前言:學習了JavaScript之後,你可以使用JavaScript來實現一些有趣的效果。本文介紹如何純粹使用 JavaScript 在網頁上實現電子蜘蛛。
在開始學習如何寫網路蜘蛛之前,我們先來看看這個電子蜘蛛長什麼樣子:
可以看到它會隨著我們的滑鼠移動,那麼如何實現這個效果呢?讓我們開始解釋吧。
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta http-equiv="X-UA-Compatible" content="IE=edge"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Dreaming</title> <!-- External JavaScript files --> <script src=".test.js"></script> <style> /* Remove default padding and margins from body */ body { margin: 0px; padding: 0px; position: fixed; /* Set the background color of webpage to black */ background: rgb(0, 0, 0); } </style> </head> <body> <!-- Create a canvas for drawing --> <canvas id="canvas"></canvas> </body> </html>
如您所見,我們的 HTML 程式碼非常簡單,讓我們開始吧!
在開始編寫 JavaScript 程式碼之前,先制定一個計畫:
頁面載入時,畫布元素和繪圖上下文將被初始化。
定義觸手物件。每根觸手由多個部分組成。
監聽滑鼠移動事件並即時更新滑鼠位置。
觸手透過動畫循環繪製,並根據滑鼠的位置動態變化,創造出流暢的動畫效果。
大致的流程就是上面的步驟,不過相信在你完成這段程式碼的編寫之前,你可能還不太理解上面的流程,不過沒關係,下面我們就開始寫我們的網路蜘蛛:
前言:為了幫助大家更好的理解程式碼邏輯,我為每段程式碼都加入了註解。希望您能在註解的幫助下一點點理解程式碼:
// Define requestAnimFrame function window.requestAnimFrame = function () { // Check if the browser supports requestAnimFrame function return ( window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || // If all these options are unavailable, use setTimeout to call the callback function function (callback) { window.setTimeout(callback) } ) } // Initialization function to get canvas element and return related information function init(elemid) { // Get canvas element let canvas = document.getElementById(elemid) // Get 2d drawing context, note that 'd' is lowercase c = canvas.getContext('2d') // Set canvas width to window inner width and height to window inner height w = (canvas.width = window.innerWidth) h = (canvas.height = window.innerHeight) // Set fill style to semi-transparent black c.fillStyle = "rgba(30,30,30,1)" // Fill the entire canvas with the fill style c.fillRect(0, 0, w, h) // Return drawing context and canvas element return { c: c, canvas: canvas } } // Execute function when page is fully loaded window.onload = function () { // Get drawing context and canvas element let c = init("canvas").c, canvas = init("canvas").canvas, // Set canvas width to window inner width and height to window inner height w = (canvas.width = window.innerWidth), h = (canvas.height = window.innerHeight), // Initialize mouse object mouse = { x: false, y: false }, last_mouse = {} // Function to calculate distance between two points function dist(p1x, p1y, p2x, p2y) { return Math.sqrt(Math.pow(p2x - p1x, 2) + Math.pow(p2y - p1y, 2)) } // Define segment class class segment { // Constructor to initialize segment object constructor(parent, l, a, first) { // If it's the first tentacle segment, position is the tentacle top position // Otherwise, position is the nextPos coordinates of the previous segment object this.first = first if (first) { this.pos = { x: parent.x, y: parent.y, } } else { this.pos = { x: parent.nextPos.x, y: parent.nextPos.y, } } // Set segment length and angle this.l = l this.ang = a // Calculate coordinates for the next segment this.nextPos = { x: this.pos.x + this.l * Math.cos(this.ang), y: this.pos.y + this.l * Math.sin(this.ang), } } // Method to update segment position update(t) { // Calculate angle between segment and target point this.ang = Math.atan2(t.y - this.pos.y, t.x - this.pos.x) // Update position coordinates based on target point and angle this.pos.x = t.x + this.l * Math.cos(this.ang - Math.PI) this.pos.y = t.y + this.l * Math.sin(this.ang - Math.PI) // Update nextPos coordinates based on new position coordinates this.nextPos.x = this.pos.x + this.l * Math.cos(this.ang) this.nextPos.y = this.pos.y + this.l * Math.sin(this.ang) } // Method to return segment to initial position fallback(t) { // Set position coordinates to target point coordinates this.pos.x = t.x this.pos.y = t.y this.nextPos.x = this.pos.x + this.l * Math.cos(this.ang) this.nextPos.y = this.pos.y + this.l * Math.sin(this.ang) } show() { c.lineTo(this.nextPos.x, this.nextPos.y) } } // Define tentacle class class tentacle { // Constructor to initialize tentacle object constructor(x, y, l, n, a) { // Set tentacle top position coordinates this.x = x this.y = y // Set tentacle length this.l = l // Set number of tentacle segments this.n = n // Initialize tentacle target point object this.t = {} // Set random movement parameter for tentacle this.rand = Math.random() // Create first segment of the tentacle this.segments = [new segment(this, this.l / this.n, 0, true)] // Create other segments for (let i = 1; i < this.n; i++) { this.segments.push( new segment(this.segments[i - 1], this.l / this.n, 0, false) ) } } // Method to move tentacle to target point move(last_target, target) { // Calculate angle between tentacle top and target point this.angle = Math.atan2(target.y - this.y, target.x - this.x) // Calculate tentacle distance parameter this.dt = dist(last_target.x, last_target.y, target.x, target.y) // Calculate tentacle target point coordinates this.t = { x: target.x - 0.8 * this.dt * Math.cos(this.angle), y: target.y - 0.8 * this.dt * Math.sin(this.angle) } // If target point is calculated, update position coordinates of last segment object // Otherwise, update position coordinates of last segment object to target point coordinates if (this.t.x) { this.segments[this.n - 1].update(this.t) } else { this.segments[this.n - 1].update(target) } // Iterate through all segment objects, update their position coordinates for (let i = this.n - 2; i >= 0; i--) { this.segments[i].update(this.segments[i + 1].pos) } if ( dist(this.x, this.y, target.x, target.y) <= this.l + dist(last_target.x, last_target.y, target.x, target.y) ) { this.segments[0].fallback({ x: this.x, y: this.y }) for (let i = 1; i < this.n; i++) { this.segments[i].fallback(this.segments[i - 1].nextPos) } } } show(target) { // If distance between tentacle and target point is less than tentacle length, draw tentacle if (dist(this.x, this.y, target.x, target.y) <= this.l) { // Set global composite operation to "lighter" c.globalCompositeOperation = "lighter" // Begin new path c.beginPath() // Start drawing line from tentacle starting position c.moveTo(this.x, this.y) // Iterate through all segment objects and use their show method to draw lines for (let i = 0; i < this.n; i++) { this.segments[i].show() } // Set line style c.strokeStyle = "hsl(" + (this.rand * 60 + 180) + ",100%," + (this.rand * 60 + 25) + "%)" // Set line width c.lineWidth = this.rand * 2 // Set line cap style c.lineCap = "round" // Set line join style c.lineJoin = "round" // Draw line c.stroke() // Set global composite operation to "source-over" c.globalCompositeOperation = "source-over" } } // Method to draw tentacle's circular head show2(target) { // Begin new path c.beginPath() // If distance between tentacle and target point is less than tentacle length, draw white circle // Otherwise draw cyan circle if (dist(this.x, this.y, target.x, target.y) <= this.l) { c.arc(this.x, this.y, 2 * this.rand + 1, 0, 2 * Math.PI) c.fillStyle = "white" } else { c.arc(this.x, this.y, this.rand * 2, 0, 2 * Math.PI) c.fillStyle = "darkcyan" } // Fill circle c.fill() } } // Initialize variables let maxl = 400, // Maximum tentacle length minl = 50, // Minimum tentacle length n = 30, // Number of tentacle segments numt = 600, // Number of tentacles tent = [], // Array of tentacles clicked = false, // Whether mouse is pressed target = { x: 0, y: 0 }, // Tentacle target point last_target = {}, // Previous tentacle target point t = 0, // Current time q = 10; // Step length for each tentacle movement // Create tentacle objects for (let i = 0; i < numt; i++) { tent.push( new tentacle( Math.random() * w, // Tentacle x-coordinate Math.random() * h, // Tentacle y-coordinate Math.random() * (maxl - minl) + minl, // Tentacle length n, // Number of tentacle segments Math.random() * 2 * Math.PI, // Tentacle angle ) ) } // Method to draw image function draw() { // If mouse moves, calculate deviation between tentacle target point and current point if (mouse.x) { target.errx = mouse.x - target.x target.erry = mouse.y - target.y } else { // Otherwise, calculate x-coordinate of tentacle target point target.errx = w / 2 + ((h / 2 - q) * Math.sqrt(2) * Math.cos(t)) / (Math.pow(Math.sin(t), 2) + 1) - target.x; target.erry = h / 2 + ((h / 2 - q) * Math.sqrt(2) * Math.cos(t) * Math.sin(t)) / (Math.pow(Math.sin(t), 2) + 1) - target.y; } // Update tentacle target point coordinates target.x += target.errx / 10 target.y += target.erry / 10 // Update time t += 0.01; // Draw tentacle target point c.beginPath(); c.arc( target.x, target.y, dist(last_target.x, last_target.y, target.x, target.y) + 5, 0, 2 * Math.PI ); c.fillStyle = "hsl(210,100%,80%)" c.fill(); // Draw center points of all tentacles for (i = 0; i < numt; i++) { tent[i].move(last_target, target) tent[i].show2(target) } // Draw all tentacles for (i = 0; i < numt; i++) { tent[i].show(target) } // Update previous tentacle target point coordinates last_target.x = target.x last_target.y = target.y } // Function to loop animation drawing function loop() { // Use requestAnimFrame function to loop window.requestAnimFrame(loop) // Clear canvas c.clearRect(0, 0, w, h) // Draw animation draw() } // Listen for window resize event window.addEventListener("resize", function () { // Reset canvas size w = canvas.width = window.innerWidth h = canvas.height = window.innerHeight // Loop animation drawing function loop() }) // Loop animation drawing function loop() // Use setInterval function to loop setInterval(loop, 1000 / 60) // Listen for mouse move event canvas.addEventListener("mousemove", function (e) { // Record previous mouse position last_mouse.x = mouse.x last_mouse.y = mouse.y // Update current mouse position mouse.x = e.pageX - this.offsetLeft mouse.y = e.pageY - this.offsetTop }, false) // Listen for mouse leave event canvas.addEventListener("mouseleave", function (e) { // Set mouse to false mouse.x = false mouse.y = false }) }
這裡我大致梳理一下上面程式碼的流程:
初始化階段
觸手物體的定義
觸手的主要方法有:
move:根據滑鼠位置更新每一段的位置。
show: 畫出觸手的路徑。
事件監控
動畫循環
drawFunction :這是一個用來建立動畫效果的遞歸函式。
觸手行為
這樣,你就完成了電子蜘蛛的製作啦! ! !
最後我們來看看最終效果:
以上是前端刷新專案—電子蜘蛛的詳細內容。更多資訊請關注PHP中文網其他相關文章!