【JavaScript動畫基礎】學習筆記(一)-- 旋轉箭頭
阿新 • • 發佈:2018-09-03
-- turn 我們 math class pla document new lose
隨著鼠標的移動旋轉箭頭。
requestAnimationFrame
在requestAnimationFrame之前我們可以用setInterval來實現動畫的循環:
function drawFrame(){ ball.x+=1; ball.draw(context); } window.setInterval(drawFrame,1000/60)
而html5中增加了window.requestAnimationFrame,它接收一個回調函數,確保在重繪前執行該函數,第二個參數可以指定一個html元素作為動畫的執行區域。可以這樣調用:
(function drawFrame(){ window.requestAnimationFrame(drawFrame,canvas); //... }());
旋轉:
旋轉的根本在於求出鼠標位置相對於箭頭中心坐標的角度:
求出dy的對角就能確定旋轉的角度,而dy和dx構成了tan,可以通過反正切函數得到,JavaScript提供了兩個反正切函數,一個是Math.atan,一個是Math.atan2,區別如下。
atan接收一個參數,得到弧度,atan2接收兩個參數,分別是對邊y和底邊x。
於是得到代碼:
window.onload=function(){ var canvas=document.getElementById(‘canvas‘), context=canvas.getContext(‘2d‘), mouse=utils.captureMouse(canvas), arrow=new Arrow(); var arrow1=new Arrow(); arrow.x=canvas.width/3; arrow.y=canvas.height/2; arrow1.x=canvas.width/1.5; arrow1.y=canvas.height/2; (function drawFrame(){ window.requestAnimationFrame(drawFrame,canvas); context.clearRect(0, 0, canvas.width, canvas.height) var dx=mouse.x-arrow.x; dy=mouse.y-arrow.y; arrow.rotation=Math.atan2(dy,dx); arrow.draw(context); var dx1=mouse.x-arrow1.x; dy1=mouse.y-arrow1.y; arrow1.rotation=-Math.atan2(dy,dx); arrow1.draw(context); }()); }
captureMouse:
window.utils.captureMouse = function (element) { var mouse = {x: 0, y: 0, event: null}, body_scrollLeft = document.body.scrollLeft, element_scrollLeft = document.documentElement.scrollLeft, body_scrollTop = document.body.scrollTop, element_scrollTop = document.documentElement.scrollTop, offsetLeft = element.offsetLeft, offsetTop = element.offsetTop; element.addEventListener(‘mousemove‘, function (event) { var x, y; if (event.pageX || event.pageY) { x = event.pageX; y = event.pageY; } else { x = event.clientX + body_scrollLeft + element_scrollLeft; y = event.clientY + body_scrollTop + element_scrollTop; } x -= offsetLeft; y -= offsetTop; mouse.x = x; mouse.y = y; mouse.event = event; }, false); return mouse; };View Code
箭頭:
function Arrow () { this.x = 0; this.y = 0; this.color = "#ffff00"; this.rotation = 0; } Arrow.prototype.draw = function (context) { context.save(); context.translate(this.x, this.y); context.rotate(this.rotation); context.lineWidth = 2; context.fillStyle = this.color; context.beginPath(); context.moveTo(-50, -25); context.lineTo(0, -25); context.lineTo(0, -50); context.lineTo(50, 0); context.lineTo(0, 50); context.lineTo(0, 25); context.lineTo(-50, 25); context.lineTo(-50, -25); context.closePath();//完成軌跡 context.fill();//填充 context.stroke();//畫出邊線 context.restore();//使得canvas原點回到save之前 };View Code
【JavaScript動畫基礎】學習筆記(一)-- 旋轉箭頭