canvas实现弹性绳子手掌反重力交互效果代码

代码语言:html

所属分类:动画

代码描述:canvas实现弹性绳子手掌反重力交互效果代码,试试用鼠标抓住两个手掌。

代码标签: canvas 弹性 绳子 手掌 反重力 交互

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>
    html,
body {
  width: 100%;
  height: 100%;
  overflow: hidden;
  touch-action: none;
  cursor: none;
}
</style>
</head>
<body>
<!-- partial:index.partial.html -->
<canvas id="canvas"></canvas>
<!-- partial -->
  <script >
      
      
      function _defineProperty(obj, key, value) {if (key in obj) {Object.defineProperty(obj, key, { value: value, enumerable: true, configurable: true, writable: true });} else {obj[key] = value;}return obj;}
function lerp(a, b, n) {
  return (1 - n) * a + n * b;
}


//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡/
// Canvas
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡*/

class Canvas {
  constructor({ canvas, entities = [], pointer }) {_defineProperty(this, "setCanvasSize",

    () => {
      const { innerWidth: w, innerHeight: h } = window;
      const w2 = w * this.dpr;
      const h2 = h * this.dpr;
      this.canvas.width = w2;
      this.canvas.height = h2;
      this.canvas.style.width = w + 'px';
      this.canvas.style.height = h + 'px';
      this.bounds = new Bounds(0, 0, w2, h2);
    });_defineProperty(this, "addEntity",

    newEntity => {
      this.entities = [...this.entities, newEntity];
      return this.entities.length - 1;
    });_defineProperty(this, "render",






    () => {
      // Main loop

      // Draw and Update items here.
      this.entities.forEach(({ draw, update }) => {
        draw(this);
        update(this);
      });

      ++this.tick;
      window.requestAnimationFrame(this.render);
    }); // setup a canvas
    this.canvas = canvas;this.dpr = window.devicePixelRatio || 1;this.ctx = canvas.getContext('2d');this.ctx.scale(this.dpr, this.dpr); // tick counter
    this.tick = 0; // entities to be drawn on the canvas
    this.entities = entities; // track mouse/touch movement
    this.pointer = pointer || null; // setup and run
    this.setCanvasSize();this.setupListeners();this.render();}setupListeners() {window.addEventListener('resize', this.setCanvasSize);}removeEntity(deleteIndex) {this.entities = this.entities.filter((el, i) => i !== deleteIndex);return this.entities;}} //*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡/
// Entity
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡*/
class Entity {constructor() {_defineProperty(this, "dpr", window.devicePixelRatio || 1);_defineProperty(this, "toValue",
    value => value * this.dpr);_defineProperty(this, "draw",
    () => {});_defineProperty(this, "update",
    () => {});}}



//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡/
// Background
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡*/

class Background extends Entity {
  constructor({ color }) {
    super();_defineProperty(this, "draw",








    context => {
      this.drawBg(context);
    });this.color = color;}drawBg({ ctx, canvas, bounds }) {ctx.fillStyle = this.color;ctx.fillRect(...bounds.params);}}


//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡/
// Cursor
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡*/

class Cursor extends Entity {
  constructor({ color, radius }) {
    super();_defineProperty(this, "draw",






    ({ ctx, pointer }) => {
      ctx.strokeStyle = this.strokeStyle;
      ctx.lineWidth = this.lineWidth;
      ctx.beginPath();
      ctx.arc(
      pointer.position.x,
      pointer.position.y,
      this.radius,
      0,
      this.pi2,
      true);

      ctx.closePath();
      ctx.stroke();
    });this.radius = this.toValue(radius);this.pi2 = Math.PI * 2;this.lineWidth = this.toValue(2);this.strokeStyle = color;}}


//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡/
// Pointer
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡*/

class Pointer {
  constructor() {_defineProperty(this, "update",




    ({ tick }) => {
      this.modifier && this.modifier(this, tick);
    });this.dpr = window.devicePixelRatio || 1;this.delta;this.lastPosition = null;this.position = new Point(null, null);this.addListeners();}delta() {return this.position.delta(this.lastPosition);}addListeners() {['mousemove', 'touchmove'].forEach((event, touch) => {window.addEventListener(event, e => {// move previous point
        const { x: px, y: py } = this.position; // disable the demo modifier if it's been added
        if (this.modifier) {this.modifier = null;}if (touch) {e.preventDefault();const x = e.targetTouches[0].clientX * this.dpr;const y = e.targetTouches[0].clientY * this.dpr;if (!this.lastPosition) {this.lastPosition = new Point(x, y);} else {this.lastPosition.moveTo(px, py);}this.position.moveTo(x, y);} else {const x = e.clientX * this.dpr;const y = e.clientY * this.dpr;if (!this.lastPosition) {this.lastPosition = new Point(x, y);} else {this.lastPosition.moveTo(px, py);}this.position.moveTo(x, y);}}, false);});}addPointerModifier(modifier) {this.modifier = modifier;}}



//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡/
// Point
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡*/

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

  get position() {
    return [this.x, this.y];
  }

  clone() {
    return new Point(this.x, this.y);
  }

  delta(point) {
    return [this.x - point.x, this.y - point.y];
  }

  distance(point) {
    const dx = point.x - this.x;
    const dy = point.y - this.y;
    return Math.sqrt(dx * dx + dy * dy);
  }

  moveTo(x, y) {
    this.x = x;
    this.y = y;
    return this;
  }

  move(x, y) {
    this.x += x;
    this.y += y;
    return this;
  }

  moveAtAngle(angle, distance) {
    this.x += Math.cos(angle) * distance;
    this.y += Math.sin(angle) * distance;
    return this;
  }

  applyVelocity(velocity) {
    this.x += velocity.vx;
    this.y += velocity.vy;
    return this;
  }

  angleRadians(point) {
    // radians = atan2(deltaY, deltaX)
    const y = point.y - this.y;
    const x = point.x - this.x;
    return Math.atan2(y, x);
  }

  angleDeg(point) {
    // degrees = atan2(deltaY, deltaX) * (180 / PI)
    const y = point.y - this.y;
    const x = point.x - this.x;
    return Math.atan2(y, x) * (180 / Math.PI);
  }

  rotate(origin, radians) {
    // rotate the point around a given origin point
    const cos = Math.cos(radians.........完整代码请登录后点击上方下载按钮下载查看

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