标签:canvas javascript 前端 动画 树
根据工作的需要,制作一个摆动的树做为页面的背景。为了增加页面的交互性,我又为背景中的树增加了鼠标(触控)事件,使他能够根据鼠标(触控)做出相应的动作,当手指做上下或者左右滑动的时候树会跟着摆动。先看看最终效果。
完成HTML页面后新建一个Tree类用来记录树的各个属性。其中x,y
为树根部的坐标值,branchLen,branchWidth
分别是树枝的长度与宽度,depth
为树枝的层数,canvas
用来接页面中的canvas元素(默认是ID为canvas的元素)。
function Tree(x,y,branchLen,branchWidth,depth,canvas){ this.canvas = canvas || document.getElementById('canvas'); this.ctx = this.canvas.getContext('2d'); this.x = x||0; this.y = y||0; this.branchLen = branchLen||0; this.branchWidth = branchWidth||0; var depth = depth || 5; }
首先在drawRoot中画第一个枝干。drawRoot的参数意义同上。并且在Tree类的构造函数中运行drawRoot并把Tree接受到的参数传入。最后new一个Tree类,使树根位于屏幕的底部正中心,树枝长100px,树枝宽度为8px,树枝层数为8层(暂时用不上)。var atree = new Tree(canvas.width/2-4,canvas.height,100,8,8,canvas);
在drawRoot中我们需要用lineTo()
画出树枝。树枝的起始的坐标值(x,y)
已经给出,结束的坐标值(toX,toY)
需要进行计算。第一个画的是树干,由于树干垂直于地面所以结束坐标toX
等于初始坐标x
,而结束坐标toY
等于初始y
减去树干长度branchLen
(注意坐标的0,0点在canvas的左上角)。var
toX = x;var toY = y-branchLen;
function Tree(x,y,branchLen,branchWidth,depth,canvas){ this.canvas = canvas || document.getElementById('canvas'); this.ctx = this.canvas.getContext('2d'); this.x = x||0; this.y = y||0; this.branchLen = branchLen||0; this.branchWidth = branchWidth||0; var depth = depth || 5; this.drawRoot(this.x,this.y,this.branchLen,this.branchWidth); } Tree.prototype.drawRoot = function(x,y,branchLen,branchWidth){ var toX = x; var toY = y-branchLen; this.ctx.save(); this.ctx.strokeStyle="rgba(37, 141, 194, 0.93)"; this.ctx.beginPath(); this.ctx.lineCap = "butt"; this.ctx.lineJoin="round"; this.ctx.lineWidth = branchWidth; this.ctx.moveTo(x,y); this.ctx.lineTo(toX,toY); this.ctx.closePath(); this.ctx.stroke(); this.ctx.restore(); } var atree = new Tree(canvas.width/2-4,canvas.height,100,8,8,canvas);
drawBranch同样是根据初始与结束坐标画出一条直线代表树枝。与树干不同的是树枝不再是垂直与地面而是与树干保持一定的角度,而且树枝的初始值是树干的结束点(toX,toY)
。所以在drawBranch中我们加入新参数angle
用来表示树枝与树干的垂直夹角α,这样就可以根据α算出toX与toY。请看图。
这样我们在画完树干后再分别画两个不同角度的树枝,一个是30°
一个-30°
。并将传给树枝的宽度branchWidth减小一个像素,使其与树干粗细不同。
Tree.prototype.drawRoot = function(x,y,branchLen,branchWidth){ var toX = x; var toY = y-branchLen; this.ctx.save(); this.ctx.strokeStyle="rgba(37, 141, 194, 0.93)"; this.ctx.beginPath(); this.ctx.lineCap = "butt"; this.ctx.lineJoin="round"; this.ctx.lineWidth = branchWidth; this.ctx.moveTo(x,y); this.ctx.lineTo(toX,toY); this.ctx.closePath(); this.ctx.stroke(); this.ctx.restore(); this.drawBranch(toX,toY,branchLen,branchWidth-1,30); this.drawBranch(toX,toY,branchLen,branchWidth-1,-30); } Tree.prototype.drawBranch = function(x,y,branchLen,branchWidth,angle){ var angle = angle || 0; var radian = (90-angle)*(Math.PI/180); var toX = x+Math.cos(radian)*branchLen; var toY = y-Math.sin(radian)*branchLen; this.ctx.save(); this.ctx.strokeStyle="rgba(37, 141, 194, 0.93)"; this.ctx.beginPath(); this.ctx.lineCap = "butt"; this.ctx.lineJoin="round"; this.ctx.lineWidth = branchWidth; this.ctx.moveTo(x,y); this.ctx.lineTo(toX,toY); this.ctx.closePath(); this.ctx.stroke(); this.ctx.restore(); }
在drawBranch函数的最后再次调用两次drawBranch
this.drawBranch(toX,toY,branchLen,branchWidth-1,angle+30); this.drawBranch(toX,toY,branchLen,branchWidth-1,angle-30);
为了使递归停下来我们需要一个停止条件,就是之前一直没有用到的depth
参数。我们在每次画下一层之前使其减1表示已经完成了一层树枝的绘制,直至depth减小到0表示绘制完所有的层数。
function Tree(x,y,branchLen,branchWidth,depth,canvas){ this.canvas = canvas || document.getElementById('canvas'); this.ctx = this.canvas.getContext('2d'); this.x = x||0; this.y = y||0; this.branchLen = branchLen||0; this.branchWidth = branchWidth||0; var depth = depth || 5; this.drawRoot(this.x,this.y,this.branchLen,this.branchWidth,depth); } Tree.prototype.drawRoot = function(x,y,branchLen,branchWidth,depth){ var toX = x; var toY = y-branchLen; var depth = depth||5; this.ctx.save(); this.ctx.strokeStyle="rgba(37, 141, 194, 0.93)"; this.ctx.beginPath(); this.ctx.lineCap = "butt"; this.ctx.lineJoin="round"; this.ctx.lineWidth = branchWidth; this.ctx.moveTo(x,y); this.ctx.lineTo(toX,toY); this.ctx.closePath(); this.ctx.stroke(); this.ctx.restore(); depth--; if(depth>0){ this.drawBranch(toX,toY,branchLen,branchWidth-1,30,depth); this.drawBranch(toX,toY,branchLen,branchWidth-1,-30,depth); } } Tree.prototype.drawBranch = function(x,y,branchLen,branchWidth,angle,depth){ var angle = angle || 0; var radian = (90-angle)*(Math.PI/180); var toX = x+Math.cos(radian)*branchLen; var toY = y-Math.sin(radian)*branchLen; this.ctx.save(); this.ctx.strokeStyle="rgba(37, 141, 194, 0.93)"; this.ctx.beginPath(); this.ctx.lineCap = "butt"; this.ctx.lineJoin="round"; this.ctx.lineWidth = branchWidth; this.ctx.moveTo(x,y); this.ctx.lineTo(toX,toY); this.ctx.closePath(); this.ctx.stroke(); this.ctx.restore(); depth--; if(depth>0){ this.drawBranch(toX,toY,branchLen,branchWidth-1,angle+30,depth); this.drawBranch(toX,toY,branchLen,branchWidth-1,angle-30,depth); } }
由于树之间角度过大,而且所有树枝长度都相等,看起来并不像一棵树。所以我们需要在Tree的构造函数中加入几个参数用来调整树的姿态。
function Tree(x,y,branchLen,branchWidth,depth,canvas){ ...... this.branchLenFactor = 0.8; this.rootLenFactor = 1.2; this.branchAngle = 20; ...... }
Tree.prototype.drawRoot = function(x,y,branchLen,branchWidth,depth){ var toX = x; var toY = y-branchLen*this.rootLenFactor; var depth = depth||5; this.ctx.save(); this.ctx.strokeStyle="rgba(37, 141, 194, 0.93)"; this.ctx.beginPath(); this.ctx.lineCap = "butt"; this.ctx.lineJoin="round"; this.ctx.lineWidth = branchWidth; this.ctx.moveTo(x,y); this.ctx.lineTo(toX,toY); this.ctx.closePath(); this.ctx.stroke(); this.ctx.restore(); depth--; if(depth>0){ this.drawBranch(toX,toY,branchLen*this.branchLenFactor,branchWidth-1,this.branchAngle,depth); this.drawBranch(toX,toY,branchLen*this.branchLenFactor,branchWidth-1,-this.branchAngle,depth); } } Tree.prototype.drawBranch = function(x,y,branchLen,branchWidth,angle,depth){ var angle = angle || 0; var radian = (90-angle)*(Math.PI/180); var toX = x+Math.cos(radian)*branchLen; var toY = y-Math.sin(radian)*branchLen; this.ctx.save(); this.ctx.strokeStyle="rgba(37, 141, 194, 0.93)"; this.ctx.beginPath(); this.ctx.lineCap = "butt"; this.ctx.lineJoin="round"; this.ctx.lineWidth = branchWidth; this.ctx.moveTo(x,y); this.ctx.lineTo(toX,toY); this.ctx.closePath(); this.ctx.stroke(); this.ctx.restore(); depth--; if(depth>0){ this.drawBranch(toX,toY,branchLen*this.branchLenFactor,branchWidth-1,angle+this.branchAngle,depth); this.drawBranch(toX,toY,branchLen*this.branchLenFactor,branchWidth-1,angle-this.branchAngle,depth); } }
为了使树枝有摇晃的效果,我们只需要改变树枝之间的角度branchAngle就可以了。我需要在Tree的构造函数中增加三个新属性:oBranchAngle
用来记录初始角度;branchAngleFactor
用来控制角度随时间变化的变化量;swingAngle
:随时间增加用来记录摇动的角度。
同时修改下drawRoot函数使其不用接受参数。调用更加方便。
function Tree(x,y,branchLen,branchWidth,depth,canvas){ ...... this.branchAngle = 20; this.oBranchAngle = this.branchAngle; this.branchAngleFactor = 5; this.swingAngle = 0; ...... this.drawRoot(); } Tree.prototype.drawRoot = function(){ var x = this.x,y=this.y,branchLen = this.branchLen,depth = this.depth,branchWidth = this.branchWidth; var toX = x; var toY = y-branchLen*this.rootLenFactor; var depth = depth||5; this.ctx.save(); this.ctx.strokeStyle="rgba(37, 141, 194, 0.93)"; this.ctx.beginPath(); this.ctx.lineCap = "butt"; this.ctx.lineJoin="round"; this.ctx.lineWidth = this.branchWidth; this.ctx.moveTo(x,y); this.ctx.lineTo(toX,toY); this.ctx.closePath(); this.ctx.stroke(); this.ctx.restore(); depth--; if(depth>0){ this.drawBranch(toX,toY,branchLen*this.branchLenFactor,branchWidth-1,this.branchAngle,depth); this.drawBranch(toX,toY,branchLen*this.branchLenFactor,branchWidth-1,-this.branchAngle,depth); } }
atree.swingAngle++;
使摇动角度随时间变化。这里使用Math.sin(atree.swingAngle*(Math.PI/180))
可以获得一个-1至1之间的连续变化值。atree.branchAngle = Math.sin(atree.swingAngle*(Math.PI/180))*atree.branchAngleFactor+atree.oBranchAngle;
乘以系数并加在原角度上。
function loop(time){ ctx.clearRect(0,0,canvas.width,canvas.height); atree.branchAngle = Math.sin(atree.swingAngle*(Math.PI/180))*atree.branchAngleFactor+atree.oBranchAngle; atree.drawRoot() requestAnimFrame(loop); } loop(0);
这里为了省事只添加了touch事件,mouse事件与touch事件的处理方法大体一致。
首先为Tree新加一个属性swingSwitch = true
用来表示大树是否摆动。当手指触控到屏幕的时候摆动停止,离开屏幕的时候摆动继续。
添加strengthX
,strengthY
两个属性;分别表示树在x轴与y轴因受到的力而移动的距离。
添加strengthXFactor
,strengthYFactor
;分别用来表示再一次滑动中x轴与y轴移动的最大距离。
function Tree(x,y,branchLen,branchWidth,depth,canvas){ ...... this.swingSwitch = true; ...... this.strengthX = 0; this.strengthY = 0; ...... }
//记录触控开始时的信息 var touchStart = {x:0,y:0,strengthX:0,strengthY:0}; document.addEventListener('touchstart',function(e){ //让树停止摆动 atree.swingSwitch = false; touchStart.x = e.touches[0].clientX; touchStart.y = e.touches[0].clientY; //记录触控开始时,原strength的值 touchStart.strengthX = atree.strengthX; touchStart.strengthY = atree.strengthY; }); document.addEventListener('touchmove',function(e){ //阻止浏览器默认动作 e.preventDefault(); //(touchStart.x-e.touches[0].clientX)/canvas.width可以根据滑动距离获得一个0-1的值 atree.strengthX = touchStart.strengthX-(touchStart.x-e.touches[0].clientX)/canvas.width*atree.strengthXFactor; atree.strengthY = touchStart.strengthY-(touchStart.y-e.touches[0].clientY)/canvas.height*atree.strengthYFactor; }); document.addEventListener('touchend',function(e){ //恢复摆动 atree.swingSwitch = true; });
修改drawBranch将strength的变化添加到角度与toX,toY的计算中,详情见注释。
Tree.prototype.drawBranch = function(x,y,branchLen,branchWidth,angle,depth){ var angle = angle || 0; //用strengthX乘以(depth/this.depth)使得树枝末梢对角度的变化不敏感 angle += this.strengthX*(depth/this.depth)/this.strengthXFactor*this.branchAngle; var radian = (90-angle)*(Math.PI/180); //用strengthX乘以(1-depth/this.depth)使得树枝末梢对角度的变化敏感 var toX = x+Math.cos(radian)*branchLen+this.strengthX*(1-depth/this.depth); var toY = y-Math.sin(radian)*branchLen+this.strengthY*(1-depth/this.depth); ...... }
function loop(time){ ...... //当swingSwitch开启时开始摆动 if(atree.swingSwitch){ //将strength恢复到0 if(atree.strengthX >0){ atree.strengthX -= 1; } if(atree.strengthX <0){ atree.strengthX += 1; } if(atree.strengthY >0){ atree.strengthY -= 1; } if(atree.strengthY <0){ atree.strengthY += 1; } atree.swingAngle++; atree.branchAngle = Math.sin(atree.swingAngle*(Math.PI/180))*atree.branchAngleFactor+atree.oBranchAngle; } ...... } loop(0);
Step6中的恢复strengthX,strengthY的代码过于简单,动画匀速恢复到0,显得过于突兀。比较真实的情况应该是由快变慢的恢复,所以我们要为恢复代码加上缓动。首先在Tree中添加recoverStartTime = 0
用来记录恢复开始的时间,在手指离开屏幕的时候(touchend)将其赋为0,同时用oStrengthX
,oStrengthY
记录下来strengthX与strengthY的目标值。
function Tree(x,y,branchLen,branchWidth,depth,canvas){ ...... this.recoverStartTime = 0; ...... } function loop(time){ ...... if(atree.swingSwitch){ if(atree.strengthX > 0){ if(atree.recoverStartTime == 0){ atree.recoverStartTime = time; } var t = time-atree.recoverStartTime; //五次方的缓动 atree.strengthX = Math.max(atree.oStrengthX-atree.oStrengthX*((t=t/2000-1)*t*t*t*t + 1)+0,0); } if(atree.strengthX < 0){ if(atree.recoverStartTime == 0){ atree.recoverStartTime = time; } var t = time-atree.recoverStartTime; //五次方的缓动 atree.strengthX = Math.min(atree.oStrengthX-atree.oStrengthX*((t=t/2000-1)*t*t*t*t + 1)+0,0); } if(atree.strengthY > 0){ if(atree.recoverStartTime == 0){ atree.recoverStartTime = time; } var t = time-atree.recoverStartTime; //五次方的缓动 atree.strengthY = Math.max(atree.oStrengthY-atree.oStrengthY*((t=t/2000-1)*t*t*t*t + 1)+0,0); } if(atree.strengthY < 0){ if(atree.recoverStartTime == 0){ atree.recoverStartTime = time; } var t = time-atree.recoverStartTime; //五次方的缓动 atree.strengthY = Math.min(atree.oStrengthY-atree.oStrengthY*((t=t/2000-1)*t*t*t*t + 1)+0,0); } } ...... } document.addEventListener('touchend',function(e){ atree.recoverStartTime = 0; atree.oStrengthX = atree.strengthX; atree.oStrengthY = atree.strengthY; ...... });
修改drawRoot使树干也可以晃动,并修改var atree = new Tree(10,canvas.height,100,8,8,canvas);
使其移至左边。
Tree.prototype.drawRoot = function(){ ...... //增加strength var angle = 0; angle += this.strengthX/this.strengthXFactor*this.branchAngle; var radian = (90-angle)*(Math.PI/180); var toX = x+Math.cos(radian)*branchLen*this.rootLenFactor; var toY = y-Math.sin(radian)*branchLen*this.rootLenFactor; ...... } var atree = new Tree(10,canvas.height,100,8,8,canvas);
将动画循环中处理角度的部分添加到Tree的swing()中。
Tree.prototype.swing = function(time){ this.ctx.clearRect(0,0,this.canvas.width,this.canvas.height); if(this.swingSwitch){ if(this.strengthX > 0){ if(this.recoverStartTime == 0){ this.recoverStartTime = time; } var t = time-this.recoverStartTime; this.strengthX = Math.max(this.oStrengthX-this.oStrengthX*((t=t/2000-1)*t*t*t*t + 1)+0,0); } if(this.strengthX < 0){ if(this.recoverStartTime == 0){ this.recoverStartTime = time; } var t = time-this.recoverStartTime; this.strengthX = Math.min(this.oStrengthX-this.oStrengthX*((t=t/2000-1)*t*t*t*t + 1)+0,0); } if(this.strengthY > 0){ if(this.recoverStartTime == 0){ this.recoverStartTime = time; } var t = time-this.recoverStartTime; this.strengthY = Math.max(this.oStrengthY-this.oStrengthY*((t=t/2000-1)*t*t*t*t + 1)+0,0); } if(this.strengthY < 0){ if(this.recoverStartTime == 0){ this.recoverStartTime = time; } var t = time-this.recoverStartTime; this.strengthY = Math.min(this.oStrengthY-this.oStrengthY*((t=t/2000-1)*t*t*t*t + 1)+0,0); } this.swingAngle++; this.branchAngle = Math.sin(this.swingAngle*(Math.PI/180))*this.branchAngleFactor+this.oBranchAngle; } this.drawRoot(); } var atree = new Tree(10,canvas.height,100,8,8,canvas); function loop(time){ atree.swing(time); requestAnimFrame(loop); } loop(0);
如有问题或者建议请微博@UED天机。我会及时回复
用Canvas制作可以根据手势摆动的树,布布扣,bubuko.com
标签:canvas javascript 前端 动画 树
原文地址:http://blog.csdn.net/uedtianji/article/details/36881477