我试图为我的游戏摇动一个html元素。
我在这里找到了这段代码:
shake = function (sprite, magnitude = 16, angular = false) {
//A counter to count the number of shakes
var counter = 1;
//The total number of shakes (there will be 1 shake per frame)
var numberOfShakes = 10;
//Capture the sprite's position and angle so you can
//restore them after the shaking has finished
var startX = sprite.x,
startY = sprite.y,
startAngle = sprite.rotation;
// Divide the magnitude into 10 units so that you can
// reduce the amount of shake by 10 percent each frame
var magnitudeUnit = magnitude / numberOfShakes;
//The `randomInt` helper function
var randomInt = (min, max) => {
return Math.floor(Math.random() * (max - min + 1)) + min;
};
//Add the sprite to the `shakingSprites` array if it
//isn't already there
if(shakingSprites.indexOf(sprite) === -1) {
//console.log("added")
shakingSprites.push(sprite);
//Add an `updateShake` method to the sprite.
//The `updateShake` method will be called each frame
//in the game loop. The shake effect type can be either
//up and down (x/y shaking) or angular (rotational shaking).
sprite.updateShake = () => {
if(angular) {
angularShake();
} else {
upAndDownShake();
}
};
}
//The `upAndDownShake` function
function upAndDownShake() {
//Shake the sprite while the `counter` is less than
//the `numberOfShakes`
if (counter < numberOfShakes) {
//Reset the sprite's position at the start of each shake
sprite.x = startX;
sprite.y = startY;
//Reduce the magnitude
magnitude -= magnitudeUnit;
//Randomly change the sprite's position
sprite.x += randomInt(-magnitude, magnitude);
sprite.y += randomInt(-magnitude, magnitude);
//Add 1 to the counter
counter += 1;
}
//When the shaking is finished, restore the sprite to its original
//position and remove it from the `shakingSprites` array
if (counter >= numberOfShakes) {
sprite.x = startX;
sprite.y = startY;
shakingSprites.splice(shakingSprites.indexOf(sprite), 1);
}
}
//The `angularShake` function
//First set the initial tilt angle to the right (+1)
var tiltAngle = 1;
function angularShake() {
if (counter < numberOfShakes) {
//Reset the sprite's rotation
sprite.rotation = startAngle;
//Reduce the magnitude
magnitude -= magnitudeUnit;
//Rotate the sprite left or right, depending on the direction,
//by an amount in radians that matches the magnitude
sprite.rotation = magnitude * tiltAngle;
counter += 1;
//Reverse the tilt angle so that the sprite is tilted
//in the opposite direction for the next shake
tiltAngle *= -1;
}
//When the shaking is finished, reset the sprite's angle and
//remove it from the `shakingSprites` array
if (counter >= numberOfShakes) {
sprite.rotation = startAngle;
shakingSprites.splice(shakingSprites.indexOf(sprite), 1);
//console.log("removed")
}
}
}
然而,它仅适用于画布精灵。如何使用HTML元素?感谢。
答案 0 :(得分:21)
你可以像这个例子那样使用css动画
@-webkit-keyframes shake {
0% { -webkit-transform: translate(2px, 1px) rotate(0deg); }
10% { -webkit-transform: translate(-1px, -2px) rotate(-1deg); }
20% { -webkit-transform: translate(-3px, 0px) rotate(1deg); }
30% { -webkit-transform: translate(0px, 2px) rotate(0deg); }
40% { -webkit-transform: translate(1px, -1px) rotate(1deg); }
50% { -webkit-transform: translate(-1px, 2px) rotate(-1deg); }
60% { -webkit-transform: translate(-3px, 1px) rotate(0deg); }
70% { -webkit-transform: translate(2px, 1px) rotate(-1deg); }
80% { -webkit-transform: translate(-1px, -1px) rotate(1deg); }
90% { -webkit-transform: translate(2px, 2px) rotate(0deg); }
100% { -webkit-transform: translate(1px, -2px) rotate(-1deg); }
}
.shake:hover {
-webkit-animation-name: shake;
-webkit-animation-duration: 0.5s;
-webkit-transform-origin:50% 50%;
-webkit-animation-iteration-count: infinite;
}
.shake {
display:inline-block
}
<div class="shake">Shake me</div>
<img class="shake" src="https://www.w3.org/2008/site/images/logo-w3c-screen-lg" />
要更改晃动速度,请更改animation-duration
,translate()
,rotate()
的值。
如果您想使用javascript摇动元素,请参阅 jsfiddle
答案 1 :(得分:3)
我已经调整了你的功能,以便它可以在DOM元素上运行。这是一个相当大的震动,你可能想要使用参数来抑制它一点点:
var shakingElements = [];
var shake = function (element, magnitude = 16, angular = false) {
//First set the initial tilt angle to the right (+1)
var tiltAngle = 1;
//A counter to count the number of shakes
var counter = 1;
//The total number of shakes (there will be 1 shake per frame)
var numberOfShakes = 15;
//Capture the element's position and angle so you can
//restore them after the shaking has finished
var startX = 0,
startY = 0,
startAngle = 0;
// Divide the magnitude into 10 units so that you can
// reduce the amount of shake by 10 percent each frame
var magnitudeUnit = magnitude / numberOfShakes;
//The `randomInt` helper function
var randomInt = (min, max) => {
return Math.floor(Math.random() * (max - min + 1)) + min;
};
//Add the element to the `shakingElements` array if it
//isn't already there
if(shakingElements.indexOf(element) === -1) {
//console.log("added")
shakingElements.push(element);
//Add an `updateShake` method to the element.
//The `updateShake` method will be called each frame
//in the game loop. The shake effect type can be either
//up and down (x/y shaking) or angular (rotational shaking).
if(angular) {
angularShake();
} else {
upAndDownShake();
}
}
//The `upAndDownShake` function
function upAndDownShake() {
//Shake the element while the `counter` is less than
//the `numberOfShakes`
if (counter < numberOfShakes) {
//Reset the element's position at the start of each shake
element.style.transform = 'translate(' + startX + 'px, ' + startY + 'px)';
//Reduce the magnitude
magnitude -= magnitudeUnit;
//Randomly change the element's position
var randomX = randomInt(-magnitude, magnitude);
var randomY = randomInt(-magnitude, magnitude);
element.style.transform = 'translate(' + randomX + 'px, ' + randomY + 'px)';
//Add 1 to the counter
counter += 1;
requestAnimationFrame(upAndDownShake);
}
//When the shaking is finished, restore the element to its original
//position and remove it from the `shakingElements` array
if (counter >= numberOfShakes) {
element.style.transform = 'translate(' + startX + ', ' + startY + ')';
shakingElements.splice(shakingElements.indexOf(element), 1);
}
}
//The `angularShake` function
function angularShake() {
if (counter < numberOfShakes) {
console.log(tiltAngle);
//Reset the element's rotation
element.style.transform = 'rotate(' + startAngle + 'deg)';
//Reduce the magnitude
magnitude -= magnitudeUnit;
//Rotate the element left or right, depending on the direction,
//by an amount in radians that matches the magnitude
var angle = Number(magnitude * tiltAngle).toFixed(2);
console.log(angle);
element.style.transform = 'rotate(' + angle + 'deg)';
counter += 1;
//Reverse the tilt angle so that the element is tilted
//in the opposite direction for the next shake
tiltAngle *= -1;
requestAnimationFrame(angularShake);
}
//When the shaking is finished, reset the element's angle and
//remove it from the `shakingElements` array
if (counter >= numberOfShakes) {
element.style.transform = 'rotate(' + startAngle + 'deg)';
shakingElements.splice(shakingElements.indexOf(element), 1);
//console.log("removed")
}
}
};
<强>样本强>
看看小提琴中的演示。 red
阻止是常规upAndDownShake
,而green
阻止使用angularShake
:
答案 2 :(得分:2)
也许你应该看看Animate.css,https://daneden.github.io/animate.css/,这是一个提供大量动画的css库,包括摇动...我希望这可能对你的问题有用! / p>
答案 3 :(得分:0)
function shake(e, oncomplete, distance, time) {
var time = 500;
var distance = 5;
var start = (new Date()).getTime();
animate();
function animate() {
var now = (new Date()).getTime();
// Get current time
var elapsed = now - start;
// How long since we started
var fraction = elapsed / time;
// What fraction of total time?
if (fraction < 1) {
var x = distance * Math.sin(fraction * 4 * Math.PI);
e.style.left = x + "px";
// We're aiming for a smooth 40 frames/second animation.
setTimeout(animate, Math.min(25, time - elapsed));
} else {
// Otherwise, the animation is complete
if (oncomplete) oncomplete(e);
// Invoke completion callback
}
}
}
function shakeme(event1) {
shake(event1.target);
}
document.getElementById("wood").addEventListener("mouseover", shakeme, false);
HTML元素
<button id="wood">Hello World</button>
来源
http://javascriipt.blogspot.com/2015/02/how-to-mimic-shake-animation-effect.html
答案 4 :(得分:0)