1. 程式人生 > >html5使用canvas實現小球碰撞反彈例項

html5使用canvas實現小球碰撞反彈例項

使用 html5 中的 canvas, 實現小球相互碰撞並反彈,反彈演算法比較簡單.

index.html

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>Bouncing balls</title>
    <link rel="stylesheet" href="style.css">
</head>
<body>
    <h1>Bouncing balls</h1
>
<canvas></canvas> <script src="main.js"></script> </body> </html>

style.css

html, body {
    margin: 0;
    padding: 0;
}

html {
    font-family: 'Helvetica Neue', Helvetica, Arial, sans-serif;
    height: 100%;
}

body {
    overflow: hidden;
    height
: inherit
; }
h1 { font-size: 2rem; letter-spacing: -1px; position: absolute; margin: 0; top: -4px; right: 5px; color: transparent; text-shadow: 0 0 4px white; }

main.js

var canvas = document.querySelector("canvas");
var ctx = canvas.getContext("2d");

var WIDTH = document.documentElement.clientWidth;
var
HEIGHT = document.documentElement.clientHeight; canvas.width = WIDTH; canvas.height = HEIGHT; var config = { speedMin: -7, speedMax: 7, ballMin: 10, ballMax: 20, ballCount: 30 }; /** * function to generate random number * * @param max * @param min * @returns {*} */ function random (min, max) { return Math.floor(Math.random() * (max - min)) + min; } /** * define Ball constructor * * @param x * @param y * @param velX * @param velY * @param color * @param size */ function Ball (x, y, velX, velY, color, size) { this.x = x; this.y = y; this.velX = velX; this.velY = velY; this.color = color; this.size = size; } /** * define Ball draw method */ Ball.prototype.draw = function () { ctx.beginPath(); ctx.fillStyle = this.color; ctx.arc(this.x, this.y, this.size, 0, 2 * Math.PI); ctx.fill(); }; /** * define Ball update method */ Ball.prototype.update = function () { if ((this.x + this.size) >= WIDTH) { this.velX = -this.velX; } if ((this.x - this.size) <= 0) { this.velX = -this.velX; } if ((this.y + this.size) >= HEIGHT) { this.velY = -this.velY; } if ((this.y - this.size) <= 0) { this.velY = -this.velY; } this.x += this.velX; this.y += this.velY; }; /** * define Ball collision detection */ Ball.prototype.collisionDetect = function () { for (var j = 0; j < balls.length; j++) { var ball = balls[j]; if (this !== ball) { // be care of this line, we can't compare one with itself var dxv = this.x + this.velX - (ball.x + ball.velX); //detect the next step which will updated var dyv = this.y + this.velY - (ball.y + ball.velY); var distance = Math.sqrt(dxv * dxv + dyv * dyv); if (distance <= this.size + ball.size) { ball.color = this.color = 'rgb(' + random(0, 255) + ',' + random(0, 255) + ',' + random(0, 255) +')'; // rebound the balls when collision var dvx = this.velX - ball.velX; var dvy = this.velY - ball.velY; var dx = this.x - ball.x; // but when update just use this step var dy = this.y - ball.y; var xx_yy = dx * dx + dy * dy; var v_dvx = (dvx * dx * dx + dvy * dx * dy) / xx_yy; var v_dvy = (dvy * dy * dy + dvx * dx * dy) / xx_yy; this.velX = checkSpeed(this.velX - v_dvx); this.velY = checkSpeed(this.velY - v_dvy); ball.velX = checkSpeed(ball.velX + v_dvx); ball.velY = checkSpeed(ball.velY + v_dvy); } } } }; /** * validate the speed * * @param speed * @returns {*} */ function checkSpeed (speed) { if (speed > config.speedMax) { speed = config.speedMax; } else if (speed < config.speedMin) { speed = config.speedMin; } return speed; } // define array to store balls var balls = []; /** * draw the balls loops */ function loop () { ctx.fillStyle = "rgba(0, 0, 0, 0.25)"; ctx.fillRect(0, 0, WIDTH, HEIGHT); while (balls.length < config.ballCount) { var b_var = createBall(); var ball = new Ball( b_var.x, b_var.y, random(config.speedMin, config.speedMax), random(config.speedMin, config.speedMax), "rgb(" + random(0, 255) + "," + random(0, 255) + "," + random(0, 255) + ")", b_var.r ); balls.push(ball); } for (var i = 0; i < balls.length; i++) { balls[i].draw(); balls[i].collisionDetect(); //detect before update balls[i].update(); } // run again and again to realize the effect of the animation requestAnimationFrame(loop); } var createdBalls = []; /** * ensure the created ball will not collision * * @returns {{x: *, y: *, r: *}} */ function createBall () { var x = random(0, WIDTH); var y = random(0, HEIGHT); var r = random(config.ballMin, config.ballMax); for (var i = 0; i < createdBalls.length; i++) { var dx = createdBalls[i].x - x; var dy = createdBalls[i].y - y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < createdBalls[i].r + r) { return createBall(); } } var ball = { x: x, y: y, r: r }; createdBalls.push(ball); return ball; } loop();

效果圖:
這裡寫圖片描述