在这里将试图变得清晰,在这个繁星点点的动画中,我要添加的是,当圆产生一对时,每个圆应彼此之间用一条线连接,并且随着前进和分开,该线将在该点处扩展当圆圈移出画布时将消失 任何帮助将不胜感激
function randomRange(minVal, maxVal) {
return Math.floor(Math.random() * (maxVal - minVal - 1)) + minVal;
}
function initStars() {
for (var i = 0; i < stars.length; i++) {
stars[i] = {
x: randomRange(-25, 25),
y: randomRange(-25, 25),
z: randomRange(1, MAX_DEPTH)
}
}
}
function degToRad(deg) {
radians = (deg * Math.PI / 180) - Math.PI / 2;
return radians;
}
function animate() {
var halfWidth = canvas.width / 2;
var halfHeight = canvas.height / 2;
ctx.fillStyle = "rgb(0,0,0)";
ctx.fillRect(0, 0, canvas.width, canvas.height);
for (var i = 0; i < stars.length; i++) {
stars[i].z -= 0.2;
if (stars[i].z <= 0) {
stars[i].x = randomRange(-25, 25);
stars[i].y = randomRange(-25, 25);
stars[i].z = MAX_DEPTH;
}
var k = 128.0 / stars[i].z;
var px = stars[i].x * k + halfWidth;
var py = stars[i].y * k + halfHeight;
if (px >= 0 && px <= 1500 && py >= 0 && py <= 1500) {
var size = (1 - stars[i].z / 32.0) * 5;
var shade = parseInt((1 - stars[i].z / 32.0) * 750);
ctx.fillStyle = "rgb(" + shade + "," + shade + "," + shade + ")";
ctx.beginPath();
ctx.arc(px, py, size, degToRad(0), degToRad(360));
ctx.fill();
}
}
}
function animate() {
var halfWidth = canvas.width / 2;
var halfHeight = canvas.height / 2;
ctx.fillStyle = "rgb(0,0,0)";
ctx.fillRect(0, 0, canvas.width, canvas.height);
for (var i = 0; i < stars.length; i++) {
stars[i].z -= 0.2;
if (stars[i].z <= 0) {
stars[i].x = randomRange(-25, 25);
stars[i].y = randomRange(-25, 25);
stars[i].z = MAX_DEPTH;
}
var k = 128.0 / stars[i].z;
var px = stars[i].x * k + halfWidth;
var py = stars[i].y * k + halfHeight;
if (px >= 0 && px <= 1500 && py >= 0 && py <= 1500) {
var size = (1 - stars[i].z / 32.0) * 5;
var shade = parseInt((1 - stars[i].z / 32.0) * 750);
ctx.fillStyle = "rgb(" + shade + "," + shade + "," + shade + ")";
ctx.beginPath();
ctx.arc(px, py, size, degToRad(0), degToRad(360));
ctx.fill();
}
}
}
<!DOCTYPE html5>
<html>
<head>
<title>stars</title>
<script src="convergis.js"></script>
<script>
MAX_DEPTH = 32;
var canvas, ctx;
var stars = new Array(500);
window.onload = function() {
canvas = document.getElementById("tutorial");
if (canvas && canvas.getContext) {
ctx = canvas.getContext("2d");
initStars();
setInterval(animate, 17);
}
}
</script>
</head>
<body>
<canvas id='tutorial' width='1500' height='1500'>
</canvas>
</body>
</html>
答案 0 :(得分:1)
您的意思是这样吗? https://jsfiddle.net/arfeo/b2rkzxy9/
var MAX_DEPTH = 32;
var canvas, ctx;
var stars = new Array(500);
canvas = document.getElementById("tutorial");
if (canvas && canvas.getContext) {
ctx = canvas.getContext("2d");
initStars();
setInterval(animate, 17);
}
function randomRange(minVal, maxVal) {
return Math.floor(Math.random() * (maxVal - minVal - 1)) + minVal;
}
function initStars() {
for (var i = 0; i < stars.length; i++) {
stars[i] = {
x: randomRange(-25, 25),
y: randomRange(-25, 25),
z: randomRange(1, MAX_DEPTH)
}
}
}
function degToRad(deg) {
radians = (deg * Math.PI / 180) - Math.PI / 2;
return radians;
}
function animate() {
var halfWidth = canvas.width / 2;
var halfHeight = canvas.height / 2;
ctx.fillStyle = "rgb(0,0,0)";
ctx.fillRect(0, 0, canvas.width, canvas.height);
for (var i = 0; i < stars.length - 1; i += 1) {
stars[i].z -= 0.2;
if (stars[i].z <= 0) {
stars[i].x = randomRange(-25, 25);
stars[i].y = randomRange(-25, 25);
stars[i].z = MAX_DEPTH;
}
var k = 128.0 / stars[i].z;
var px = stars[i].x * k + halfWidth;
var py = stars[i].y * k + halfHeight;
var nextPx = stars[i + 1].x * k + halfWidth;
var nextPy = stars[i + 1].x * k + halfWidth;
if (px >= 0 && px <= 1500 && py >= 0 && py <= 1500) {
var size = (1 - stars[i].z / 32.0) * 5;
var shade = parseInt((1 - stars[i].z / 32.0) * 750);
ctx.fillStyle = "rgb(" + shade + "," + shade + "," + shade + ")";
ctx.beginPath();
ctx.arc(px, py, size, degToRad(0), degToRad(360));
ctx.fill();
if (px > 0 && px < canvas.width &&
py > 0 && py < canvas.height &&
nextPx > 0 && nextPx < canvas.width &&
nextPy > 0 && nextPy < canvas.height) {
ctx.beginPath();
ctx.moveTo(px, py);
ctx.lineTo(nextPx, nextPy);
ctx.strokeStyle = '#ff0000';
ctx.stroke();
}
}
}
}