键盘控制小球移动
众所周知,我们所看到的动画实际上就是一系列静态画面快速切换,从而让肉眼因视觉残像产生了「画面在活动」的视觉效果。明白了这一点后,在canvas上绘制动画效果就显得比较简单了。我们只需要将某个静态图形先清除,然后在另外一个位置重新绘制,如此反复,让静态图形按照一定的轨迹进行移动,就可以产生动画效果了。
下面,我们在canvas上绘制一个实心小球,然后用键盘上的方向键控制小球的移动,从而产生动态效果。示例代码如下:
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nbsp;html>
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"UTF-8">
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html5 canvas绘制可移动的小球入门示例
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- "moveBall(event)">
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您的浏览器不支持canvas标签。
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<script><span class="string">"text/javascript"</script>>
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var canvas = document.getElementById("myCanvas");
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function Ball(x, y ,radius, speed){
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this.x = x || 10;
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this.y = y || 10;
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this.radius = radius || 10;
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this.speed = speed || 5;
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this.moveUp = function(){
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this.y -= this.speed;
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if(this.y this.radius){
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this.y = this.radius;
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}
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};
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this.moveRight = function(){
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this.x += this.speed;
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var maxX = canvas.width - this.radius;
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if(this.x > maxX){
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this.x = maxX;
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}
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};
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this.moveLeft = function(){
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this.x -= this.speed;
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if(this.x this.radius){
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this.x = this.radius;
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}
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};
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this.moveDown = function(){
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this.y += this.speed;
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var maxY = canvas.height - this.radius;
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if(this.y > maxY){
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this.y = maxY;
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}
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};
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}
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function drawBall(ball){
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if(typeof ctx != "undefined"){
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ctx.beginPath();
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ctx.arc(ball.x, ball.y, ball.radius, 0, Math.PI * 2, false);
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ctx.fill();
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}
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}
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function clearCanvas(){
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if(typeof ctx != "undefined"){
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ctx.clearRect(0, 0, 400, 300);
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}
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}
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var ball = new Ball();
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if(canvas.getContext){
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var ctx = canvas.getContext("2d");
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drawBall(ball);
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}
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function moveBall(event){
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switch(event.keyCode){
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case 37:
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ball.moveLeft();
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break;
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case 38:
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ball.moveUp();
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break;
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case 39:
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ball.moveRight();
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break;
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case 40:
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ball.moveDown();
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break;
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default:
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return;
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}
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clearCanvas();
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drawBall(ball);
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}
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请使用支持html5的浏览器打开以下网页以查看实际效果(使用方向键进行移动):
使用canvas绘制可移动的小球。
小丑笑脸
只需要了解很少的几个API,然后使用需要的动画参数,就能制作出这个有趣又能响应你的动作的Web动画。
第一步,画五官
这个小丑没有耳朵和眉毛,所以只剩下三官,但它的两个眼睛我们要分别绘制,所以一共是四个部分。下面先看看代码。
绘制左眼的代码
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var leftEye = new Kinetic.Line({
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x: 150,
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points: [0, 200, 50, 190, 100, 200, 50, 210],
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tension: 0.5,
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closed: true,
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stroke: 'white',
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strokeWidth: 10
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});
绘制右眼的代码
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var rightEye = new Kinetic.Line({
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x: sw - 250,
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points: [0, 200, 50, 190, 100, 200, 50, 210],
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tension: 0.5,
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closed: true,
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stroke: 'white',
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strokeWidth: 10
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});
绘制鼻子的代码
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var nose = new Kinetic.Line({
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points: [240, 280, sw/2, 300, sw-240,280],
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tension: 0.5,
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closed: true,
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stroke: 'white',
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strokeWidth: 10
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});
绘制嘴巴的代码
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var mouth = new Kinetic.Line({
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points: [150, 340, sw/2, 380, sw - 150, 340, sw/2, sh],
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tension: 0.5,
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closed: true,
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stroke: 'red',
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strokeWidth: 10
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});
你会不会觉得很失望,原来就这么简单几行代码。没错,就是这么简单,相信你对自己能成为一名Web游戏动画程序员开始有信心了!
简单讲解一下上面的代码。Kinetic就是我们使用的js工具包。在页面的头部,我们需要这样引用它:
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var mouth = new Kinetic.Line({
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points: [150, 340, sw/2, 380, sw - 150, 340, sw/2, sh],
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tension: 0.5,
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closed: true,
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stroke: 'red',
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strokeWidth: 10
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});
其它几个分别是几个关键点,线条弹性,颜色,宽度等。这些都很容易理解。
第二步,让图动起来
这个动画之所以能吸引人,是因为它能响应你的鼠标动作,和用户有互动,这是一个成功的动画最关键的地方。如果你仔细观察,这个小丑五官的变化只是形状的变化,眼睛变大,嘴巴变大,鼻子变大,但特别的是这个变化不是瞬间变化,而是有过渡性的,这里面有一些算法,这就是最让人发愁的地方。幸运的是,这算法技术都非常的成熟,不需要我们来思考,在这些动画引擎库里都把这些技术封装成了非常简单方便的接口。下面我们来看看如何让动起来。
左眼的动画
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var leftEyeTween = new Kinetic.Tween({
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node: leftEye,
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duration: 1,
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easing: Kinetic.Easings.ElasticEaseOut,
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y: -100,
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points: [0, 200, 50, 150, 100, 200, 50, 200]
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});
右眼的动画
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var rightEyeTween = new Kinetic.Tween({
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node: rightEye,
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duration: 1,
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easing: Kinetic.Easings.ElasticEaseOut,
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y: -100,
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points: [0, 200, 50, 150, 100, 200, 50, 200]
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});
鼻子的动画
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var noseTween = new Kinetic.Tween({
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node: nose,
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duration: 1,
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easing: Kinetic.Easings.ElasticEaseOut,
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y: -100,
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points: [220, 280, sw/2, 200, sw-220,280]
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});
嘴巴的动画
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var mouthTween = new Kinetic.Tween({
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node: mouth,
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duration: 1,
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easing: Kinetic.Easings.ElasticEaseOut,
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points: [100, 250, sw/2, 250, sw - 100, 250, sw/2, sh-20]
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});
这些代码非常的简单,而且变量名能自释其意。稍微有点经验的程序员想看懂这些代码应该不难。基本每段代码都是让你提供一些点,指定动画动作的衰退模式和持续时间。
完整的动画代码
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nbsp;HTML>
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body {
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margin: 0px;
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padding: 0px;
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}
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#container {
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background-color: black;
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}
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"container">
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<script><span class="string">"/js/lib/kinetic-v5.0.1.min.js"</script>>
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<script><span class="string">"defer"</script>>
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var sw = 578;
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var sh = 400;
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var stage = new Kinetic.Stage({
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container: 'container',
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width: 578,
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height: 400
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});
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var layer = new Kinetic.Layer({
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y: -30
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});
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var leftEye = new Kinetic.Line({
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x: 150,
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points: [0, 200, 50, 190, 100, 200, 50, 210],
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tension: 0.5,
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closed: true,
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stroke: 'white',
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strokeWidth: 10
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});
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var rightEye = new Kinetic.Line({
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x: sw - 250,
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points: [0, 200, 50, 190, 100, 200, 50, 210],
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tension: 0.5,
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closed: true,
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stroke: 'white',
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strokeWidth: 10
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});
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var nose = new Kinetic.Line({
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points: [240, 280, sw/2, 300, sw-240,280],
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tension: 0.5,
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closed: true,
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stroke: 'white',
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strokeWidth: 10
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});
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var mouth = new Kinetic.Line({
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points: [150, 340, sw/2, 380, sw - 150, 340, sw/2, sh],
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tension: 0.5,
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closed: true,
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stroke: 'red',
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strokeWidth: 10
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});
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layer.add(leftEye)
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.add(rightEye)
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.add(nose)
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.add(mouth);
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stage.add(layer);
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var leftEyeTween = new Kinetic.Tween({
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node: leftEye,
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duration: 1,
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easing: Kinetic.Easings.ElasticEaseOut,
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y: -100,
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points: [0, 200, 50, 150, 100, 200, 50, 200]
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});
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var rightEyeTween = new Kinetic.Tween({
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node: rightEye,
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duration: 1,
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easing: Kinetic.Easings.ElasticEaseOut,
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y: -100,
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points: [0, 200, 50, 150, 100, 200, 50, 200]
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});
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var noseTween = new Kinetic.Tween({
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node: nose,
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duration: 1,
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easing: Kinetic.Easings.ElasticEaseOut,
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y: -100,
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points: [220, 280, sw/2, 200, sw-220,280]
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});
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var mouthTween = new Kinetic.Tween({
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node: mouth,
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duration: 1,
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easing: Kinetic.Easings.ElasticEaseOut,
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points: [100, 250, sw/2, 250, sw - 100, 250, sw/2, sh-20]
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});
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stage.getContainer().addEventListener('mouseover', function() {
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leftEyeTween.play();
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rightEyeTween.play();
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noseTween.play();
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mouthTween.play();
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});
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stage.getContainer().addEventListener('mouseout', function() {
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leftEyeTween.reverse();
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rightEyeTween.reverse();
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noseTween.reverse();
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mouthTween.reverse();
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});
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观看演示