Maison >interface Web >js tutoriel >Utilisez JS pour créer des méthodes malveillantes exploitables
Je me suis soudain souvenu aujourd'hui que je ne savais pas quel site j'avais vu sur un site avec un effet d'écriture JS pur natif, un petit bonhomme émouvant, alors je vais partager le code avec vous ici :
Et expliquer :
Ceci n'est pas écrit par moi, mais je l'ai découvert accidentellement en parcourant le site Web. Je ne me souviens plus de quel site Web il s'agit actuellement, mais je veux expliquer que ce n'est pas mon code. Veuillez me montrer le maître. !!
Regardons d'abord les rendus : première action unifiée
puis action aléatoire :
Et la souris peut tirer et faire glisser les petits gens à volonté Lorsqu'elle est traînée vers le haut, si la souris ne lâche pas, deux petites personnes tomberont du haut de l'écran, et elles seront toujours traînées. Celle que vous soulevez avec votre souris est toujours
deux fois plus grande que celle que vous faites glisser !!
Regardez le code :1 <!DOCTYPE html> 2 <html > 3 <head> 4 <meta charset="UTF-8"> 5 <title>The Last Experience</title> 6 <style> 7 html { 8 overflow: hidden; 9 } 10 11 body { 12 position: absolute; 13 margin: 0; 14 padding: 0; 15 width: 100%; 16 height: 100%; 17 background: #000; 18 } 19 20 canvas { 21 position: absolute; 22 width: 100%; 23 height: 100%; 24 background: #000; 25 } 26 </style> 27 28 29 </head> 30 31 <body> 32 33 34 <script> 35 'use strict'; 36 37 function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } 38 39 var Robot = function () { 40 function Robot(color, light, size, x, y, struct) { 41 _classCallCheck(this, Robot); 42 43 this.points = []; 44 this.links = []; 45 this.frame = 0; 46 this.dir = 1; 47 this.size = size; 48 this.color = Math.round(color); 49 this.light = light; 50 51 // ---- points ---- 52 var id = 0; 53 for (var _iterator = struct.points, _isArray = Array.isArray(_iterator), _i = 0, _iterator = _isArray ? _iterator : _iterator[Symbol.iterator]();;) { 54 var _ref; 55 56 if (_isArray) { 57 if (_i >= _iterator.length) break; 58 _ref = _iterator[_i++]; 59 } else { 60 _i = _iterator.next(); 61 if (_i.done) break; 62 _ref = _i.value; 63 } 64 65 var p = _ref; 66 67 this.points.push(new Point(id++, size * p[0] + x, size * p[1] + y, p[2])); 68 } 69 70 // ---- links ---- 71 for (var _iterator2 = struct.links, _isArray2 = Array.isArray(_iterator2), _i2 = 0, _iterator2 = _isArray2 ? _iterator2 : _iterator2[Symbol.iterator]();;) { 72 var _ref2; 73 74 if (_isArray2) { 75 if (_i2 >= _iterator2.length) break; 76 _ref2 = _iterator2[_i2++]; 77 } else { 78 _i2 = _iterator2.next(); 79 if (_i2.done) break; 80 _ref2 = _i2.value; 81 } 82 83 var l = _ref2; 84 85 var p0 = this.points[l[0]]; 86 var p1 = this.points[l[1]]; 87 var dx = p0.x - p1.x; 88 var dy = p0.y - p1.y; 89 this.links.push(new Link(this, p0, p1, Math.sqrt(dx * dx + dy * dy), l[2] * size / 3, l[3], l[4])); 90 } 91 } 92 93 Robot.prototype.update = function update() { 94 95 // ---- beat ---- 96 if (++this.frame % 20 === 0) this.dir = -this.dir; 97 98 // ---- create giants ---- 99 if (dancerDrag && this === dancerDrag && this.size < 16 && this.frame > 600) {100 dancerDrag = null;101 dancers.push(new Robot(this.color, this.light * 1.25, this.size * 2, pointer.x, pointer.y - 100 * this.size * 2, struct));102 dancers.sort(function (d0, d1) {103 return d0.size - d1.size;104 });105 }106 107 // ---- update links ----108 for (var _iterator3 = this.links, _isArray3 = Array.isArray(_iterator3), _i3 = 0, _iterator3 = _isArray3 ? _iterator3 : _iterator3[Symbol.iterator]();;) {109 var _ref3;110 111 if (_isArray3) {112 if (_i3 >= _iterator3.length) break;113 _ref3 = _iterator3[_i3++];114 } else {115 _i3 = _iterator3.next();116 if (_i3.done) break;117 _ref3 = _i3.value;118 }119 120 var link = _ref3;121 122 var p0 = link.p0;123 var p1 = link.p1;124 var dx = p0.x - p1.x;125 var dy = p0.y - p1.y;126 var dist = Math.sqrt(dx * dx + dy * dy);127 128 if (dist) {129 130 var tw = p0.w + p1.w;131 var r1 = p1.w / tw;132 var r0 = p0.w / tw;133 var dz = (link.distance - dist) * link.force;134 dx = dx / dist * dz;135 dy = dy / dist * dz;136 p1.x -= dx * r0;137 p1.y -= dy * r0;138 p0.x += dx * r1;139 p0.y += dy * r1;140 }141 }142 143 // ---- update points ----144 for (var _iterator4 = this.points, _isArray4 = Array.isArray(_iterator4), _i4 = 0, _iterator4 = _isArray4 ? _iterator4 : _iterator4[Symbol.iterator]();;) {145 var _ref4;146 147 if (_isArray4) {148 if (_i4 >= _iterator4.length) break;149 _ref4 = _iterator4[_i4++];150 } else {151 _i4 = _iterator4.next();152 if (_i4.done) break;153 _ref4 = _i4.value;154 }155 156 var point = _ref4;157 158 // ---- drag ----159 if (this === dancerDrag && point === pointDrag) {160 161 point.x += (pointer.x - point.x) * 0.1;162 point.y += (pointer.y - point.y) * 0.1;163 }164 165 // ---- dance ----166 if (this !== dancerDrag) {167 168 point.fn && point.fn(16 * Math.sqrt(this.size), this.dir);169 }170 171 // ---- verlet integration ----172 point.vx = point.x - point.px;173 point.vy = point.y - point.py;174 point.px = point.x;175 point.py = point.y;176 point.vx *= 0.995;177 point.vy *= 0.995;178 point.x += point.vx;179 point.y += point.vy + 0.01;180 }181 182 for (var _iterator5 = this.links, _isArray5 = Array.isArray(_iterator5), _i5 = 0, _iterator5 = _isArray5 ? _iterator5 : _iterator5[Symbol.iterator]();;) {183 var _ref5;184 185 if (_isArray5) {186 if (_i5 >= _iterator5.length) break;187 _ref5 = _iterator5[_i5++];188 } else {189 _i5 = _iterator5.next();190 if (_i5.done) break;191 _ref5 = _i5.value;192 }193 194 var link = _ref5;195 196 var p1 = link.p1;197 198 // ---- ground ----199 if (p1.y > canvas.height * ground - link.size * 0.5) {200 p1.y = canvas.height * ground - link.size * 0.5;201 p1.x -= p1.vx;202 p1.vx = 0;203 p1.vy = 0;204 }205 206 // ---- borders ----207 if (p1.id === 1 || p1.id === 2) {208 if (p1.x > canvas.width - link.size) p1.x = canvas.width - link.size;else if (p1.x < link.size) p1.x = link.size;209 }210 }211 };212 213 Robot.prototype.draw = function draw() {214 215 for (var _iterator6 = this.links, _isArray6 = Array.isArray(_iterator6), _i6 = 0, _iterator6 = _isArray6 ? _iterator6 : _iterator6[Symbol.iterator]();;) {216 var _ref6;217 218 if (_isArray6) {219 if (_i6 >= _iterator6.length) break;220 _ref6 = _iterator6[_i6++];221 } else {222 _i6 = _iterator6.next();223 if (_i6.done) break;224 _ref6 = _i6.value;225 }226 227 var link = _ref6;228 229 if (link.size) {230 231 var dx = link.p1.x - link.p0.x;232 var dy = link.p1.y - link.p0.y;233 var a = Math.atan2(dy, dx);234 var d = Math.sqrt(dx * dx + dy * dy);235 236 // ---- shadow ----237 ctx.save();238 ctx.translate(link.p0.x + link.size * 0.25, link.p0.y + link.size * 0.25);239 ctx.rotate(a);240 ctx.drawImage(link.shadow, -link.size * 0.5, -link.size * 0.5, d + link.size, link.size);241 ctx.restore();242 243 // ---- stroke ----244 ctx.save();245 ctx.translate(link.p0.x, link.p0.y);246 ctx.rotate(a);247 ctx.drawImage(link.image, -link.size * 0.5, -link.size * 0.5, d + link.size, link.size);248 ctx.restore();249 }250 }251 };252 253 return Robot;254 }();255 256 var Link = function Link(parent, p0, p1, dist, size, light, force) {257 _classCallCheck(this, Link);258 259 // ---- cache strokes ----260 function stroke(color, axis) {261 262 var image = document.createElement('canvas');263 image.width = dist + size;264 image.height = size;265 var ict = image.getContext('2d');266 ict.beginPath();267 ict.lineCap = "round";268 ict.lineWidth = size;269 ict.strokeStyle = color;270 ict.moveTo(size * 0.5, size * 0.5);271 ict.lineTo(size * 0.5 + dist, size * 0.5);272 ict.stroke();273 if (axis) {274 var s = size / 10;275 ict.fillStyle = "#000";276 ict.fillRect(size * 0.5 - s, size * 0.5 - s, s * 2, s * 2);277 ict.fillRect(size * 0.5 - s + dist, size * 0.5 - s, s * 2, s * 2);278 }279 return image;280 }281 282 this.p0 = p0;283 this.p1 = p1;284 this.distance = dist;285 this.size = size;286 this.light = light || 1.0;287 this.force = force || 0.5;288 this.image = stroke("hsl(" + parent.color + " ,30%, " + parent.light * this.light + "%)", true);289 this.shadow = stroke("rgba(0,0,0,0.5)");290 };291 292 var Point = function Point(id, x, y, fn, w) {293 _classCallCheck(this, Point);294 295 this.id = id;296 this.x = x;297 this.y = y;298 this.w = w || 0.5;299 this.fn = fn || null;300 this.px = x;301 this.py = y;302 this.vx = 0;303 this.vy = 0;304 };305 306 var Canvas = function () {307 function Canvas() {308 var _this = this;309 310 _classCallCheck(this, Canvas);311 312 this.elem = document.createElement('canvas');313 this.ctx = this.elem.getContext('2d');314 document.body.appendChild(this.elem);315 this.resize();316 window.addEventListener('resize', function () {317 return _this.resize();318 }, false);319 }320 321 Canvas.prototype.resize = function resize() {322 323 this.width = this.elem.width = this.elem.offsetWidth;324 this.height = this.elem.height = this.elem.offsetHeight;325 ground = this.height > 500 ? 0.85 : 1.0;326 };327 328 return Canvas;329 }();330 331 var Pointer = function () {332 function Pointer(canvas) {333 var _this2 = this;334 335 _classCallCheck(this, Pointer);336 337 this.x = 0;338 this.y = 0;339 this.canvas = canvas;340 341 window.addEventListener('mousemove', function (e) {342 return _this2.move(e);343 }, false);344 canvas.elem.addEventListener('touchmove', function (e) {345 return _this2.move(e);346 }, false);347 window.addEventListener('mousedown', function (e) {348 return _this2.down(e);349 }, false);350 window.addEventListener('touchstart', function (e) {351 return _this2.down(e);352 }, false);353 window.addEventListener('mouseup', function (e) {354 return _this2.up(e);355 }, false);356 window.addEventListener('touchend', function (e) {357 return _this2.up(e);358 }, false);359 }360 361 Pointer.prototype.down = function down(e) {362 363 this.move(e);364 365 for (var _iterator7 = dancers, _isArray7 = Array.isArray(_iterator7), _i7 = 0, _iterator7 = _isArray7 ? _iterator7 : _iterator7[Symbol.iterator]();;) {366 var _ref7;367 368 if (_isArray7) {369 if (_i7 >= _iterator7.length) break;370 _ref7 = _iterator7[_i7++];371 } else {372 _i7 = _iterator7.next();373 if (_i7.done) break;374 _ref7 = _i7.value;375 }376 377 var dancer = _ref7;378 379 for (var _iterator8 = dancer.points, _isArray8 = Array.isArray(_iterator8), _i8 = 0, _iterator8 = _isArray8 ? _iterator8 : _iterator8[Symbol.iterator]();;) {380 var _ref8;381 382 if (_isArray8) {383 if (_i8 >= _iterator8.length) break;384 _ref8 = _iterator8[_i8++];385 } else {386 _i8 = _iterator8.next();387 if (_i8.done) break;388 _ref8 = _i8.value;389 }390 391 var point = _ref8;392 393 var dx = pointer.x - point.x;394 var dy = pointer.y - point.y;395 var d = Math.sqrt(dx * dx + dy * dy);396 if (d < 60) {397 dancerDrag = dancer;398 pointDrag = point;399 dancer.frame = 0;400 }401 }402 }403 };404 405 Pointer.prototype.up = function up(e) {406 dancerDrag = null;407 };408 409 Pointer.prototype.move = function move(e) {410 411 var touchMode = e.targetTouches,412 pointer = undefined;413 if (touchMode) {414 e.preventDefault();415 pointer = touchMode[0];416 } else pointer = e;417 this.x = pointer.clientX;418 this.y = pointer.clientY;419 };420 421 return Pointer;422 }();423 424 // ---- init ----425 426 var ground = 1.0;427 var canvas = new Canvas();428 var ctx = canvas.ctx;429 var pointer = new Pointer(canvas);430 var dancerDrag = null;431 var pointDrag = null;432 433 // ---- main loop ----434 435 function run() {436 437 requestAnimationFrame(run);438 ctx.clearRect(0, 0, canvas.width, canvas.height);439 ctx.fillStyle = "#222";440 ctx.fillRect(0, 0, canvas.width, canvas.height * 0.15);441 ctx.fillRect(0, canvas.height * 0.85, canvas.width, canvas.height * 0.15);442 443 for (var _iterator9 = dancers, _isArray9 = Array.isArray(_iterator9), _i9 = 0, _iterator9 = _isArray9 ? _iterator9 : _iterator9[Symbol.iterator]();;) {444 var _ref9;445 446 if (_isArray9) {447 if (_i9 >= _iterator9.length) break;448 _ref9 = _iterator9[_i9++];449 } else {450 _i9 = _iterator9.next();451 if (_i9.done) break;452 _ref9 = _i9.value;453 }454 455 var dancer = _ref9;456 457 dancer.update();458 dancer.draw();459 }460 }461 462 // ---- robot structure ----463 464 var struct = {465 466 points: [[0, -4, function (s, d) {467 this.y -= 0.01 * s;468 }], [0, -16, function (s, d) {469 this.y -= 0.02 * s * d;470 }], [0, 12, function (s, d) {471 this.y += 0.02 * s * d;472 }], [-12, 0], [12, 0], [-3, 34, function (s, d) {473 if (d > 0) {474 this.x += 0.01 * s;475 this.y -= 0.015 * s;476 } else {477 this.y += 0.02 * s;478 }479 }], [3, 34, function (s, d) {480 if (d > 0) {481 this.y += 0.02 * s;482 } else {483 this.x -= 0.01 * s;484 this.y -= 0.015 * s;485 }486 }], [-28, 0, function (s, d) {487 this.x += this.vx * 0.035;488 this.y -= 0.001 * s;489 }], [28, 0, function (s, d) {490 this.x += this.vx * 0.035;491 this.y -= 0.001 * s;492 }], [-3, 64, function (s, d) {493 this.y += 0.02 * s;494 if (d > 0) {495 this.y -= 0.01 * s;496 } else {497 this.y += 0.05 * s;498 }499 }], [3, 64, function (s, d) {500 this.y += 0.02 * s;501 if (d > 0) {502 this.y += 0.05 * s;503 } else {504 this.y -= 0.01 * s;505 }506 }], [0, -4.1]],507 508 links: [[3, 7, 12, 0.5], [1, 3, 24, 0.5], [1, 0, 18, 0.5], [0, 11, 60, 0.8], [5, 9, 16, 0.5], [2, 5, 32, 0.5], [1, 2, 50, 1], [6, 10, 16, 1.5], [2, 6, 32, 1.5], [4, 8, 12, 1.5], [1, 4, 24, 1.5]]509 };510 511 // ---- instanciate robots ----512 var dancers = [];513 514 for (var i = 0; i < 6; i++) {515 dancers.push(new Robot(i * 360 / 7, 80, 4, (i + 2) * canvas.width / 9, canvas.height * ground - 295, struct));516 }517 518 run();519 </script>520 521 </body>522 </html>
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