原生JS,运动的小人
Posted ITandYT
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今天突然想起来,不知道在什么网站上看的一个纯纯的原生JS写的效果,运动的小人,所以在这里给大家分享一下代码:
并说明:
这不是本人写的,而是我在浏览网站是无意中发现的,现在已经不记得是哪个网站了,但是要说明,这不是本人的代码,求大神现身吧!!
先看效果图:先是统一动作
后随机动作:
并且鼠标可任意拉扯小人进行拖拽,拽到最上方时,鼠标不松手,即可会有两只小人从屏幕上方掉下来,一直是被你鼠标托上去那只,一直是
比拖的那只大两倍大小人!!
来看代码:
1 <!DOCTYPE html> 2 <html > 3 <head> 4 <meta charset="UTF-8"> 5 <title>The Last Experience</title> 6 <style> 7 html { 8 overflow: hidden; 9 } 10 11 body { 12 position: absolute; 13 margin: 0; 14 padding: 0; 15 width: 100%; 16 height: 100%; 17 background: #000; 18 } 19 20 canvas { 21 position: absolute; 22 width: 100%; 23 height: 100%; 24 background: #000; 25 } 26 </style> 27 28 29 </head> 30 31 <body> 32 33 34 <script> 35 \'use strict\'; 36 37 function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } 38 39 var Robot = function () { 40 function Robot(color, light, size, x, y, struct) { 41 _classCallCheck(this, Robot); 42 43 this.points = []; 44 this.links = []; 45 this.frame = 0; 46 this.dir = 1; 47 this.size = size; 48 this.color = Math.round(color); 49 this.light = light; 50 51 // ---- points ---- 52 var id = 0; 53 for (var _iterator = struct.points, _isArray = Array.isArray(_iterator), _i = 0, _iterator = _isArray ? _iterator : _iterator[Symbol.iterator]();;) { 54 var _ref; 55 56 if (_isArray) { 57 if (_i >= _iterator.length) break; 58 _ref = _iterator[_i++]; 59 } else { 60 _i = _iterator.next(); 61 if (_i.done) break; 62 _ref = _i.value; 63 } 64 65 var p = _ref; 66 67 this.points.push(new Point(id++, size * p[0] + x, size * p[1] + y, p[2])); 68 } 69 70 // ---- links ---- 71 for (var _iterator2 = struct.links, _isArray2 = Array.isArray(_iterator2), _i2 = 0, _iterator2 = _isArray2 ? _iterator2 : _iterator2[Symbol.iterator]();;) { 72 var _ref2; 73 74 if (_isArray2) { 75 if (_i2 >= _iterator2.length) break; 76 _ref2 = _iterator2[_i2++]; 77 } else { 78 _i2 = _iterator2.next(); 79 if (_i2.done) break; 80 _ref2 = _i2.value; 81 } 82 83 var l = _ref2; 84 85 var p0 = this.points[l[0]]; 86 var p1 = this.points[l[1]]; 87 var dx = p0.x - p1.x; 88 var dy = p0.y - p1.y; 89 this.links.push(new Link(this, p0, p1, Math.sqrt(dx * dx + dy * dy), l[2] * size / 3, l[3], l[4])); 90 } 91 } 92 93 Robot.prototype.update = function update() { 94 95 // ---- beat ---- 96 if (++this.frame % 20 === 0) this.dir = -this.dir; 97 98 // ---- create giants ---- 99 if (dancerDrag && this === dancerDrag && this.size < 16 && this.frame > 600) { 100 dancerDrag = null; 101 dancers.push(new Robot(this.color, this.light * 1.25, this.size * 2, pointer.x, pointer.y - 100 * this.size * 2, struct)); 102 dancers.sort(function (d0, d1) { 103 return d0.size - d1.size; 104 }); 105 } 106 107 // ---- update links ---- 108 for (var _iterator3 = this.links, _isArray3 = Array.isArray(_iterator3), _i3 = 0, _iterator3 = _isArray3 ? _iterator3 : _iterator3[Symbol.iterator]();;) { 109 var _ref3; 110 111 if (_isArray3) { 112 if (_i3 >= _iterator3.length) break; 113 _ref3 = _iterator3[_i3++]; 114 } else { 115 _i3 = _iterator3.next(); 116 if (_i3.done) break; 117 _ref3 = _i3.value; 118 } 119 120 var link = _ref3; 121 122 var p0 = link.p0; 123 var p1 = link.p1; 124 var dx = p0.x - p1.x; 125 var dy = p0.y - p1.y; 126 var dist = Math.sqrt(dx * dx + dy * dy); 127 128 if (dist) { 129 130 var tw = p0.w + p1.w; 131 var r1 = p1.w / tw; 132 var r0 = p0.w / tw; 133 var dz = (link.distance - dist) * link.force; 134 dx = dx / dist * dz; 135 dy = dy / dist * dz; 136 p1.x -= dx * r0; 137 p1.y -= dy * r0; 138 p0.x += dx * r1; 139 p0.y += dy * r1; 140 } 141 } 142 143 // ---- update points ---- 144 for (var _iterator4 = this.points, _isArray4 = Array.isArray(_iterator4), _i4 = 0, _iterator4 = _isArray4 ? _iterator4 : _iterator4[Symbol.iterator]();;) { 145 var _ref4; 146 147 if (_isArray4) { 148 if (_i4 >= _iterator4.length) break; 149 _ref4 = _iterator4[_i4++]; 150 } else { 151 _i4 = _iterator4.next(); 152 if (_i4.done) break; 153 _ref4 = _i4.value; 154 } 155 156 var point = _ref4; 157 158 // ---- drag ---- 159 if (this === dancerDrag && point === pointDrag) { 160 161 point.x += (pointer.x - point.x) * 0.1; 162 point.y += (pointer.y - point.y) * 0.1; 163 } 164 165 // ---- dance ---- 166 if (this !== dancerDrag) { 167 168 point.fn && point.fn(16 * Math.sqrt(this.size), this.dir); 169 } 170 171 // ---- verlet integration ---- 172 point.vx = point.x - point.px; 173 point.vy = point.y - point.py; 174 point.px = point.x; 175 point.py = point.y; 176 point.vx *= 0.995; 177 point.vy *= 0.995; 178 point.x += point.vx; 179 point.y += point.vy + 0.01; 180 } 181 182 for (var _iterator5 = this.links, _isArray5 = Array.isArray(_iterator5), _i5 = 0, _iterator5 = _isArray5 ? _iterator5 : _iterator5[Symbol.iterator]();;) { 183 var _ref5; 184 185 if (_isArray5) { 186 if (_i5 >= _iterator5.length) break; 187 _ref5 = _iterator5[_i5++]; 188 } else { 189 _i5 = _iterator5.next(); 190 if (_i5.done) break; 191 _ref5 = _i5.value; 192 } 193 194 var link = _ref5; 195 196 var p1 = link.p1; 197 198 // ---- ground ---- 199 if (p1.y > canvas.height * ground - link.size * 0.5) { 200 p1.y = canvas.height * ground - link.size * 0.5; 201 p1.x -= p1.vx; 202 p1.vx = 0; 203 p1.vy = 0; 204 } 205 206 // ---- borders ---- 207 if (p1.id === 1 || p1.id === 2) { 208 if (p1.x > canvas.width - link.size) p1.x = canvas.width - link.size;else if (p1.x < link.size) p1.x = link.size; 209 } 210 } 211 }; 212 213 Robot.prototype.draw = function draw() { 214 215 for (var _iterator6 = this.links, _isArray6 = Array.isArray(_iterator6), _i6 = 0, _iterator6 = _isArray6 ? _iterator6 : _iterator6[Symbol.iterator]();;) { 216 var _ref6; 217 218 if (_isArray6) { 219 if (_i6 >= _iterator6.length) break; 220 _ref6 = _iterator6[_i6++]; 221 } else { 222 _i6 = _iterator6.next(); 223 if (_i6.done) break; 224 _ref6 = _i6.value; 225 } 226 227 var link = _ref6; 228 229 if (link.size) { 230 231 var dx = link.p1.x - link.p0.x; 232 var dy = link.p1.y - link.p0.y; 233 var a = Math.atan2(dy, dx); 234 var d = Math.sqrt(dx * dx + dy * dy); 235 236 // ---- shadow ---- 237 ctx.save(); 238 ctx.translate(link.p0.x + link.size * 0.25, link.p0.y + link.size * 0.25); 239 ctx.rotate(a); 240 ctx.drawImage(link.shadow, -link.size * 0.5, -link.size * 0.5, d + link.size, link.size); 241 ctx.restore(); 242 243 // ---- stroke ---- 244 ctx.save(); 245 ctx.translate(link.p0.x, link.p0.y); 246 ctx.rotate(a); 247 ctx.drawImage(link.image, -link.size * 0.5, -link.size * 0.5, d + link.size, link.size); 248 ctx.restore(); 249 } 250 } 251 }; 252 253 return Robot; 254 }(); 255 256 var Link = function Link(parent, p0, p1, dist, size, light, force) { 257 _classCallCheck(this, Link); 258 259 // ---- cache strokes ---- 260 function stroke(color, axis) { 261 262 var image = document.createElement(\'canvas\'); 263 image.width = dist + size; 264 image.height = size; 265 var ict = image.getContext(\'2d\'); 266 ict.beginPath(); 267 ict.lineCap = "round"; 268 ict.lineWidth = size; 269 ict.strokeStyle = color; 270 ict.moveTo(size * 0.5, size * 0.5); 271 ict.lineTo(size * 0.5 + dist, size * 0.5); 272 ict.stroke(); 273 if (axis) { 274 var s = size / 10; 275 ict.fillStyle = "#000"; 276 ict.fillRect(size * 0.5 - s, size * 0.5 - s, s * 2, s * 2); 277 ict.fillRect(size * 0.5 - s + dist, size * 0.5 - s, s * 2, s * 2); 278 } 279 return image; 280 } 281 282 this.p0 = p0; 283 this.p1 = p1; 284 this.distance = dist; 285 this.size = size; 286 this.light = light || 1.0; 287 this.force = force || 0.5; 288 this.image = stroke("hsl(" + parent.color + " ,30%, " + parent.light * this.light + "%)", true); 289 this.shadow = stroke("rgba(0,0,0,0.5)"); 290 }; 291 292 var Point = function Point(id, x, y, fn, w) { 293 _classCallCheck(this, Point); 294 295 this.id = id; 296 this.x = x; 297 this.y = y; 298 this.w = w || 0.5; 299 this.fn = fn || null; 300 this.px = x; 301 this.py = y; 302 this.vx = 0; 303 this.vy = 0; 304 }; 305 306 var Canvas = function () { 307 function Canvas() { 308 var _this = this; 309 310 _classCallCheck(this, Canvas); 311 312 this.elem = document.createElement(\'canvas\'); 313 this.ctx = this.elem.getContext(\'2d\'); 314 document.body.appendChild(this.elem); 315 this.resize(); 316 window.addEventListener(\'resize\', function () { 317 return _this.resize(); 318 }, false); 319 } 320 321 Canvas.prototype.resize = function resize() { 322 323 this.width = this.elem.width = this.elem.offsetWidth; 324 this.height = this.elem.height = this.elem.offsetHeight; 325 ground = this.height > 500 ? 0.85 : 1.0; 326 }; 327 328 return Canvas; 329 }(); 330 331 var Pointer = function () { 332 function Pointer(canvas) { 333 var _this2 = this; 334 335 _classCallCheck(this, Pointer); 336 337 this.x = 0; 338 this.y = 0; 339 this.canvas = canvas; 340 341 window.addEventListener(\'mousemove\', function (e) { 342 return _this2.move(e); 343 }, false); 344 canvas.elem.addEventListener(\'touchmove\', function (e) { 345 return _this2.move(e); 346 }, false); 347 window.addEventListener(\'mousedown\', function (e) { 348 return _this2.down(e); 349 }, false); 350 window.addEventListener(\'touchstart\', function (e) { 351 return _this2.down(e); 352 }, false); 353 window.addEventListener(\'mouseup\', function (e) { 354 return _this2.up(e); 355 }, false); 356 window.addEventListener(\'touchend\', function (e) { 357 return _this2.up(e); 358 }, false); 359 } 360 361 Pointer.prototype.down = function down(e) { 362 363 this.move(e); 364 365 for (var _iterator7 = dancers, _isArray7 = Array.isArray(_iterator7), _i7 = 0, _iterator7 = _isArray7 ? _iterator7 : _iterator7[Symbol.iterator]();;) { 366 var _ref7; 367 368 if (_isArray7) { 369 if (_i7 >= _iterator7.length) break; 370 _ref7 = _iterator7[_i7++]; 371 } else { 372 _i7 = _iterator7.next(); 373 if (_i7.done) break; 374 _ref7 = _i7.value; 375 } 376 377 var dancer = _ref7; 378 379 for (var _iterator8 = dancer.points, _isArray8 = Array.isArray(_iterator8), _i8 = 0, _iterator8 = _isArray8 ? _iterator8 : _iterator8[Symbol.iterator]();;) { 380 var _ref8; 381 382 if (_isArray8) { 383 if (_i8 >= _iterator8.length) break; 384 _ref8 = _iterator8[_i8++]; 385 } else { 386 _i8 = _iterator8.next(); 387 if (_i8.done) break; 388 _ref8 = _i8.value; 389 } 390 391 var point = _ref8; 392 393 var dx = pointer.x - point.x; 394 var dy = pointer.y - point.y; 395 var d = Math.sqrt(dx * dx + dy * dy); 396 if (d < 60) { 397 dancerDrag = dancer; 398 pointDrag = point; 399 dancer.frame = 0; 400 } 401 } 402 } 403 }; 404 405 Pointer.prototype.up = function up(e) { 406 dancerDrag = null; 407 }; 408 409 Pointer.prototype.move = function move(e) { 410 411 var touchMode = e.targetTouches, 412 pointer = undefined; 413 if (touchMode) { 414 e.preventDefault(); 415 pointer = touchMode[0]; 416 } else pointer = e; 417 this.x = pointer.clientX; 418 this.y = pointer.clientY; 419 }; 420 421 return Pointer; 422 }(); 423 424 // ---- init ---- 425 426 var ground = 1.0Python 使用PIL.Image制作一个运动小人的动态图