我正在尝试使用Julian示例之一的修改版,使用canvas和Anime.js进行简单的交互。想法是,圆圈将在屏幕上放大,然后用户单击屏幕上的任意位置,圆圈将收缩。我无法播放第二个动画,不确定这是因为我的目标无效还是与时间轴有关?这是示例。
//Canvas set up
var canvas = document.querySelector('.gameCanvas');
var ctx = canvas.getContext('2d');
var pointerX = 0;
var pointerY = 0;
var circle;
let basicTimeline = anime.timeline();
function setCanvasSize() {
canvas.width = window.innerWidth * 2;
canvas.height = window.innerHeight * 2;
canvas.style.width = window.innerWidth + 'px';
canvas.style.height = window.innerHeight + 'px';
canvas.getContext('2d').scale(2, 2);
}
//Objects and animation
function createCircle(x,y) {
var p = {};
p.x = x;
p.y = y;
p.color = "#fff";
p.radius = anime.random(16, 32);
p.alpha = .5;
p.draw = function() {
ctx.globalAlpha = p.alpha;
ctx.beginPath();
ctx.arc(p.x, p.y, p.radius, 0, 2 * Math.PI, true);
ctx.fillStyle = p.color;
ctx.fill();
}
return p;
}
function renderParticle(anim) {
for (var i = 0; i < anim.animatables.length; i++) {
anim.animatables[i].target.draw();
}
}
function createExpandCircle(x, y) {
circle = createCircle(x, y);
basicTimeline.add({
targets: circle,
radius: anime.random(80, 160),
alpha: {
value: 1,
easing: 'linear',
duration: anime.random(600, 800),
},
duration: anime.random(1200, 1800),
easing: 'linear',
update: renderParticle,
offset: 0
});
}
function contractCircle(){
basicTimeline.add({
targets: circle,
radius: 20,
easing: 'easeOutExpo'
update: renderParticle
});
}
//Mouse Events
var tap = ('ontouchstart' in window || navigator.msMaxTouchPoints) ? 'touchstart' : 'mousedown';
function updateCoords(e) {
pointerX = e.clientX || e.touches[0].clientX;
pointerY = e.clientY || e.touches[0].clientY;
}
document.addEventListener(tap, function(e) {
updateCoords(e);
contractCircle();
}, false);
var centerX = window.innerWidth / 2;
var centerY = window.innerHeight / 2;
createExpandCircle(centerX, centerY);
setCanvasSize();
window.addEventListener('resize', setCanvasSize, false);
答案 0 :(得分:0)
因此我能够通过添加以下内容来解决此问题:
ctx.clearRect(0, 0, canvas.width, canvas.height);
要绘制,然后
basicTimeline = anime.timeline();
要收缩圈子。