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最近一直想用学的canvas做一个漂亮的小应用,但是,发现事情并不是想的那么简单。比如,游戏的逼真效果,需要自己来coding……
所以,自己又先做了一个小demo,算是体验一下亲手打造物理引擎的感觉吧。*_*
代码效果预览地址:http://code.w3ctech.com/detail/2524
html:
1 <div class="container"> 2 <canvas id="canvas" style="border:1px solid #ccc; opacity:0.7"></canvas> 3 </div>
css:
* { padding: 0; margin: 0; } body { background-color: #fff; }
js:
1 window.onload = function () { 2 var CANVAS_HEIGHT=600; 3 var CANVAS_WIDTH = 1300; 4 var u = 0.6;//能耗系数 5 var g = 4;//重力加速度 6 var timer; 7 var ball = { x: 100, y: 500, Vx: 5, Vy: 100, r: 5, color: "#4cff00" }; 8 9 var canvas = document.getElementById("canvas"); 10 canvas.height = CANVAS_HEIGHT; 11 canvas.width = CANVAS_WIDTH; 14 15 var ctx = canvas.getContext("2d"); 16 17 function draw() { 18 ctx.clearRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT);//清除小球在canvas上前一帧的状态 19 ctx.beginPath(); 20 ctx.arc(ball.x, ball.y, ball.r, 0, 2 * Math.PI); 21 ctx.fillStyle = ball.color; 22 ctx.fill(); 23 } 24 function update() { 25 ball.x += ball.Vx; 26 if (ball.Vy==0&&ball.y >= CANVAS_HEIGHT - ball.r) { 27 ball.Vy = 0; 28 } 29 else { 30 ball.Vy += g; 31 } 32 ball.y += ball.Vy; 33 console.log(ball.Vy); 34 if (ball.y>CANVAS_HEIGHT - ball.r) { 35 ball.y = CANVAS_HEIGHT - ball.r; 36 ball.Vy = -Math.ceil(ball.Vy*u); 37 } 38 if (ball.x == 0 + ball.r || ball.x == CANVAS_WIDTH) { 39 clearInterval(timer); 40 } 41 } 42 timer=setInterval(function () { 43 draw(); 44 update(); 45 }, 40); 46 }
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原文地址:http://www.cnblogs.com/younth/p/5189704.html