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canvas动态小球重叠效果

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前面的话

  在javascript运动系列中,详细介绍了各种运动,其中就包括碰壁运动。但是,如果用canvas去实现,却是另一种思路。本文将详细介绍canvas动态小球重叠效果

静态小球

  首先,生成随机半径、随机位置的50个静态小球

<button id="btn">按钮</button><canvas id="canvas" width="500" height="300" style="border:1px solid black">当前浏览器不支持canvas,请更换浏览器后再试</canvas><script>var canvas = document.getElementById('canvas');var H=300,W=500;
btn.onclick = function(){
 getBalls();
}
getBalls();function getBalls(){
 canvas.height = H; if(canvas.getContext){ var cxt = canvas.getContext('2d'); for(var i = 0; i < 50; i++){ var tempR = Math.floor(Math.random()*255); var tempG = Math.floor(Math.random()*255); var tempB = Math.floor(Math.random()*255);
 cxt.fillStyle = 'rgb(' + tempR + ',' + tempG + ',' + tempB + ')'; var tempW = Math.floor(Math.random()*W); var tempH = Math.floor(Math.random()*H); var tempR = Math.floor(Math.random()*50);
 cxt.beginPath();
 cxt.arc(tempW,tempH,tempR,0,Math.PI*2);
 cxt.fill();
 }
 } 
}</script>

随机运动

  接着,这50个小球做随机运动,需要配合定时器更新小球的运动状态。这时,需要对上面代码进行改写

<button id="btn">更新</button><canvas id="canvas" width="500" height="300" style="border:1px solid black">当前浏览器不支持canvas,请更换浏览器后再试</canvas><script>btn.onclick = function(){history.go();}var canvas = document.getElementById('canvas');//存储画布宽高var H=300,W=500;//存储小球个数var NUM = 50;//存储小球var balls = [];function getBalls(){ if(canvas.getContext){ var cxt = canvas.getContext('2d'); for(var i = 0; i < NUM; i++){ var tempR = Math.floor(Math.random()*255); var tempG = Math.floor(Math.random()*255); var tempB = Math.floor(Math.random()*255); var tempColor = 'rgb(' + tempR + ',' + tempG + ',' + tempB + ')'; var tempX = Math.floor(Math.random()*W); var tempY = Math.floor(Math.random()*H); var tempR = Math.floor(Math.random()*30+20); var tempBall = {
 x:tempX,
 y:tempY,
 r:tempR,
 stepX:Math.floor(Math.random() * 4 -2),
 stepY:Math.floor(Math.random() * 4 -2),
 color:tempColor,
 disX:Math.floor(Math.random() * 3 -1),
 disY:Math.floor(Math.random() * 3 -1)
 };
 balls.push(tempBall);
 }
 } 
}function updateBalls(){ for(var i = 0; i < balls.length; i++){
 balls[i].stepY += balls[i].disY;
 balls[i].stepX += balls[i].disX;
 balls[i].x += balls[i].stepX;
 balls[i].y += balls[i].stepY; 
 }
}function renderBalls(){ //重置画布高度,达到清空画布的效果 canvas.height = H; 
 if(canvas.getContext){ var cxt = canvas.getContext('2d'); for(var i = 0; i < balls.length; i++){
 cxt.beginPath();
 cxt.arc(balls[i].x,balls[i].y,balls[i].r,0,2*Math.PI);
 cxt.fillStyle = balls[i].color;
 cxt.closePath();
 cxt.fill(); 
 } 
 }

}
getBalls();
clearInterval(oTimer);var oTimer = setInterval(function(){ //更新小球运动状态 updateBalls(); //渲染小球 renderBalls();
},50);</script>

碰壁检测

  下面,增加小球的碰壁检测功能,当小球碰壁时,变为相反方向

function bumpTest(ele){ //左侧
 if(ele.x <= ele.r){
 ele.x = ele.r;
 ele.stepX = -ele.stepX;
 } //右侧
 if(ele.x >= W - ele.r){
 ele.x = W - ele.r;
 ele.stepX = -ele.stepX;
 } //上侧
 if(ele.y <= ele.r){
 ele.y = ele.r;
 ele.stepY = -ele.stepY;
 } //下侧
 if(ele.y >= H - ele.r){
 ele.y = H - ele.r;
 ele.stepY = -ele.stepY;
 }
}

<button id="btn">更新</button>
<canvas id="canvas" width="500" height="300" style="border:1px solid black">当前浏览器不支持canvas,请更换浏览器后再试</canvas>
<script>btn.onclick = function(){history.go();}var canvas = document.getElementById('canvas');//存储画布宽高var H=300,W=500;//存储小球个数var NUM = 30;//存储小球var balls = [];function getBalls(){ if(canvas.getContext){ var cxt = canvas.getContext('2d'); for(var i = 0; i < NUM; i++){ var tempR = Math.floor(Math.random()*255); var tempG = Math.floor(Math.random()*255); var tempB = Math.floor(Math.random()*255); var tempColor = 'rgb(' + tempR + ',' + tempG + ',' + tempB + ')'; var tempR = Math.floor(Math.random()*30+20); var tempX = Math.floor(Math.random()*(W-tempR) + tempR); var tempY = Math.floor(Math.random()*(H-tempR) + tempR); 
 var tempBall = {
 x:tempX,
 y:tempY,
 r:tempR,
 stepX:Math.floor(Math.random() * 13 -6),
 stepY:Math.floor(Math.random() * 13 -6),
 color:tempColor
 };
 balls.push(tempBall);
 }
 } 
}function updateBalls(){ for(var i = 0; i < balls.length; i++){
 balls[i].x += balls[i].stepX;
 balls[i].y += balls[i].stepY; 
 bumpTest(balls[i]);
 }
}function bumpTest(ele){ //左侧
 if(ele.x <= ele.r){
 ele.x = ele.r;
 ele.stepX = -ele.stepX;
 } //右侧
 if(ele.x >= W - ele.r){
 ele.x = W - ele.r;
 ele.stepX = -ele.stepX;
 } //上侧
 if(ele.y <= ele.r){
 ele.y = ele.r;
 ele.stepY = -ele.stepY;
 } //下侧
 if(ele.y >= H - ele.r){
 ele.y = H - ele.r;
 ele.stepY = -ele.stepY;
 }
}function renderBalls(){ //重置画布高度,达到清空画布的效果
 canvas.height = H; 
 if(canvas.getContext){ var cxt = canvas.getContext('2d'); for(var i = 0; i < balls.length; i++){
 cxt.beginPath();
 cxt.arc(balls[i].x,balls[i].y,balls[i].r,0,2*Math.PI);
 cxt.fillStyle = balls[i].color;
 cxt.closePath();
 cxt.fill(); 
 } 
 }

}
getBalls();
clearInterval(oTimer);var oTimer = setInterval(function(){ //更新小球运动状态 updateBalls(); //渲染小球 renderBalls();
},50);</script>

重叠效果

  canvas的合成属性globalCompositeOperation表示后绘制的图形怎样与先绘制的图形结合,属性值是字符串,可能值如下:

source-over(默认):后绘制的图形位于先绘制的图形上方
source-in:后绘制的图形与先绘制的图形重叠的部分可见,两者其他部分完全透明
source-out:后绘制的图形与先绘制的图形不重叠的部分可见,先绘制的图形完全透明
source-atop:后绘制的图形与先绘制的图形重叠的部分可见,先绘制的图形不受影响
destination-over:后绘制的图形位于先绘制的图形下方,只有之前透明像素下的部分才可见
destination-in:后绘制的图形位于先绘制的图形下方,两者不重叠的部分完全透明
destination-out:后绘制的图形擦除与先绘制的图形重叠的部分
destination-atop:后绘制的图形位于先绘制的图形下方,在两者不重叠的地方,先绘制的图形会变透明
lighter:后绘制的图形与先绘制的图形重叠部分的值相加,使该部分变亮
copy:后绘制的图形完全替代与之重叠的先绘制图形 
xor:后绘制的图形与先绘制的图形重叠的部分执行"异或"操作

  增加小球的重叠效果为'xor',即为最终的效果展示

<button id="btn">变换</button>
<canvas id="canvas" width="500" height="300" style="border:1px solid black">当前浏览器不支持canvas,请更换浏览器后再试</canvas>
<script>btn.onclick = function(){history.go();}var canvas = document.getElementById('canvas');//存储画布宽高var H=300,W=500;//存储小球个数var NUM = 30;//存储小球var balls = [];function getBalls(){ if(canvas.getContext){ var cxt = canvas.getContext('2d'); for(var i = 0; i < NUM; i++){ var tempR = Math.floor(Math.random()*255); var tempG = Math.floor(Math.random()*255); var tempB = Math.floor(Math.random()*255); var tempColor = 'rgb(' + tempR + ',' + tempG + ',' + tempB + ')'; var tempR = Math.floor(Math.random()*30+20); var tempX = Math.floor(Math.random()*(W-tempR) + tempR); var tempY = Math.floor(Math.random()*(H-tempR) + tempR); 
 var tempBall = {
 x:tempX,
 y:tempY,
 r:tempR,
 stepX:Math.floor(Math.random() * 21 -10),
 stepY:Math.floor(Math.random() * 21 -10),
 color:tempColor
 };
 balls.push(tempBall);
 }
 } 
}function updateBalls(){ for(var i = 0; i < balls.length; i++){
 balls[i].x += balls[i].stepX;
 balls[i].y += balls[i].stepY; 
 bumpTest(balls[i]);
 }
}function bumpTest(ele){ //左侧
 if(ele.x <= ele.r){
 ele.x = ele.r;
 ele.stepX = -ele.stepX;
 } //右侧
 if(ele.x >= W - ele.r){
 ele.x = W - ele.r;
 ele.stepX = -ele.stepX;
 } //上侧
 if(ele.y <= ele.r){
 ele.y = ele.r;
 ele.stepY = -ele.stepY;
 } //下侧
 if(ele.y >= H - ele.r){
 ele.y = H - ele.r;
 ele.stepY = -ele.stepY;
 }
}function renderBalls(){ //重置画布高度,达到清空画布的效果
 canvas.height = H; 
 if(canvas.getContext){ var cxt = canvas.getContext('2d'); for(var i = 0; i < balls.length; i++){
 cxt.beginPath();
 cxt.arc(balls[i].x,balls[i].y,balls[i].r,0,2*Math.PI);
 cxt.fillStyle = balls[i].color;
 cxt.globalCompositeOperation = 'xor';
 cxt.closePath();
 cxt.fill(); 
 } 
 }

}
getBalls();
clearInterval(oTimer);var oTimer = setInterval(function(){ //更新小球运动状态 updateBalls(); //渲染小球 renderBalls();
},50);</script>

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