canvas如何实现七巧板图案和粒子时钟效果?(代码示例)
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2022-03-04 10:25:08
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canvas如何实现七巧板图案和粒子时钟效果?下面本篇文章就来给大家介绍一下。有一定的参考价值,有需要的朋友可以参考一下,希望对大家有所帮助。
canvas实现七巧板
<canvas id="canvas" width="800" height="800"></canvas> <script> var rangram = [ { p: [{ x: 0, y: 0 }, { x: 800, y: 0 }, { x: 400, y: 400 }], color: "#caff67" }, { p: [{ x: 0, y: 0 }, { x: 400, y: 400 }, { x: 0, y: 800 }], color: "#67becf" }, { p: [{ x: 800, y: 0 }, { x: 800, y: 400 }, { x: 600, y: 600 }, { x: 600, y: 200 }], color: "#ef3d61" }, { p: [{ x: 600, y: 200 }, { x: 600, y: 600 }, { x: 400, y: 400 }], color: "#f9f51a" }, { p: [{ x: 400, y: 400 }, { x: 600, y: 600 }, { x: 400, y: 800 }, { x: 200, y: 600 }], color: "#a594c0" }, { p: [{ x: 200, y: 600 }, { x: 400, y: 800 }, { x: 0, y: 800 }], color: "#fa8ecc" }, { p: [{ x: 800, y: 400 }, { x: 800, y: 800 }, { x: 400, y: 800 }], color: "#f6ca29" }, ] var canvas = document.getElementById('canvas'); if (canvas.getContext) { var context = canvas.getContext("2d"); for(var i = 0; i < rangram.length; i++){ draw(rangram[i],context); } } function draw(seat,context){ context.beginPath(); var pointArr = seat.p; context.moveTo(pointArr[0].x, pointArr[0].y); for(var i = 1; i < pointArr.length; i++){ context.lineTo(pointArr[i].x, pointArr[i].y); } context.closePath(); context.fillStyle=seat.color; context.fill(); context.lineWidth=3; context.stroke(); context.shadowColor='#ddd'; context.shadowBlur=30; }
canvas实现粒子时钟
<canvas id="canvas"></canvas> <script src="./digit.js"></script> <script> var SCREEN_WIDTH = document.body.clientWidth; var SCREEN_HEIGHT = document.body.clientHeight; var currentTime = null; var MARGIN_LEFT = Math.round(SCREEN_WIDTH / 10); var MARGIN_TOP = Math.round(SCREEN_HEIGHT / 10); var RADIUS = Math.round(SCREEN_WIDTH * 4 / 5 / 108) - 1; var timerArr = []; var balls = []; const colors = ["#33B5E5", "#0099CC", "#AA66CC", "#9933CC", "#99CC00", "#669900", "#FFBB33", "#FF8800", "#FF4444", "#CC0000"] window.onload = function () { var canvas = document.getElementById('canvas'); var context = canvas.getContext("2d"); canvas.width = SCREEN_WIDTH; canvas.height = SCREEN_HEIGHT; if (canvas.getContext) { var context = canvas.getContext('2d'); setInterval(function () { upData(); rander(context); }, 50); } } function upData() { currentTime = new Date(); var curHours = currentTime.getHours(); var curMinutes = currentTime.getMinutes(); var curSeconds = currentTime.getSeconds(); var HoursOne = parseInt(curHours / 10); var HoursTwo = parseInt(curHours % 10); var MinutesOne = parseInt(curMinutes / 10); var MinutesTwo = parseInt(curMinutes % 10); var SecondsOne = parseInt(curSeconds / 10); var SecondsTwo = parseInt(curSeconds % 10); if (HoursOne != timerArr[0]) { addBalls(MARGIN_LEFT + 0, MARGIN_TOP, HoursOne); } if (HoursTwo != timerArr[1]) { addBalls(MARGIN_LEFT + 15 * (RADIUS + 1), MARGIN_TOP, HoursTwo); } if (MinutesOne != timerArr[2]) { addBalls(MARGIN_LEFT + 39 * (RADIUS + 1), MARGIN_TOP, MinutesOne); } if (MinutesTwo != timerArr[3]) { addBalls(MARGIN_LEFT + 54 * (RADIUS + 1), MARGIN_TOP, MinutesTwo); } if (SecondsOne != timerArr[4]) { addBalls(MARGIN_LEFT + 78 * (RADIUS + 1), MARGIN_TOP, SecondsOne); } if (SecondsTwo != timerArr[5]) { addBalls(MARGIN_LEFT + 93 * (RADIUS + 1), MARGIN_TOP, SecondsTwo); } timerArr = [HoursOne, HoursTwo, MinutesOne, MinutesTwo, SecondsOne, SecondsTwo]; updataBall(); } function updataBall() { for (var i = 0; i < balls.length; i++) { balls[i].x = balls[i].x + balls[i].vx; balls[i].vy = balls[i].vy + balls[i].g; balls[i].y = balls[i].y + balls[i].vy; if (balls[i].y + RADIUS > SCREEN_HEIGHT) { balls[i].y = SCREEN_HEIGHT - RADIUS; balls[i].vy = - balls[i].vy * 0.8; } } var t = 0; for (var i = 0; i < balls.length; i++) { if (balls[i].x + RADIUS > 0 && balls[i].x - RADIUS < SCREEN_WIDTH) { balls[t++] = balls[i]; } } while(balls.length > t){ balls.pop(); } } function addBalls(x, y, number) { for (var i = 0; i < digit[number].length; i++) for (var j = 0; j < digit[number][i].length; j++) if (digit[number][i][j] == 1) { var obj = { x: x + j * 2 * (RADIUS + 1) + (RADIUS + 1), y: y + i * 2 * (RADIUS + 1) + (RADIUS + 1), g: 1.5 + Math.random(), vx: Math.pow(-1, Math.ceil(Math.random() * 100)) * 4, vy: -5, color: colors[Math.floor(Math.random() * colors.length)] } balls.push(obj); } } function rander(context) { context.clearRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); var hours = currentTime.getHours(); var minutes = currentTime.getMinutes(); var seconds = currentTime.getSeconds(); renderDigit(MARGIN_LEFT, MARGIN_TOP, parseInt(hours / 10), context) renderDigit(MARGIN_LEFT + 15 * (RADIUS + 1), MARGIN_TOP, parseInt(hours % 10), context) renderDigit(MARGIN_LEFT + 30 * (RADIUS + 1), MARGIN_TOP, 10, context) renderDigit(MARGIN_LEFT + 39 * (RADIUS + 1), MARGIN_TOP, parseInt(minutes / 10), context); renderDigit(MARGIN_LEFT + 54 * (RADIUS + 1), MARGIN_TOP, parseInt(minutes % 10), context); renderDigit(MARGIN_LEFT + 69 * (RADIUS + 1), MARGIN_TOP, 10, context); renderDigit(MARGIN_LEFT + 78 * (RADIUS + 1), MARGIN_TOP, parseInt(seconds / 10), context); renderDigit(MARGIN_LEFT + 93 * (RADIUS + 1), MARGIN_TOP, parseInt(seconds % 10), context); randerBall(context); } function randerBall(context) { for (var i = 0; i < balls.length; i++) { context.fillStyle = balls[i].color; context.beginPath(); context.arc(balls[i].x, balls[i].y, RADIUS, 0, Math.PI * 2, 0); context.closePath(); context.fill(); } } function renderDigit(x, y, number, context) { context.fillStyle = 'rgb(0,102,153)'; for (var i = 0; i < digit[number].length; i++) for (var j = 0; j < digit[number][i].length; j++) if (digit[number][i][j] == 1) { context.beginPath(); context.arc(x + j * 2 * (RADIUS + 1) + (RADIUS + 1), y + i * 2 * (RADIUS + 1) + (RADIUS + 1), RADIUS, 0, 2 * Math.PI) context.closePath(); context.fill() } } </script>
digit = [ [ [0,0,1,1,1,0,0], [0,1,1,0,1,1,0], [1,1,0,0,0,1,1], [1,1,0,0,0,1,1], [1,1,0,0,0,1,1], [1,1,0,0,0,1,1], [1,1,0,0,0,1,1], [1,1,0,0,0,1,1], [0,1,1,0,1,1,0], [0,0,1,1,1,0,0] ],//0 [ [0,0,0,1,1,0,0], [0,1,1,1,1,0,0], [0,0,0,1,1,0,0], [0,0,0,1,1,0,0], [0,0,0,1,1,0,0], [0,0,0,1,1,0,0], [0,0,0,1,1,0,0], [0,0,0,1,1,0,0], [0,0,0,1,1,0,0], [1,1,1,1,1,1,1] ],//1 ......
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