我正在尝试使用HTML5画布在循环循环中添加一些圆圈,但它似乎不起作用。我希望其他圆圈能够跟踪圆圈已经在那里旋转。我也想知道如何使圆周运动非线性(也就是说,它以不同的速度移动,就像它有缓和一样)。
你能帮忙吗? :/谢谢堆。以下是我的代码。<canvas id="canvas" width="450" height="450"></canvas>
<script type="text/javascript">
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var w = canvas.width;
var h = canvas.height;
var dd = 4;
var angle = 0;
/*var cx = 197;
var cy = 199;
var radius = 200;*/
var cx = w/2;
var cy = h/2;
var radius = 200;
function draw(x, y) {
ctx.fillStyle = "rgb(38,161,220)";
ctx.strokeStyle = "rgb(38,161,220)";
ctx.clearRect(0, 0, w, h);
ctx.save();
ctx.beginPath();
ctx.beginPath();
//ctx.rect(x - 30 / 2, y - 30 / 2, 50, 30);
// Circle 1
ctx.arc(x-1/2, y-1/2, 10, 0, 2 * Math.PI, false);
ctx.fill();
ctx.stroke();
ctx.restore();
};
/** context.beginPath();
context.fillStyle = 'green';
context.fill();
context.lineWidth = 5;
context.strokeStyle = '#003300';
context.stroke(); **/
var fps = 120;
window.requestAnimFrame = (function (callback) {
return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function (callback) {
window.setTimeout(callback, 1000 / fps);
};
})();
function animate() {
setTimeout(function () {
requestAnimFrame(animate);
// increase the angle of rotation
//angle += Math.acos(1-Math.pow(dd/radius,2)/2);
angle += Math.acos(1-Math.pow(dd/radius,2)/2);
// calculate the new ball.x / ball.y
var newX = cx + radius * Math.cos(angle);
var newY = cy + radius * Math.sin(angle);
// draw
draw(newX, newY);
// draw the centerpoint
ctx.beginPath();
ctx.arc(cx, cy, radius, 0, Math.PI * 2, false);
ctx.closePath();
ctx.stroke();
}, 1000 / fps );
}
animate();
</script>
答案 0 :(得分:1)
在哪里和哪里之间缓和?
下面是一些非线性角速度:
<!DOCTYPE html>
<html>
<head>
<title></title>
</head>
<body>
<canvas id="canvas" width="450" height="450"></canvas>
<script type="text/javascript">
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var w = canvas.width;
var h = canvas.height;
var dd = 4;
var angle = 0;
var cx = w/2;
var t = 0;
var velocity = 0.01;
var cy = h/2;
var radius = 200;
function draw(x, y) {
ctx.fillStyle = "rgb(38,161,220)";
ctx.strokeStyle = "rgb(38,161,220)";
ctx.clearRect(0, 0, w, h);
ctx.save();
ctx.beginPath();
ctx.beginPath();
ctx.arc(x-1/2, y-1/2, 10, 0, 2 * Math.PI, false);
ctx.fill();
ctx.stroke();
ctx.restore();
};
var fps = 120;
window.requestAnimFrame = (function (callback) {
return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function (callback) {
window.setTimeout(callback, 1000 / fps);
};
})();
function animate() {
setTimeout(function () {
// increase the angle of rotation
angle += velocity;
//sinusoidal velocity
velocity += 0.005 * (Math.sin(t));
t += 0.1;
// randomzed velocity:
//velocity += 0.001 * (Math.random() - 1);
// draw
// calculate the new ball.x / ball.y
var newX = cx + radius * Math.cos(angle);
var newY = cy + radius * Math.sin(angle);
draw(newX, newY);
// draw the centerpoint
ctx.beginPath();
ctx.arc(cx, cy, radius, 0, Math.PI * 2, false);
ctx.closePath();
ctx.stroke();
requestAnimFrame(animate);
}, 1000 / fps );
}
animate();
</script>
</body>
</html>
你可以制作一个这样的圆圈类:
var Circle = function(radius,velocity,etc){
this.radius = radius
this.velocity = velocity
this.etc = etc
// and whatever other properties you think you need
}
然后
var circleArray = []
for(var i = 0; i < circleCount; i++){
circleArray.push(new Circle(2,0.1,"some_property"))
}
然后在animate()中:
circleArray.forEach(function(circle){
//drawing code
})
直到你问一个更具体的问题,这就是我能给你的全部