1,样例说明
(1)在没有鼠标介入的情况下,这些球就像有磁性一样拼成“Google”字样。
(2)在鼠标移动到其中后,小球像是受到了排斥,向画布的四周扩散,然后不规则地反弹回来。
<!DOCTYPE HTML>
<html>
<head>
<style>
body {
margin: 0px;
padding: 0px;
}
canvas {
cursor: pointer;
border: 1px solid black;
margin:20px 20px 20px 20px;
}
</style>
</head>
<body>
<canvas id="myCanvas" width="578" height="200"></canvas>
<script>
window.requestAnimFrame = (function(callback) {
return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame ||
function(callback) {
window.setTimeout(callback, 1000 / 60);
};
})();
function initBalls() {
balls = [];
var blue = '#3A5BCD';
var red = '#EF2B36';
var yellow = '#FFC636';
var green = '#02A817';
// G
balls.push(new Ball(173, 63, 0, 0, blue));
balls.push(new Ball(158, 53, 0, 0, blue));
balls.push(new Ball(143, 52, 0, 0, blue));
balls.push(new Ball(130, 53, 0, 0, blue));
balls.push(new Ball(117, 58, 0, 0, blue));
balls.push(new Ball(110, 70, 0, 0, blue));
balls.push(new Ball(102, 82, 0, 0, blue));
balls.push(new Ball(104, 96, 0, 0, blue));
balls.push(new Ball(105, 107, 0, 0, blue));
balls.push(new Ball(110, 120, 0, 0, blue));
balls.push(new Ball(124, 130, 0, 0, blue));
balls.push(new Ball(139, 136, 0, 0, blue));
balls.push(new Ball(152, 136, 0, 0, blue));
balls.push(new Ball(166, 136, 0, 0, blue));
balls.push(new Ball(174, 127, 0, 0, blue));
balls.push(new Ball(179, 110, 0, 0, blue));
balls.push(new Ball(166, 109, 0, 0, blue));
balls.push(new Ball(156, 110, 0, 0, blue));
// O
balls.push(new Ball(210, 81, 0, 0, red));
balls.push(new Ball(197, 91, 0, 0, red));
balls.push(new Ball(196, 103, 0, 0, red));
balls.push(new Ball(200, 116, 0, 0, red));
balls.push(new Ball(209, 127, 0, 0, red));
balls.push(new Ball(223, 130, 0, 0, red));
balls.push(new Ball(237, 127, 0, 0, red));
balls.push(new Ball(244, 114, 0, 0, red));
balls.push(new Ball(242, 98, 0, 0, red));
balls.push(new Ball(237, 86, 0, 0, red));
balls.push(new Ball(225, 81, 0, 0, red));
// O
var oOffset = 67;
balls.push(new Ball(oOffset + 210, 81, 0, 0, yellow));
balls.push(new Ball(oOffset + 197, 91, 0, 0, yellow));
balls.push(new Ball(oOffset + 196, 103, 0, 0, yellow));
balls.push(new Ball(oOffset + 200, 116, 0, 0, yellow));
balls.push(new Ball(oOffset + 209, 127, 0, 0, yellow));
balls.push(new Ball(oOffset + 223, 130, 0, 0, yellow));
balls.push(new Ball(oOffset + 237, 127, 0, 0, yellow));
balls.push(new Ball(oOffset + 244, 114, 0, 0, yellow));
balls.push(new Ball(oOffset + 242, 98, 0, 0, yellow));
balls.push(new Ball(oOffset + 237, 86, 0, 0, yellow));
balls.push(new Ball(oOffset + 225, 81, 0, 0, yellow));
// G
balls.push(new Ball(370, 80, 0, 0, blue));
balls.push(new Ball(358, 79, 0, 0, blue));
balls.push(new Ball(346, 79, 0, 0, blue));
balls.push(new Ball(335, 84, 0, 0, blue));
balls.push(new Ball(330, 98, 0, 0, blue));
balls.push(new Ball(334, 111, 0, 0, blue));
balls.push(new Ball(348, 116, 0, 0, blue));
balls.push(new Ball(362, 109, 0, 0, blue));
balls.push(new Ball(362, 94, 0, 0, blue));
balls.push(new Ball(355, 128, 0, 0, blue));
balls.push(new Ball(340, 135, 0, 0, blue));
balls.push(new Ball(327, 142, 0, 0, blue));
balls.push(new Ball(325, 155, 0, 0, blue));
balls.push(new Ball(339, 165, 0, 0, blue));
balls.push(new Ball(352, 166, 0, 0, blue));
balls.push(new Ball(367, 161, 0, 0, blue));
balls.push(new Ball(371, 149, 0, 0, blue));
balls.push(new Ball(366, 137, 0, 0, blue));
// L
balls.push(new Ball(394, 49, 0, 0, green));
balls.push(new Ball(381, 50, 0, 0, green));
balls.push(new Ball(391, 61, 0, 0, green));
balls.push(new Ball(390, 73, 0, 0, green));
balls.push(new Ball(392, 89, 0, 0, green));
balls.push(new Ball(390, 105, 0, 0, green));
balls.push(new Ball(390, 118, 0, 0, green));
balls.push(new Ball(388, 128, 0, 0, green));
balls.push(new Ball(400, 128, 0, 0, green));
// E
balls.push(new Ball(426, 101, 0, 0, red));
balls.push(new Ball(436, 98, 0, 0, red));
balls.push(new Ball(451, 95, 0, 0, red));
balls.push(new Ball(449, 83, 0, 0, red));
balls.push(new Ball(443, 78, 0, 0, red));
balls.push(new Ball(430, 77, 0, 0, red));
balls.push(new Ball(418, 82, 0, 0, red));
balls.push(new Ball(414, 93, 0, 0, red));
balls.push(new Ball(412, 108, 0, 0, red));
balls.push(new Ball(420, 120, 0, 0, red));
balls.push(new Ball(430, 127, 0, 0, red));
balls.push(new Ball(442, 130, 0, 0, red));
balls.push(new Ball(450, 125, 0, 0, red));
return balls;
}
function getMousePos(canvas, evt) {
// get canvas position
var obj = canvas;
var top = 0;
var left = 0;
while(obj.tagName != 'BODY') {
top += obj.offsetTop;
left += obj.offsetLeft;
obj = obj.offsetParent;
}
// return relative mouse position
var mouseX = evt.clientX - left + window.pageXOffset;
var mouseY = evt.clientY - top + window.pageYOffset;
return {
x: mouseX,
y: mouseY
};
}
function updateBalls(canvas, balls, timeDiff, mousePos) {
var context = canvas.getContext('2d');
var collisionDamper = 0.3;
var floorFriction = 0.0005 * timeDiff;
var mouseForceMultiplier = 1 * timeDiff;
var restoreForce = 0.002 * timeDiff;
for(var n = 0; n < balls.length; n++) {
var ball = balls[n];
// set ball position based on velocity
ball.y += ball.vy;
ball.x += ball.vx;
// restore forces
if(ball.x > ball.origX) {
ball.vx -= restoreForce;
}
else {
ball.vx += restoreForce;
}
if(ball.y > ball.origY) {
ball.vy -= restoreForce;
}
else {
ball.vy += restoreForce;
}
// mouse forces
var mouseX = mousePos.x;
var mouseY = mousePos.y;
var distX = ball.x - mouseX;
var distY = ball.y - mouseY;
var radius = Math.sqrt(Math.pow(distX, 2) + Math.pow(distY, 2));
var totalDist = Math.abs(distX) + Math.abs(distY);
var forceX = (Math.abs(distX) / totalDist) * (1 / radius) * mouseForceMultiplier;
var forceY = (Math.abs(distY) / totalDist) * (1 / radius) * mouseForceMultiplier;
if(distX > 0) {// mouse is left of ball
ball.vx += forceX;
}
else {
ball.vx -= forceX;
}
if(distY > 0) {// mouse is on top of ball
ball.vy += forceY;
}
else {
ball.vy -= forceY;
}
// floor friction
if(ball.vx > 0) {
ball.vx -= floorFriction;
}
else if(ball.vx < 0) {
ball.vx += floorFriction;
}
if(ball.vy > 0) {
ball.vy -= floorFriction;
}
else if(ball.vy < 0) {
ball.vy += floorFriction;
}
// floor condition
if(ball.y > (canvas.height - ball.radius)) {
ball.y = canvas.height - ball.radius - 2;
ball.vy *= -1;
ball.vy *= (1 - collisionDamper);
}
// ceiling condition
if(ball.y < (ball.radius)) {
ball.y = ball.radius + 2;
ball.vy *= -1;
ball.vy *= (1 - collisionDamper);
}
// right wall condition
if(ball.x > (canvas.width - ball.radius)) {
ball.x = canvas.width - ball.radius - 2;
ball.vx *= -1;
ball.vx *= (1 - collisionDamper);
}
// left wall condition
if(ball.x < (ball.radius)) {
ball.x = ball.radius + 2;
ball.vx *= -1;
ball.vx *= (1 - collisionDamper);
}
}
}
function Ball(x, y, vx, vy, color) {
this.x = x;
this.y = y;
this.vx = vx;
this.vy = vy;
this.color = color;
this.origX = x;
this.origY = y;
this.radius = 10;
}
function animate(canvas, balls, lastTime, mousePos) {
var context = canvas.getContext('2d');
// update
var date = new Date();
var time = date.getTime();
var timeDiff = time - lastTime;
updateBalls(canvas, balls, timeDiff, mousePos);
lastTime = time;
// clear
context.clearRect(0, 0, canvas.width, canvas.height);
// render
for(var n = 0; n < balls.length; n++) {
var ball = balls[n];
context.beginPath();
context.arc(ball.x, ball.y, ball.radius, 0, 2 * Math.PI, false);
context.fillStyle = ball.color;
context.fill();
}
// request new frame
requestAnimFrame(function() {
animate(canvas, balls, lastTime, mousePos);
});
}
var canvas = document.getElementById('myCanvas');
var balls = initBalls();
var date = new Date();
var time = date.getTime();
/*
* set mouse position really far away
* so the mouse forces are nearly obsolete
*/
var mousePos = {
x: 9999,
y: 9999
};
canvas.addEventListener('mousemove', function(evt) {
var pos = getMousePos(canvas, evt);
mousePos.x = pos.x;
mousePos.y = pos.y;
});
canvas.addEventListener('mouseout', function(evt) {
mousePos.x = 9999;
mousePos.y = 9999;
});
animate(canvas, balls, time, mousePos);
</script>
</body>
</html>
原文出自: 转载请保留原文链接:http://www.hangge.com/blog/cache/detail_1059.html