JavaScript实现成群游动的蝌蚪动画效果
程序员文章站
2022-04-19 09:58:03
...
这篇文章主要介绍了JS实现基于Sketch.js模拟成群游动的蝌蚪运动动画效果,涉及Sketch.js插件的使用及HTML5元素的应用技巧,并附带demo源码供读者下载参考,需要的朋友可以参考下
本文实例讲述了JS实现基于Sketch.js模拟成群游动的蝌蚪运动动画效果。分享给大家供大家参考,具体如下:
基于Sketch.js,实现了物体触碰检测(蝌蚪会遇到障碍物以及聪明的躲避鼠标的点击),随机运动,聚集算法等。
已经具备了游戏的基本要素,扩展一下可以变成一个不错的 HTML5 游戏。
演示效果如下:
完整代码如下:
<!DOCTYPE html> <html class=" -webkit- js flexbox canvas canvastext webgl no-touch geolocation postmessage websqldatabase indexeddb hashchange history draganddrop websockets rgba hsla multiplebgs backgroundsize borderimage borderradius boxshadow textshadow opacity cssanimations csscolumns cssgradients cssreflections csstransforms csstransforms3d csstransitions fontface generatedcontent video audio localstorage sessionstorage webworkers applicationcache svg inlinesvg smil svgclippaths"> <head> <meta charset="UTF-8"> <title>HTML5 Preview Panel</title> <script src="prefixfree.min.js"></script> <script src="modernizr.js"></script> <style> body { background-color: #222; } </style> </head> <body> <script src="sketch.min.js"></script> <p id="container"> <canvas class="sketch" id="sketch-0" height="208" width="607"></canvas> </p> <script> var calculateDistance = function(object1, object2) { x = Math.abs(object1.x - object2.x); y = Math.abs(object1.y - object2.y); return Math.sqrt((x * x) + (y * y)); }; var calcMagnitude = function(x, y) { return Math.sqrt((x * x) + (y * y)); }; var calcVectorAdd = function(v1, v2) { return { x: v1.x + v2.x, y: v1.y + v2.y }; }; var random = function(min, max) { return min + Math.random() * (max - min); }; var getRandomItem = function(list, weight) { var total_weight = weight.reduce(function(prev, cur, i, arr) { return prev + cur; }); var random_num = random(0, total_weight); var weight_sum = 0; //console.log(random_num) for (var i = 0; i < list.length; i++) { weight_sum += weight[i]; weight_sum = +weight_sum.toFixed(2); if (random_num <= weight_sum) { return list[i]; } } // end of function }; /*********************** BOID ***********************/ function Boid(x, y) { this.init(x, y); } Boid.prototype = { init: function(x, y) { //body this.type = "boid"; this.alive = true; this.health = 1; this.maturity = 4; this.speed = 6; this.size = 5; this.hungerLimit = 12000; this.hunger = 0; this.isFull = false; this.digestTime = 400; this.color = 'rgb(' + ~~random(0, 100) + ',' + ~~random(50, 220) + ',' + ~~random(50, 220) + ')'; //brains this.eyesight = 100; //range for object dectection this.personalSpace = 20; //distance to avoid safe objects this.flightDistance = 60; //distance to avoid scary objects this.flockDistance = 100; //factor that determines how attracted the boid is to the center of the flock this.matchVelFactor = 6; //factor that determines how much the flock velocity affects the boid. less = more matching this.x = x || 0.0; this.y = y || 0.0; this.v = { x: random(-1, 1), y: random(-1, 1), mag: 0 }; this.unitV = { x: 0, y: 0, }; this.v.mag = calcMagnitude(this.v.x, this.v.y); this.unitV.x = (this.v.x / this.v.mag); this.unitV.y = (this.v.y / this.v.mag); }, wallAvoid: function(ctx) { var wallPad = 10; if (this.x < wallPad) { this.v.x = this.speed; } else if (this.x > ctx.width - wallPad) { this.v.x = -this.speed; } if (this.y < wallPad) { this.v.y = this.speed; } else if (this.y > ctx.height - wallPad) { this.v.y = -this.speed; } }, ai: function(boids, index, ctx) { percievedCenter = { x: 0, y: 0, count: 0 }; percievedVelocity = { x: 0, y: 0, count: 0 }; mousePredator = { x: ((typeof ctx.touches[0] === "undefined") ? 0 : ctx.touches[0].x), y: ((typeof ctx.touches[0] === "undefined") ? 0 : ctx.touches[0].y) }; for (var i = 0; i < boids.length; i++) { if (i != index) { dist = calculateDistance(this, boids[i]); //Find all other boids close to it if (dist < this.eyesight) { //if the same species then flock if (boids[i].type == this.type) { //Alignment percievedCenter.x += boids[i].x; percievedCenter.y += boids[i].y; percievedCenter.count++; //Cohesion percievedVelocity.x += boids[i].v.x; percievedVelocity.y += boids[i].v.y; percievedVelocity.count++; //Separation if (dist < this.personalSpace + this.size + this.health) { this.avoidOrAttract("avoid", boids[i]); } } else { //if other species fight or flight if (dist < this.size + this.health + boids[i].size + boids[i].health) { this.eat(boids[i]); } else { this.handleOther(boids[i]); } } } //if close enough } //dont check itself } //Loop through boids //Get the average for all near boids if (percievedCenter.count > 0) { percievedCenter.x = ((percievedCenter.x / percievedCenter.count) - this.x) / this.flockDistance; percievedCenter.y = ((percievedCenter.y / percievedCenter.count) - this.y) / this.flockDistance; this.v = calcVectorAdd(this.v, percievedCenter); } if (percievedVelocity.count > 0) { percievedVelocity.x = ((percievedVelocity.x / percievedVelocity.count) - this.v.x) / this.matchVelFactor; percievedVelocity.y = ((percievedVelocity.y / percievedVelocity.count) - this.v.y) / this.matchVelFactor; this.v = calcVectorAdd(this.v, percievedVelocity); } //Avoid Mouse if (calculateDistance(mousePredator, this) < this.eyesight) { var mouseModifier = 20; this.avoidOrAttract("avoid", mousePredator, mouseModifier); } this.wallAvoid(ctx); this.limitVelocity(); }, setUnitVector: function() { var magnitude = calcMagnitude(this.v.x, this.v.y); this.v.x = this.v.x / magnitude; this.v.y = this.v.y / magnitude; }, limitVelocity: function() { this.v.mag = calcMagnitude(this.v.x, this.v.y); this.unitV.x = (this.v.x / this.v.mag); this.unitV.y = (this.v.y / this.v.mag); if (this.v.mag > this.speed) { this.v.x = this.unitV.x * this.speed; this.v.y = this.unitV.y * this.speed; } }, avoidOrAttract: function(action, other, modifier) { var newVector = { x: 0, y: 0 }; var direction = ((action === "avoid") ? -1 : 1); var vModifier = modifier || 1; newVector.x += ((other.x - this.x) * vModifier) * direction; newVector.y += ((other.y - this.y) * vModifier) * direction; this.v = calcVectorAdd(this.v, newVector); }, move: function() { this.x += this.v.x; this.y += this.v.y; if (this.v.mag > this.speed) { this.hunger += this.speed; } else { this.hunger += this.v.mag; } }, eat: function(other) { if (!this.isFull) { if (other.type === "plant") { other.health--; this.health++; this.isFull = true; this.hunger = 0; } } }, handleOther: function(other) { if (other.type === "predator") { this.avoidOrAttract("avoid", other); } }, metabolism: function() { if (this.hunger >= this.hungerLimit) { this.health--; this.hunger = 0; } if (this.hunger >= this.digestTime) { this.isFull = false; } if (this.health <= 0) { this.alive = false; } }, mitosis: function(boids) { if (this.health >= this.maturity) { //reset old boid this.health = 1; birthedBoid = new Boid( this.x + random(-this.personalSpace, this.personalSpace), this.y + random(-this.personalSpace, this.personalSpace) ); birthedBoid.color = this.color; boids.push(birthedBoid); } }, draw: function(ctx) { drawSize = this.size + this.health; ctx.beginPath(); ctx.moveTo(this.x + (this.unitV.x * drawSize), this.y + (this.unitV.y * drawSize)); ctx.lineTo(this.x + (this.unitV.y * drawSize), this.y - (this.unitV.x * drawSize)); ctx.lineTo(this.x - (this.unitV.x * drawSize * 2), this.y - (this.unitV.y * drawSize * 2)); ctx.lineTo(this.x - (this.unitV.y * drawSize), this.y + (this.unitV.x * drawSize)); ctx.lineTo(this.x + (this.unitV.x * drawSize), this.y + (this.unitV.y * drawSize)); ctx.fillStyle = this.color; ctx.shadowBlur = 20; ctx.shadowColor = this.color; ctx.fill(); } }; Predator.prototype = new Boid(); Predator.prototype.constructor = Predator; Predator.constructor = Boid.prototype.constructor; function Predator(x, y) { this.init(x, y); this.type = "predator"; //body this.maturity = 6; this.speed = 6; this.hungerLimit = 25000; this.color = 'rgb(' + ~~random(100, 250) + ',' + ~~random(10, 30) + ',' + ~~random(10, 30) + ')'; //brains this.eyesight = 150; this.flockDistance = 300; } Predator.prototype.eat = function(other) { if (!this.isFull) { if (other.type === "boid") { other.health--; this.health++; this.isFull = true; this.hunger = 0; } } }; Predator.prototype.handleOther = function(other) { if (other.type === "boid") { if (!this.isFull) { this.avoidOrAttract("attract", other); } } }; Predator.prototype.mitosis = function(boids) { if (this.health >= this.maturity) { //reset old boid this.health = 1; birthedBoid = new Predator( this.x + random(-this.personalSpace, this.personalSpace), this.y + random(-this.personalSpace, this.personalSpace) ); birthedBoid.color = this.color; boids.push(birthedBoid); } }; Plant.prototype = new Boid(); Plant.prototype.constructor = Plant; Plant.constructor = Boid.prototype.constructor; function Plant(x, y) { this.init(x, y); this.type = "plant"; //body this.speed = 0; this.size = 10; this.health = ~~random(1, 10); this.color = 'rgb(' + ~~random(130, 210) + ',' + ~~random(40, 140) + ',' + ~~random(160, 220) + ')'; //brains this.eyesight = 0; this.flockDistance = 0; this.eyesight = 0; //range for object dectection this.personalSpace = 100; //distance to avoid safe objects this.flightDistance = 0; //distance to avoid scary objects this.flockDistance = 0; //factor that determines how attracted the boid is to the center of the flock this.matchVelFactor = 0; //factor that determines how much the flock velocity affects the boid } Plant.prototype.ai = function(boids, index, ctx) {}; Plant.prototype.move = function() {}; Plant.prototype.mitosis = function(boids) { var growProbability = 1, maxPlants = 40, plantCount = 0; for (m = boids.length - 1; m >= 0; m--) { if (boids[m].type === "plant") { plantCount++; } } if (plantCount <= maxPlants) { if (random(0, 100) <= growProbability) { birthedBoid = new Plant( this.x + random(-this.personalSpace, this.personalSpace), this.y + random(-this.personalSpace, this.personalSpace) ); birthedBoid.color = this.color; boids.push(birthedBoid); } } }; Plant.prototype.draw = function(ctx) { var drawSize = this.size + this.health; ctx.fillStyle = this.color; ctx.shadowBlur = 40; ctx.shadowColor = this.color; ctx.fillRect(this.x - drawSize, this.y + drawSize, drawSize, drawSize); }; /*********************** SIM ***********************/ var boids = []; var sim = Sketch.create({ container: document.getElementById('container') }); sim.setup = function() { for (i = 0; i < 50; i++) { x = random(0, sim.width); y = random(0, sim.height); sim.spawn(x, y); } }; sim.spawn = function(x, y) { var predatorProbability = 0.1, plantProbability = 0.3; switch (getRandomItem(['boid', 'predator', 'plant'], [1 - predatorProbability - plantProbability, predatorProbability, plantProbability])) { case 'predator': boid = new Predator(x, y); break; case 'plant': boid = new Plant(x, y); break; default: boid = new Boid(x, y); break; } boids.push(boid); }; sim.update = function() { for (i = boids.length - 1; i >= 0; i--) { if (boids[i].alive) { boids[i].ai(boids, i, sim); boids[i].move(); boids[i].metabolism(); boids[i].mitosis(boids); } else { //remove dead boid boids.splice(i, 1); } } }; sim.draw = function() { sim.globalCompositeOperation = 'lighter'; for (i = boids.length - 1; i >= 0; i--) { boids[i].draw(sim); } sim.fillText(boids.length, 20, 20); }; </script> </body> </html>
以上就是JavaScript实现成群游动的蝌蚪动画效果的详细内容,更多请关注其它相关文章!
推荐阅读
-
JavaScript反弹动画效果的实现代码
-
JS实现基于Sketch.js模拟成群游动的蝌蚪运动动画效果【附demo源码下载】
-
使用JavaScript 实现时间轴与动画效果的示例代码(前端组件化)
-
用javascript来实现动画导航效果的代码_javascript技巧
-
js实现类似jquery里animate动画效果的方法_javascript技巧
-
js实现类似jquery里animate动画效果的方法_javascript技巧
-
JS动画效果打开、关闭层的实现方法_javascript技巧
-
js实现横向百叶窗效果网页切换动画效果的方法_javascript技巧
-
基于javascript实现漂亮的页面过渡动画效果附源码下载_javascript技巧
-
用JavaScript实现动画效果的方法_javascript技巧