动画原理——加速度

书籍名称:HTML5-Animation-with-JavaScript

书籍源码:https://github.com/lamberta/html5-animation

这一章节没有仔细讲一是因为和上一章节很相似,只是速率换成加速度。

二是因为初中学的加速度大家都懂得。

1.在某一方向的方向的加速度

06-acceleration-1.html

<!doctype html>

<html>

  <head>

    <meta charset="utf-8">

    <title>Acceleration 1</title>

    <link rel="stylesheet" href="../include/style.css">

  </head>

  <body>

    <header>

      Example from <a href="http://amzn.com/1430236655?tag=html5anim-20"><em>Foundation HTML5 Animation with JavaScript</em></a>

    </header>

    <canvas id="canvas" width="400" height="400"></canvas>



    <script src="../include/utils.js"></script>

    <script src="./classes/ball.js"></script>

    <script>

    window.onload = function () {

      var canvas = document.getElementById('canvas'),

          context = canvas.getContext('2d'),

          ball = new Ball(),

          vx = 0,

          ax = 0.1;



      ball.x = 50;

      ball.y = 100;



      (function drawFrame () {

        window.requestAnimationFrame(drawFrame, canvas);

        context.clearRect(0, 0, canvas.width, canvas.height);



        vx += ax;

        ball.x += vx;

        ball.draw(context);

      }());

    };

    </script>

  </body>

</html>
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2.在两个方向的加速度

08-acceleration-3.html

<!doctype html>

<html>

  <head>

    <meta charset="utf-8">

    <title>Acceleration 3</title>

    <link rel="stylesheet" href="../include/style.css">

  </head>

  <body>

    <header>

      Example from <a href="http://amzn.com/1430236655?tag=html5anim-20"><em>Foundation HTML5 Animation with JavaScript</em></a>

    </header>

    <canvas id="canvas" width="400" height="400"></canvas>

    <aside>Press arrow keys.</aside>



    <script src="../include/utils.js"></script>

    <script src="./classes/ball.js"></script>

    <script>

    window.onload = function () {

      var canvas = document.getElementById('canvas'),

          context = canvas.getContext('2d'),

          ball = new Ball(),

          vx = 0,

          vy = 0,

          ax = 0,

          ay = 0;



      ball.x = canvas.width / 2;

      ball.y = canvas.height / 2;



      window.addEventListener('keydown', function (event) {

        switch (event.keyCode) {

        case 37:      //left

          ax = -0.1;

          break;

        case 39:      //right

          ax = 0.1;

          break;

        case 38:      //up

          ay = -0.1;

          break;

        case 40:      //down

          ay = 0.1;

          break;

        }

      }, false);



      window.addEventListener('keyup', function () {

        ax = 0;

        ay = 0;

      }, false);



      (function drawFrame () {

        window.requestAnimationFrame(drawFrame, canvas);

        context.clearRect(0, 0, canvas.width, canvas.height);



        vx += ax;

        vy += ay;

        ball.x += vx;

        ball.y += vy;

        ball.draw(context);

      }());

    };

    </script>

  </body>

</html>
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3.用三角函数分解的加速度到x,y方向。

<!doctype html>

<html>

  <head>

    <meta charset="utf-8">

    <title>Follow Mouse 2</title>

    <link rel="stylesheet" href="../include/style.css">

  </head>

  <body>

    <header>

      Example from <a href="http://amzn.com/1430236655?tag=html5anim-20"><em>Foundation HTML5 Animation with JavaScript</em></a>

    </header>

    <canvas id="canvas" width="400" height="400"></canvas>

    <aside>Move mouse on canvas element.</aside>



    <script src="../include/utils.js"></script>

    <script src="./classes/arrow.js"></script>

    <script>

    window.onload = function () {

      var canvas = document.getElementById('canvas'),

          context = canvas.getContext('2d'),

          mouse = utils.captureMouse(canvas),

          arrow = new Arrow(),

          vx = 0,

          vy = 0,

          force = 0.05;



      (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,

            angle = Math.atan2(dy, dx),

            ax = Math.cos(angle) * force,

            ay = Math.sin(angle) * force;



        arrow.rotation = angle;

        vx += ax;

        vy += ay;

        arrow.x += vx;

        arrow.y += vy;

        arrow.draw(context);

      }());

    };

    </script>

  </body>

</html>
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4.太空船程序

经过前面知识的累积,不难理解下面的代码。

11-ship-sim.html

<!doctype html>

<html>

  <head>

    <meta charset="utf-8">

    <title>Ship Sim</title>

    <link rel="stylesheet" href="../include/style.css">

    <style>

      #canvas {

        background-color: #000000;

      }

    </style>

  </head>

  <body>

    <header>

      Example from <a href="http://amzn.com/1430236655?tag=html5anim-20"><em>Foundation HTML5 Animation with JavaScript</em></a>

    </header>

    <canvas id="canvas" width="400" height="400"></canvas>

    <aside>Press left and right arrow keys to rotate ship, up to add thrust.</aside>



    <script src="../include/utils.js"></script>

    <script src="./classes/ship.js"></script>

    <script>

    window.onload = function () {

      var canvas = document.getElementById('canvas'),

          context = canvas.getContext('2d'),

          ship = new Ship(),

          vr = 0,

          vx = 0,

          vy = 0,

          thrust = 0;



      ship.x = canvas.width / 2;

      ship.y = canvas.height / 2;



      window.addEventListener('keydown', function (event) {

        switch (event.keyCode) {

        case 37:      //left

          vr = -3;

          break;

        case 39:      //right

          vr = 3;

          break;

        case 38:      //up

          thrust = 0.05;

          ship.showFlame = true;

          break;

        }

      }, false);



      window.addEventListener('keyup', function () {

        vr = 0;

        thrust = 0;

        ship.showFlame = false;

      }, false);



      (function drawFrame () {

        window.requestAnimationFrame(drawFrame, canvas);

        context.clearRect(0, 0, canvas.width, canvas.height);



        ship.rotation += vr * Math.PI / 180;

        var angle = ship.rotation, //in radians

            ax = Math.cos(angle) * thrust,

            ay = Math.sin(angle) * thrust;



        vx += ax;

        vy += ay;

        ship.x += vx;

        ship.y += vy;

        ship.draw(context);

      }());

    };

    </script>

  </body>

</html>
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style.css

/* Some HTML5 Tags

 */



aside, footer, header, nav, section {

  display: block;

}



/* Examples

 */



body {

  background-color: #bbb;

  color: #383838;

}



#canvas {

  background-color: #fff;

}



header {

  padding-bottom: 10px;

}



header a {

  color: #30f;

  text-decoration: none;

}



aside {

  padding-top: 6px;

}



/* Index page

 */



#index-body {

  background-color: #fdeba1;

  font-family: "Vollkorn", serif;

  color: #000;

}



#index-body a {

  text-decoration: none;

  color: #b30300;

}



#index-body #description, #index-body #exercises {

  overflow: auto;

  max-width: 900px;

  margin: 0px auto 20px auto;

  padding-left: 15px;

  padding-bottom: 15px;

  background-color: #fff;

  border-radius: 15px;

}



#index-body #description {

  margin-top: 40px;

}



#index-body h1 {

  color: #b30300;

}



#index-body #description h2 {

  margin-bottom: 0;

}



#index-body h1 a {

  text-decoration: underline;

  color: #b30300;

}



#index-body li h2, #index-body li h3, #index-body li h4 {

  color: #000;

}



#index-body li h3 {

  margin-bottom: 0px;

}



#index-body #description ul {

  margin: 0;

  padding: 0;

  list-style-type: none;

}



#index-body #description ul li {

 padding-bottom: 0.6em;

}

.container {

  display: table;

  width: 100%;

  height: auto;

}

.container .text {

    display:table-cell;

    height:100%;

    vertical-align:middle;

}

.container img {

  padding: 0 20px;

  display: block;

  float: right;

}

.container .clear {

  clear: both;

}



#exercises ul {

  margin: 0;

  padding: 4px 20px 10px 20px;

}



#exercises ol {

  margin: 0 20px 10px 0;

  padding: 0;

  list-style-type: none;

}



#exercises ol li {

  padding-top: 5px;

}



#exercises ol ol ol {

  padding-left: 60px;

  list-style-type: decimal-leading-zero;

}



#exercises ol ol ol li img, #exercises ol ol li img {

  margin-left: 4px;

  margin-bottom: -10;

}



#exercises h2 {

  margin: 10px 0 0 0;

}
View Code

utils.js

/**

 * Normalize the browser animation API across implementations. This requests

 * the browser to schedule a repaint of the window for the next animation frame.

 * Checks for cross-browser support, and, failing to find it, falls back to setTimeout.

 * @param {function}    callback  Function to call when it's time to update your animation for the next repaint.

 * @param {HTMLElement} element   Optional parameter specifying the element that visually bounds the entire animation.

 * @return {number} Animation frame request.

 */

if (!window.requestAnimationFrame) {

  window.requestAnimationFrame = (window.webkitRequestAnimationFrame ||

                                  window.mozRequestAnimationFrame ||

                                  window.msRequestAnimationFrame ||

                                  window.oRequestAnimationFrame ||

                                  function (callback) {

                                    return window.setTimeout(callback, 17 /*~ 1000/60*/);

                                  });

}



/**

 * ERRATA: 'cancelRequestAnimationFrame' renamed to 'cancelAnimationFrame' to reflect an update to the W3C Animation-Timing Spec.

 *

 * Cancels an animation frame request.

 * Checks for cross-browser support, falls back to clearTimeout.

 * @param {number}  Animation frame request.

 */

if (!window.cancelAnimationFrame) {

  window.cancelAnimationFrame = (window.cancelRequestAnimationFrame ||

                                 window.webkitCancelAnimationFrame || window.webkitCancelRequestAnimationFrame ||

                                 window.mozCancelAnimationFrame || window.mozCancelRequestAnimationFrame ||

                                 window.msCancelAnimationFrame || window.msCancelRequestAnimationFrame ||

                                 window.oCancelAnimationFrame || window.oCancelRequestAnimationFrame ||

                                 window.clearTimeout);

}



/* Object that contains our utility functions.

 * Attached to the window object which acts as the global namespace.

 */

window.utils = {};



/**

 * Keeps track of the current mouse position, relative to an element.

 * @param {HTMLElement} element

 * @return {object} Contains properties: x, y, event

 */

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;

};



/**

 * Keeps track of the current (first) touch position, relative to an element.

 * @param {HTMLElement} element

 * @return {object} Contains properties: x, y, isPressed, event

 */

window.utils.captureTouch = function (element) {

  var touch = {x: null, y: null, isPressed: false, 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('touchstart', function (event) {

    touch.isPressed = true;

    touch.event = event;

  }, false);



  element.addEventListener('touchend', function (event) {

    touch.isPressed = false;

    touch.x = null;

    touch.y = null;

    touch.event = event;

  }, false);

  

  element.addEventListener('touchmove', function (event) {

    var x, y,

        touch_event = event.touches[0]; //first touch

    

    if (touch_event.pageX || touch_event.pageY) {

      x = touch_event.pageX;

      y = touch_event.pageY;

    } else {

      x = touch_event.clientX + body_scrollLeft + element_scrollLeft;

      y = touch_event.clientY + body_scrollTop + element_scrollTop;

    }

    x -= offsetLeft;

    y -= offsetTop;

    

    touch.x = x;

    touch.y = y;

    touch.event = event;

  }, false);

  

  return touch;

};



/**

 * Returns a color in the format: '#RRGGBB', or as a hex number if specified.

 * @param {number|string} color

 * @param {boolean=}      toNumber=false  Return color as a hex number.

 * @return {string|number}

 */

window.utils.parseColor = function (color, toNumber) {

  if (toNumber === true) {

    if (typeof color === 'number') {

      return (color | 0); //chop off decimal

    }

    if (typeof color === 'string' && color[0] === '#') {

      color = color.slice(1);

    }

    return window.parseInt(color, 16);

  } else {

    if (typeof color === 'number') {

      color = '#' + ('00000' + (color | 0).toString(16)).substr(-6); //pad

    }

    return color;

  }

};



/**

 * Converts a color to the RGB string format: 'rgb(r,g,b)' or 'rgba(r,g,b,a)'

 * @param {number|string} color

 * @param {number}        alpha

 * @return {string}

 */

window.utils.colorToRGB = function (color, alpha) {

  //number in octal format or string prefixed with #

  if (typeof color === 'string' && color[0] === '#') {

    color = window.parseInt(color.slice(1), 16);

  }

  alpha = (alpha === undefined) ? 1 : alpha;

  //parse hex values

  var r = color >> 16 & 0xff,

      g = color >> 8 & 0xff,

      b = color & 0xff,

      a = (alpha < 0) ? 0 : ((alpha > 1) ? 1 : alpha);

  //only use 'rgba' if needed

  if (a === 1) {

    return "rgb("+ r +","+ g +","+ b +")";

  } else {

    return "rgba("+ r +","+ g +","+ b +","+ a +")";

  }

};



/**

 * Determine if a rectangle contains the coordinates (x,y) within it's boundaries.

 * @param {object}  rect  Object with properties: x, y, width, height.

 * @param {number}  x     Coordinate position x.

 * @param {number}  y     Coordinate position y.

 * @return {boolean}

 */

window.utils.containsPoint = function (rect, x, y) {

  return !(x < rect.x ||

           x > rect.x + rect.width ||

           y < rect.y ||

           y > rect.y + rect.height);

};



/**

 * Determine if two rectangles overlap.

 * @param {object}  rectA Object with properties: x, y, width, height.

 * @param {object}  rectB Object with properties: x, y, width, height.

 * @return {boolean}

 */

window.utils.intersects = function (rectA, rectB) {

  return !(rectA.x + rectA.width < rectB.x ||

           rectB.x + rectB.width < rectA.x ||

           rectA.y + rectA.height < rectB.y ||

           rectB.y + rectB.height < rectA.y);

};
View Code

ship.js

function Ship () {

  this.x = 0;

  this.y = 0;

  this.width = 25;

  this.height = 20;

  this.rotation = 0;

  this.showFlame = false;

}



Ship.prototype.draw = function (context) {

  context.save();

  context.translate(this.x, this.y);

  context.rotate(this.rotation);

  

  context.lineWidth = 1;

  context.strokeStyle = "#ffffff";

  context.beginPath();

  context.moveTo(10, 0);

  context.lineTo(-10, 10);

  context.lineTo(-5, 0);

  context.lineTo(-10, -10);

  context.lineTo(10, 0);

  context.stroke();



  if (this.showFlame) {

    context.beginPath();

    context.moveTo(-7.5, -5);

    context.lineTo(-15, 0);

    context.lineTo(-7.5, 5);

    context.stroke();

  }

  context.restore();

};
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