canvas实现粒子碰撞消失动画效果代码
代码语言:html
所属分类:动画
代码描述:canvas实现粒子碰撞消失动画效果代码
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 lang="en" > <head> <meta charset="UTF-8"> <style> body { font-family: Arial, Helvetica, "Liberation Sans", FreeSans, sans-serif; background-color: #000; margin: 0; padding: 0; border-width: 0; overflow: hidden; cursor: pointer; } </style> </head> <body> <script > "use strict"; window.addEventListener("load", function () { let canv, ctx; // canvas and context let maxx, maxy; // canvas dimensions const NUM_ATOMS = 500; // base to calculate number of atoms. Actual number may differ const DIAMETER_RATIO = 0.6; // ratio particle diameter / distance between particle centers const REL_PHOTON_SPEED = 10; // speed in aDist / second const EMISSIVITY = 1.5; // average number of photons emitted during disintegration const PHOTON_TRAIL = 3; // in aDist; const DISAPPEAR_TIME = 1000; // average time for atom disappearance let aDist, aRadius; // actual distance between atoms centers, actual radius let pRadius; // radius of emited particle let pSpeed; // actual REL_PART_SPEED converted in pix / ms let pTrail; // actual PHOTON_TRAIL converted in pixels let tTrail; let numExploding; let nbx, nby; let offsX, offsY; let crystal, photons; // for animation let messages; // 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 mPIS3 = Math.PI / 3; const m2PI = Math.PI * 2; const m2PIS3 = Math.PI * 2 / 3; const msin = Math.sin; const mcos = Math.cos; const matan2 = Math.atan2; const mhypot = Math.hypot; const msqrt = Math.sqrt; //------------------------------------------------------------------------ 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 distance(p0, p1) { return mhypot(p1.x - p0.x, p1.y - p0.y); } // distance //------------------------------------------------------------------------ class Photon { constructor(atom, t) { this.atom = atom; this.c = atom.c; // initial position this.p = Object.assign({}, atom.c); // current position this.pkx = atom.kx; // previous kx and ky this.pky = atom.ky; this.tInit = t; const angle = alea(m2PI); this.sin = msin(angle) * pSpeed; this.cos = mcos(angle) * pSpeed; this.animState = 0; this.color = `hsl(${atom.hue} 100% 50%)`; this.trailingColor = `hsl(${atom.hue} 60% 30%)`; } // constructor animate(t) { const dt = t - this.tInit; switch (this.animState) { case 0: this.p.x = this.c.x + this.cos * dt; this.p.y = this.c.y + this.sin * dt; let kx = mround((this.p.x - offsX) / aDist); let ky = mround((this.p.y - offsY) / aDist); if (kx == this.atom.kx && ky == this.atom.ky) return; // no suicide ! let currDist; while (mabs(this.pkx - kx) + mabs(this.pky - ky) > 1) { // check all atoms between previous and present positions (may be far !) /* try to move 1 cell in X and Y directions, and keep closest */ let d1, d2; let currC = crystal[this.pky][this.pkx]; if (currDist === undefined) currDist = this.distancePerp(currC.c); if (currDist < pRadius + aRadius && currC.animState == 0) { // hit ! this.hitPosition = this.projection(currC.c); currC.disintegrate(t); this.animState = 15; // hit detected during too long step return; } // choose next let nkx = this.cos > 0 ? this.pkx + 1 : this.pkx - 1; if (nkx < 0 || nkx >= nbx) d1 = 1e99;else d1 = this.distancePerp(crystal[this.pky][nkx].c); let nky = this.sin > 0 ? this.pky + 1 : this.pky - 1; if (nky < 0 || nky >= nby) d2 = 1e99;else d2 = this.distancePerp(crystal[nky][this.pkx].c); if (d1 < d2) { // move in x currDist = d1; this.pkx = nkx; } else { currDist = d2; this.pky = nky; } if (currDist > 1e98) { this.animState = 10; // exceeded screen limits return; } } // while if (kx < 0 || kx >= nbx || ky < 0 || ky >= nby) { this.animState = 10; // exceeded screen limits return; } this.pkx = kx; this.pky = ky; // record for next step if (crystal[ky][kx].animState == 0) { if ( distance(this.p, crystal[ky][kx].c) < aRadius + pRadius || dt * pSpeed > this.distProjection(crystal[ky][kx].c)) { this.hitPosition = this.p; // not always accurate, but who cares ? crystal[ky][kx].disintegrate(t); this.animState = 15; return; } } break; case 10: photons.splice(photons.indexOf(this), 1); // remove from list break; case 15: // play come animation this.animState = 10; // done break;} // switch (animState) .........完整代码请登录后点击上方下载按钮下载查看
网友评论0