = this.kx + [1, 0, -1][k]; ky = this.ky + [ [0, 1, 0], [0, -1, 0]][ this.upsideDown][k]; this.neighbors[k] = kx < 0 || kx >= nbx || ky < 0 || ky >= nby ? false : grid[ky][kx]; } // for k } // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - setXY() { let xa, ya, vertices, deltay, upsideDown; // centre of this triangle (middle of height, not gravity centre) this.ya = ya = maxy / 2 + this.kyc * triHeight; this.xa = xa = maxx / 2 + this.kxc * triWidth / 2; this.vertices = vertices = []; deltay = triHeight / 2; if (this.upsideDown) deltay = -deltay; vertices[0] = { x: xa, y: ya - deltay }; vertices[1] = { x: xa + triWidth / 2, y: ya + deltay }; vertices[2] = { x: xa - triWidth / 2, y: ya + deltay }; } // setXY } // class Triangle //------------------------------------------------------------------------ function rndColor() { return `hsl(${intAlea(360)},${intAlea(80, 100)}%,${intAlea(35, 65)}%)`; } //------------------------------------------------------------------------ function createBlock(tri) { let ntri, nside; if (tri.block) throw "wtf ???"; // already involved in a block, ignore // set base and exit side let choice = [ [ [1, 2], [2, 1]], [ [0, 2], [2, 0]], [ [1, 0], [0, 1]]][ tri.entry][intAlea(2)]; tri.exit = choice[0]; tri.setBase(choice[1]); let block = [tri]; // create block with 1st segment tri.block = block; while (true) { ntri = tri.neighbors[tri.exit]; // next triangle, on exit side if (ntri === false) return block; // no neighbor => reached a side, finished nside = 2 - tri.exit; // neighbor sides are 0-2 or 1-1 pairs, so 2 - x is suitable to pick other side of pair if (ntri.block && ntri.base == nside) return block; // reached base of a .........完整代码请登录后点击上方下载按钮下载查看
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