用Canvas製作可以根據手勢擺動的樹
根據工作的需要,製作一個擺動的樹做爲頁面的背景。爲了增加頁面的交互性,我又爲背景中的樹增加了鼠標(觸控)事件,使他能夠根據鼠標(觸控)做出相應的動作,當手指做上下或者左右滑動的時候樹會跟着擺動。先看看最終效果。
Step1.完成HTML頁面,新建一個Tree類
完成HTML頁面後新建一個Tree類用來記錄樹的各個屬性。其中x,y
爲樹根部的座標值,branchLen,branchWidth
分別是樹枝的長度與寬度,depth
爲樹枝的層數,canvas
用來接頁面中的canvas元素(默認是ID爲canvas的元素)。
function Tree(x,y,branchLen,branchWidth,depth,canvas){ this.canvas = canvas || document.getElementById('canvas'); this.ctx = this.canvas.getContext('2d'); this.x = x||0; this.y = y||0; this.branchLen = branchLen||0; this.branchWidth = branchWidth||0; var depth = depth || 5; }
Step2.添加drawRoot方法,用來繪製樹幹
首先在drawRoot中畫第一個枝幹。drawRoot的參數意義同上。並且在Tree類的構造函數中運行drawRoot並把Tree接受到的參數傳入。最後new一個Tree類,使樹根位於屏幕的底部正中心,樹枝長100px,樹枝寬度爲8px,樹枝層數爲8層(暫時用不上)。var atree = new Tree(canvas.width/2-4,canvas.height,100,8,8,canvas);
在drawRoot中我們需要用lineTo()
畫出樹枝。樹枝的起始的座標值(x,y)
已經給出,結束的座標值(toX,toY)
需要進行計算。第一個畫的是樹幹,由於樹幹垂直於地面所以結束座標toX
等於初始座標x
,而結束座標toY
等於初始y
減去樹幹長度branchLen
(注意座標的0,0點在canvas的左上角)。var toX = x;var toY = y-branchLen;
function Tree(x,y,branchLen,branchWidth,depth,canvas){ this.canvas = canvas || document.getElementById('canvas'); this.ctx = this.canvas.getContext('2d'); this.x = x||0; this.y = y||0; this.branchLen = branchLen||0; this.branchWidth = branchWidth||0; var depth = depth || 5; this.drawRoot(this.x,this.y,this.branchLen,this.branchWidth); } Tree.prototype.drawRoot = function(x,y,branchLen,branchWidth){ var toX = x; var toY = y-branchLen; this.ctx.save(); this.ctx.strokeStyle="rgba(37, 141, 194, 0.93)"; this.ctx.beginPath(); this.ctx.lineCap = "butt"; this.ctx.lineJoin="round"; this.ctx.lineWidth = branchWidth; this.ctx.moveTo(x,y); this.ctx.lineTo(toX,toY); this.ctx.closePath(); this.ctx.stroke(); this.ctx.restore(); } var atree = new Tree(canvas.width/2-4,canvas.height,100,8,8,canvas);
運行代碼:
Step3.添加drawBranch方法,用來繪製樹枝
drawBranch同樣是根據初始與結束座標畫出一條直線代表樹枝。與樹幹不同的是樹枝不再是垂直與地面而是與樹幹保持一定的角度,而且樹枝的初始值是樹幹的結束點(toX,toY)
。所以在drawBranch中我們加入新參數angle
用來表示樹枝與樹幹的垂直夾角α,這樣就可以根據α算出toX與toY。請看圖。
這樣我們在畫完樹幹後再分別畫兩個不同角度的樹枝,一個是30°
一個-30°
。並將傳給樹枝的寬度branchWidth減小一個像素,使其與樹幹粗細不同。
Tree.prototype.drawRoot = function(x,y,branchLen,branchWidth){ var toX = x; var toY = y-branchLen; this.ctx.save(); this.ctx.strokeStyle="rgba(37, 141, 194, 0.93)"; this.ctx.beginPath(); this.ctx.lineCap = "butt"; this.ctx.lineJoin="round"; this.ctx.lineWidth = branchWidth; this.ctx.moveTo(x,y); this.ctx.lineTo(toX,toY); this.ctx.closePath(); this.ctx.stroke(); this.ctx.restore(); this.drawBranch(toX,toY,branchLen,branchWidth-1,30); this.drawBranch(toX,toY,branchLen,branchWidth-1,-30); } Tree.prototype.drawBranch = function(x,y,branchLen,branchWidth,angle){ var angle = angle || 0; var radian = (90-angle)*(Math.PI/180); var toX = x+Math.cos(radian)*branchLen; var toY = y-Math.sin(radian)*branchLen; this.ctx.save(); this.ctx.strokeStyle="rgba(37, 141, 194, 0.93)"; this.ctx.beginPath(); this.ctx.lineCap = "butt"; this.ctx.lineJoin="round"; this.ctx.lineWidth = branchWidth; this.ctx.moveTo(x,y); this.ctx.lineTo(toX,toY); this.ctx.closePath(); this.ctx.stroke(); this.ctx.restore(); }
運行代碼:
Step4.修改drawBranch函數,重複畫樹枝
在drawBranch函數的最後再次調用兩次drawBranch
this.drawBranch(toX,toY,branchLen,branchWidth-1,angle+30); this.drawBranch(toX,toY,branchLen,branchWidth-1,angle-30);
使其調用自己完成遞歸,注意這裏傳入的角度是在之前的角度的基礎上在增加或者減少30度。
爲了使遞歸停下來我們需要一個停止條件,就是之前一直沒有用到的depth
參數。我們在每次畫下一層之前使其減1表示已經完成了一層樹枝的繪製,直至depth減小到0表示繪製完所有的層數。
function Tree(x,y,branchLen,branchWidth,depth,canvas){ this.canvas = canvas || document.getElementById('canvas'); this.ctx = this.canvas.getContext('2d'); this.x = x||0; this.y = y||0; this.branchLen = branchLen||0; this.branchWidth = branchWidth||0; var depth = depth || 5; this.drawRoot(this.x,this.y,this.branchLen,this.branchWidth,depth); } Tree.prototype.drawRoot = function(x,y,branchLen,branchWidth,depth){ var toX = x; var toY = y-branchLen; var depth = depth||5; this.ctx.save(); this.ctx.strokeStyle="rgba(37, 141, 194, 0.93)"; this.ctx.beginPath(); this.ctx.lineCap = "butt"; this.ctx.lineJoin="round"; this.ctx.lineWidth = branchWidth; this.ctx.moveTo(x,y); this.ctx.lineTo(toX,toY); this.ctx.closePath(); this.ctx.stroke(); this.ctx.restore(); depth--; if(depth>0){ this.drawBranch(toX,toY,branchLen,branchWidth-1,30,depth); this.drawBranch(toX,toY,branchLen,branchWidth-1,-30,depth); } } Tree.prototype.drawBranch = function(x,y,branchLen,branchWidth,angle,depth){ var angle = angle || 0; var radian = (90-angle)*(Math.PI/180); var toX = x+Math.cos(radian)*branchLen; var toY = y-Math.sin(radian)*branchLen; this.ctx.save(); this.ctx.strokeStyle="rgba(37, 141, 194, 0.93)"; this.ctx.beginPath(); this.ctx.lineCap = "butt"; this.ctx.lineJoin="round"; this.ctx.lineWidth = branchWidth; this.ctx.moveTo(x,y); this.ctx.lineTo(toX,toY); this.ctx.closePath(); this.ctx.stroke(); this.ctx.restore(); depth--; if(depth>0){ this.drawBranch(toX,toY,branchLen,branchWidth-1,angle+30,depth); this.drawBranch(toX,toY,branchLen,branchWidth-1,angle-30,depth); } }
運行代碼:
由於樹之間角度過大,而且所有樹枝長度都相等,看起來並不像一棵樹。所以我們需要在Tree的構造函數中加入幾個參數用來調整樹的姿態。
function Tree(x,y,branchLen,branchWidth,depth,canvas){ ...... this.branchLenFactor = 0.8; this.rootLenFactor = 1.2; this.branchAngle = 20; ...... }
branchLenFactor:畫每一層樹枝的時候乘在branchLen上面,用來控制樹枝長度。rootLenFactor:畫樹根的時候乘在branchLen上面,用來控制樹根長度。branchAngle: 用來控制樹枝之間的角度。
Tree.prototype.drawRoot = function(x,y,branchLen,branchWidth,depth){ var toX = x; var toY = y-branchLen*this.rootLenFactor; var depth = depth||5; this.ctx.save(); this.ctx.strokeStyle="rgba(37, 141, 194, 0.93)"; this.ctx.beginPath(); this.ctx.lineCap = "butt"; this.ctx.lineJoin="round"; this.ctx.lineWidth = branchWidth; this.ctx.moveTo(x,y); this.ctx.lineTo(toX,toY); this.ctx.closePath(); this.ctx.stroke(); this.ctx.restore(); depth--; if(depth>0){ this.drawBranch(toX,toY,branchLen*this.branchLenFactor,branchWidth-1,this.branchAngle,depth); this.drawBranch(toX,toY,branchLen*this.branchLenFactor,branchWidth-1,-this.branchAngle,depth); } } Tree.prototype.drawBranch = function(x,y,branchLen,branchWidth,angle,depth){ var angle = angle || 0; var radian = (90-angle)*(Math.PI/180); var toX = x+Math.cos(radian)*branchLen; var toY = y-Math.sin(radian)*branchLen; this.ctx.save(); this.ctx.strokeStyle="rgba(37, 141, 194, 0.93)"; this.ctx.beginPath(); this.ctx.lineCap = "butt"; this.ctx.lineJoin="round"; this.ctx.lineWidth = branchWidth; this.ctx.moveTo(x,y); this.ctx.lineTo(toX,toY); this.ctx.closePath(); this.ctx.stroke(); this.ctx.restore(); depth--; if(depth>0){ this.drawBranch(toX,toY,branchLen*this.branchLenFactor,branchWidth-1,angle+this.branchAngle,depth); this.drawBranch(toX,toY,branchLen*this.branchLenFactor,branchWidth-1,angle-this.branchAngle,depth); } }
運行代碼:
Step5.使樹枝晃動起來
爲了使樹枝有搖晃的效果,我們只需要改變樹枝之間的角度branchAngle就可以了。我需要在Tree的構造函數中增加三個新屬性:oBranchAngle
用來記錄初始角度;branchAngleFactor
用來控制角度隨時間變化的變化量;swingAngle
:隨時間增加用來記錄搖動的角度。
同時修改下drawRoot函數使其不用接受參數。調用更加方便。
function Tree(x,y,branchLen,branchWidth,depth,canvas){ ...... this.branchAngle = 20; this.oBranchAngle = this.branchAngle; this.branchAngleFactor = 5; this.swingAngle = 0; ...... this.drawRoot(); } Tree.prototype.drawRoot = function(){ var x = this.x,y=this.y,branchLen = this.branchLen,depth = this.depth,branchWidth = this.branchWidth; var toX = x; var toY = y-branchLen*this.rootLenFactor; var depth = depth||5; this.ctx.save(); this.ctx.strokeStyle="rgba(37, 141, 194, 0.93)"; this.ctx.beginPath(); this.ctx.lineCap = "butt"; this.ctx.lineJoin="round"; this.ctx.lineWidth = this.branchWidth; this.ctx.moveTo(x,y); this.ctx.lineTo(toX,toY); this.ctx.closePath(); this.ctx.stroke(); this.ctx.restore(); depth--; if(depth>0){ this.drawBranch(toX,toY,branchLen*this.branchLenFactor,branchWidth-1,this.branchAngle,depth); this.drawBranch(toX,toY,branchLen*this.branchLenFactor,branchWidth-1,-this.branchAngle,depth); } }
增加循環函數,在循環函數中重繪整個樹,並且每次重繪都要修改branchAngle值,使大樹搖動起來。atree.swingAngle++;
使搖動角度隨時間變化。這裏使用Math.sin(atree.swingAngle*(Math.PI/180))
可以獲得一個-1至1之間的連續變化值。atree.branchAngle = Math.sin(atree.swingAngle*(Math.PI/180))*atree.branchAngleFactor+atree.oBranchAngle;
乘以係數並加在原角度上。
function loop(time){ ctx.clearRect(0,0,canvas.width,canvas.height); atree.branchAngle = Math.sin(atree.swingAngle*(Math.PI/180))*atree.branchAngleFactor+atree.oBranchAngle; atree.drawRoot() requestAnimFrame(loop); } loop(0);
運行代碼:
Step6.添加手勢
這裏爲了省事只添加了touch事件,mouse事件與touch事件的處理方法大體一致。
首先爲Tree新加一個屬性swingSwitch = true
用來表示大樹是否擺動。當手指觸控到屏幕的時候擺動停止,離開屏幕的時候擺動繼續。
添加strengthX
,strengthY
兩個屬性;分別表示樹在x軸與y軸因受到的力而移動的距離。
添加strengthXFactor
,strengthYFactor
;分別用來表示再一次滑動中x軸與y軸移動的最大距離。
function Tree(x,y,branchLen,branchWidth,depth,canvas){ ...... this.swingSwitch = true; ...... this.strengthX = 0; this.strengthY = 0; ...... }
//記錄觸控開始時的信息 var touchStart = {x:0,y:0,strengthX:0,strengthY:0}; document.addEventListener('touchstart',function(e){ //讓樹停止擺動 atree.swingSwitch = false; touchStart.x = e.touches[0].clientX; touchStart.y = e.touches[0].clientY; //記錄觸控開始時,原strength的值 touchStart.strengthX = atree.strengthX; touchStart.strengthY = atree.strengthY; }); document.addEventListener('touchmove',function(e){ //阻止瀏覽器默認動作 e.preventDefault(); //(touchStart.x-e.touches[0].clientX)/canvas.width可以根據滑動距離獲得一個0-1的值 atree.strengthX = touchStart.strengthX-(touchStart.x-e.touches[0].clientX)/canvas.width*atree.strengthXFactor; atree.strengthY = touchStart.strengthY-(touchStart.y-e.touches[0].clientY)/canvas.height*atree.strengthYFactor; }); document.addEventListener('touchend',function(e){ //恢復擺動 atree.swingSwitch = true; });
修改drawBranch將strength的變化添加到角度與toX,toY的計算中,詳情見註釋。
Tree.prototype.drawBranch = function(x,y,branchLen,branchWidth,angle,depth){ var angle = angle || 0; //用strengthX乘以(depth/this.depth)使得樹枝末梢對角度的變化不敏感 angle += this.strengthX*(depth/this.depth)/this.strengthXFactor*this.branchAngle; var radian = (90-angle)*(Math.PI/180); //用strengthX乘以(1-depth/this.depth)使得樹枝末梢對角度的變化敏感 var toX = x+Math.cos(radian)*branchLen+this.strengthX*(1-depth/this.depth); var toY = y-Math.sin(radian)*branchLen+this.strengthY*(1-depth/this.depth); ...... }
在動畫循環中添加恢復代碼,使strengthX,strengthY恢復爲0,並增加swingSwitch的判斷。
function loop(time){ ...... //當swingSwitch開啓時開始擺動 if(atree.swingSwitch){ //將strength恢復到0 if(atree.strengthX >0){ atree.strengthX -= 1; } if(atree.strengthX <0){ atree.strengthX += 1; } if(atree.strengthY >0){ atree.strengthY -= 1; } if(atree.strengthY <0){ atree.strengthY += 1; } atree.swingAngle++; atree.branchAngle = Math.sin(atree.swingAngle*(Math.PI/180))*atree.branchAngleFactor+atree.oBranchAngle; } ...... } loop(0);
運行代碼:
Step7.添加緩動效果
Step6中的恢復strengthX,strengthY的代碼過於簡單,動畫勻速恢復到0,顯得過於突兀。比較真實的情況應該是由快變慢的恢復,所以我們要爲恢復代碼加上緩動。首先在Tree中添加recoverStartTime = 0
用來記錄恢復開始的時間,在手指離開屏幕的時候(touchend)將其賦爲0,同時用oStrengthX
,oStrengthY
記錄下來strengthX與strengthY的目標值。
function Tree(x,y,branchLen,branchWidth,depth,canvas){ ...... this.recoverStartTime = 0; ...... } function loop(time){ ...... if(atree.swingSwitch){ if(atree.strengthX > 0){ if(atree.recoverStartTime == 0){ atree.recoverStartTime = time; } var t = time-atree.recoverStartTime; //五次方的緩動 atree.strengthX = Math.max(atree.oStrengthX-atree.oStrengthX*((t=t/2000-1)*t*t*t*t + 1)+0,0); } if(atree.strengthX < 0){ if(atree.recoverStartTime == 0){ atree.recoverStartTime = time; } var t = time-atree.recoverStartTime; //五次方的緩動 atree.strengthX = Math.min(atree.oStrengthX-atree.oStrengthX*((t=t/2000-1)*t*t*t*t + 1)+0,0); } if(atree.strengthY > 0){ if(atree.recoverStartTime == 0){ atree.recoverStartTime = time; } var t = time-atree.recoverStartTime; //五次方的緩動 atree.strengthY = Math.max(atree.oStrengthY-atree.oStrengthY*((t=t/2000-1)*t*t*t*t + 1)+0,0); } if(atree.strengthY < 0){ if(atree.recoverStartTime == 0){ atree.recoverStartTime = time; } var t = time-atree.recoverStartTime; //五次方的緩動 atree.strengthY = Math.min(atree.oStrengthY-atree.oStrengthY*((t=t/2000-1)*t*t*t*t + 1)+0,0); } } ...... } document.addEventListener('touchend',function(e){ atree.recoverStartTime = 0; atree.oStrengthX = atree.strengthX; atree.oStrengthY = atree.strengthY; ...... });
運行代碼:
Step7.使樹幹搖動並移至屏幕左邊
修改drawRoot使樹幹也可以晃動,並修改var atree = new Tree(10,canvas.height,100,8,8,canvas);
使其移至左邊。
Tree.prototype.drawRoot = function(){ ...... //增加strength var angle = 0; angle += this.strengthX/this.strengthXFactor*this.branchAngle; var radian = (90-angle)*(Math.PI/180); var toX = x+Math.cos(radian)*branchLen*this.rootLenFactor; var toY = y-Math.sin(radian)*branchLen*this.rootLenFactor; ...... } var atree = new Tree(10,canvas.height,100,8,8,canvas);
運行代碼:
Step8.
將動畫循環中處理角度的部分添加到Tree的swing()中。
Tree.prototype.swing = function(time){ this.ctx.clearRect(0,0,this.canvas.width,this.canvas.height); if(this.swingSwitch){ if(this.strengthX > 0){ if(this.recoverStartTime == 0){ this.recoverStartTime = time; } var t = time-this.recoverStartTime; this.strengthX = Math.max(this.oStrengthX-this.oStrengthX*((t=t/2000-1)*t*t*t*t + 1)+0,0); } if(this.strengthX < 0){ if(this.recoverStartTime == 0){ this.recoverStartTime = time; } var t = time-this.recoverStartTime; this.strengthX = Math.min(this.oStrengthX-this.oStrengthX*((t=t/2000-1)*t*t*t*t + 1)+0,0); } if(this.strengthY > 0){ if(this.recoverStartTime == 0){ this.recoverStartTime = time; } var t = time-this.recoverStartTime; this.strengthY = Math.max(this.oStrengthY-this.oStrengthY*((t=t/2000-1)*t*t*t*t + 1)+0,0); } if(this.strengthY < 0){ if(this.recoverStartTime == 0){ this.recoverStartTime = time; } var t = time-this.recoverStartTime; this.strengthY = Math.min(this.oStrengthY-this.oStrengthY*((t=t/2000-1)*t*t*t*t + 1)+0,0); } this.swingAngle++; this.branchAngle = Math.sin(this.swingAngle*(Math.PI/180))*this.branchAngleFactor+this.oBranchAngle; } this.drawRoot();}var atree = new Tree(10,canvas.height,100,8,8,canvas);function loop(time){ atree.swing(time); requestAnimFrame(loop);}loop(0);
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