我正在尝试创建星空的画布动画。它具有固定的速度值,因此恒星以相同的速度移动,但是现在我想以恒星不移动的方式启动它,当您单击按钮时,我要缓慢启动它,然后逐渐提高速度,然后再次减速并停止。我该如何实现?
速度应类似于此示例 https://www.shadertoy.com/view/Xdl3D2
<!DOCTYPE html>
<html>
<head>
<title></title>
</head>
<body>
<canvas id="c" width="900px" height="700px"></canvas>
<script type="text/javascript">
const canvas = document.getElementById('c');
const c = canvas.getContext('2d');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
window.addEventListener('wheel', (event) => {
if (event.deltaY < 0) speed *= 1.1;
else speed *= 0.9;
if (speed < 0.01) speed = 0.01;
else if (speed > 0.1) speed = 0.1;
});
class Star {
constructor() {
this.x = Math.random()*canvas.width-canvas.width/2;
this.y = Math.random()*canvas.height-canvas.height/2;
this.px, this.py;
this.z = Math.random()*4;
}
update() {
this.px = this.x;
this.py = this.y;
this.z += speed;
this.x += this.x*(speed*0.2)*this.z;
this.y += this.y*(speed*0.2)*this.z;
if (this.x > canvas.width/2+50 || this.x < -canvas.width/2-50 ||
this.y > canvas.height/2+50 || this.y < -canvas.height/2-50) {
this.x = Math.random()*canvas.width-canvas.width/2;
this.y = Math.random()*canvas.height-canvas.height/2;
this.px = this.x;
this.py = this.y;
this.z = 0;
}
}
show() {
c.lineWidth = this.z;
c.beginPath();
c.moveTo(this.x, this.y);
c.lineTo(this.px, this.py);
c.stroke();
}
}
let speed = 0.09;
let stars = [];
for (let i = 0; i < 1000; i++) stars.push(new Star());
c.fillStyle = 'rgba(0, 0, 0, 0.4)';
c.strokeStyle = 'rgb(255, 255, 255, 0.5)';
c.translate(canvas.width/2, canvas.height/2);
function draw() {
requestAnimationFrame(draw);
c.fillRect(-canvas.width/2, -canvas.height/2, canvas.width, canvas.height);
for (let s of stars) {
s.update();
s.show();
}
}
draw();
</script>
<style type="text/css">
body {
padding: 0;
margin: 0;
}
canvas {
position: absolute;
width: 100%;
height: 100%;
}
</style>
</body>
</html>
答案 0 :(得分:0)
您必须提高function draw
中的速度才能创建加速效果,并降低到减速速度。
const canvas = document.getElementById('c');
const c = canvas.getContext('2d');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
class Star {
constructor() {
this.x = Math.random() * canvas.width - canvas.width / 2;
this.y = Math.random() * canvas.height - canvas.height / 2;
this.px, this.py;
this.z = Math.random() * 4;
}
update() {
this.px = this.x;
this.py = this.y;
this.z += speed;
this.x += this.x * (speed * 0.2) * this.z;
this.y += this.y * (speed * 0.2) * this.z;
if (this.x > canvas.width / 2 + 50 || this.x < -canvas.width / 2 - 50 ||
this.y > canvas.height / 2 + 50 || this.y < -canvas.height / 2 - 50) {
this.x = Math.random() * canvas.width - canvas.width / 2;
this.y = Math.random() * canvas.height - canvas.height / 2;
this.px = this.x;
this.py = this.y;
this.z = 0;
}
}
show() {
c.lineWidth = this.z;
c.beginPath();
c.moveTo(this.x, this.y);
c.lineTo(this.px, this.py);
c.stroke();
}
}
let speed = 0.005;
let speed_inc = 0.0002;
let stars = [];
for (let i = 0; i < 1000; i++) stars.push(new Star());
c.fillStyle = 'rgba(0, 0, 0, 0.4)';
c.strokeStyle = 'rgb(255, 255, 255, 1)';
c.translate(canvas.width / 2, canvas.height / 2);
function draw() {
requestAnimationFrame(draw);
c.fillRect(-canvas.width / 2, -canvas.height / 2, canvas.width, canvas.height);
for (let s of stars) {
s.update();
s.show();
}
if (speed >= 0.005) {
speed += speed_inc
if (speed > 0.1)
speed_inc = -0.0004;
}
}
draw();
body {
padding: 0;
margin: 0;
}
canvas {
position: absolute;
width: 100%;
height: 100%;
}
<canvas id="c" width="900px" height="700px"></canvas>