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 
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