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JavaScript réalise l'effet d'animation des têtards nageant en groupe

巴扎黑
巴扎黑original
2017-08-21 10:09:391883parcourir

Cet article présente principalement l'implémentation JS de l'effet d'animation de simulation du mouvement des têtards nageant en groupes basé sur Sketch.js, impliquant l'utilisation des plug-ins Sketch.js et les compétences d'application des éléments HTML5. avec le code source de démonstration que les lecteurs peuvent télécharger pour référence. Il est obligatoire. Les amis peuvent se référer à

Cet article décrit un exemple de la façon dont JS peut simuler l'effet d'animation de mouvement de têtards nageant en groupes sur la base de Sketch.js. Partagez-le avec tout le monde pour votre référence, les détails sont les suivants :

Basé sur Sketch.js, il implémente la détection tactile d'objet (les têtards rencontreront des obstacles et éviteront intelligemment les clics de souris), les mouvements aléatoires, l'algorithme d'agrégation, etc. .

Il possède déjà les éléments de base du jeu, et il peut être transformé en un bon jeu HTML5 en l'étendant.

L'effet de démonstration est le suivant :

Le code complet est le suivant :


<!DOCTYPE html>
<html class=" -webkit- js flexbox canvas canvastext webgl no-touch geolocation postmessage websqldatabase indexeddb hashchange history draganddrop websockets rgba hsla multiplebgs backgroundsize borderimage borderradius boxshadow textshadow opacity cssanimations csscolumns cssgradients cssreflections csstransforms csstransforms3d csstransitions fontface generatedcontent video audio localstorage sessionstorage webworkers applicationcache svg inlinesvg smil svgclippaths">
<head>
<meta charset="UTF-8">
<title>HTML5 Preview Panel</title>
<script src="prefixfree.min.js"></script>
<script src="modernizr.js"></script>
<style>
body {
  background-color: #222;
}
</style>
</head>
<body>
<script src="sketch.min.js"></script>
<p id="container">
<canvas class="sketch" id="sketch-0" height="208" width="607"></canvas>
</p>
<script>
var calculateDistance = function(object1, object2) {
  x = Math.abs(object1.x - object2.x);
  y = Math.abs(object1.y - object2.y);
  return Math.sqrt((x * x) + (y * y));
};
var calcMagnitude = function(x, y) {
  return Math.sqrt((x * x) + (y * y));
};
var calcVectorAdd = function(v1, v2) {
  return {
    x: v1.x + v2.x,
    y: v1.y + v2.y
  };
};
var random = function(min, max) {
  return min + Math.random() * (max - min);
};
var getRandomItem = function(list, weight) {
  var total_weight = weight.reduce(function(prev, cur, i, arr) {
    return prev + cur;
  });
  var random_num = random(0, total_weight);
  var weight_sum = 0;
  //console.log(random_num)
  for (var i = 0; i < list.length; i++) {
    weight_sum += weight[i];
    weight_sum = +weight_sum.toFixed(2);
    if (random_num <= weight_sum) {
      return list[i];
    }
  }
  // end of function
};
/***********************
BOID
***********************/
function Boid(x, y) {
  this.init(x, y);
}
Boid.prototype = {
  init: function(x, y) {
    //body
    this.type = "boid";
    this.alive = true;
    this.health = 1;
    this.maturity = 4;
    this.speed = 6;
    this.size = 5;
    this.hungerLimit = 12000;
    this.hunger = 0;
    this.isFull = false;
    this.digestTime = 400;
    this.color = &#39;rgb(&#39; + ~~random(0, 100) + &#39;,&#39; + ~~random(50, 220) + &#39;,&#39; + ~~random(50, 220) + &#39;)&#39;;
    //brains
    this.eyesight = 100; //range for object dectection
    this.personalSpace = 20; //distance to avoid safe objects
    this.flightDistance = 60; //distance to avoid scary objects
    this.flockDistance = 100; //factor that determines how attracted the boid is to the center of the flock
    this.matchVelFactor = 6; //factor that determines how much the flock velocity affects the boid. less = more matching
    this.x = x || 0.0;
    this.y = y || 0.0;
    this.v = {
      x: random(-1, 1),
      y: random(-1, 1),
      mag: 0
    };
    this.unitV = {
      x: 0,
      y: 0,
    };
    this.v.mag = calcMagnitude(this.v.x, this.v.y);
    this.unitV.x = (this.v.x / this.v.mag);
    this.unitV.y = (this.v.y / this.v.mag);
  },
  wallAvoid: function(ctx) {
    var wallPad = 10;
    if (this.x < wallPad) {
      this.v.x = this.speed;
    } else if (this.x > ctx.width - wallPad) {
      this.v.x = -this.speed;
    }
    if (this.y < wallPad) {
      this.v.y = this.speed;
    } else if (this.y > ctx.height - wallPad) {
      this.v.y = -this.speed;
    }
  },
  ai: function(boids, index, ctx) {
    percievedCenter = {
      x: 0,
      y: 0,
      count: 0
    };
    percievedVelocity = {
      x: 0,
      y: 0,
      count: 0
    };
    mousePredator = {
      x: ((typeof ctx.touches[0] === "undefined") ? 0 : ctx.touches[0].x),
      y: ((typeof ctx.touches[0] === "undefined") ? 0 : ctx.touches[0].y)
    };
    for (var i = 0; i < boids.length; i++) {
      if (i != index) {
        dist = calculateDistance(this, boids[i]);
        //Find all other boids close to it
        if (dist < this.eyesight) {
          //if the same species then flock
          if (boids[i].type == this.type) {
            //Alignment
            percievedCenter.x += boids[i].x;
            percievedCenter.y += boids[i].y;
            percievedCenter.count++;
            //Cohesion
            percievedVelocity.x += boids[i].v.x;
            percievedVelocity.y += boids[i].v.y;
            percievedVelocity.count++;
            //Separation
            if (dist < this.personalSpace + this.size + this.health) {
              this.avoidOrAttract("avoid", boids[i]);
            }
          } else {
            //if other species fight or flight
            if (dist < this.size + this.health + boids[i].size + boids[i].health) {
              this.eat(boids[i]);
            } else {
              this.handleOther(boids[i]);
            }
          }
        } //if close enough
      } //dont check itself
    } //Loop through boids
    //Get the average for all near boids
    if (percievedCenter.count > 0) {
      percievedCenter.x = ((percievedCenter.x / percievedCenter.count) - this.x) / this.flockDistance;
      percievedCenter.y = ((percievedCenter.y / percievedCenter.count) - this.y) / this.flockDistance;
      this.v = calcVectorAdd(this.v, percievedCenter);
    }
    if (percievedVelocity.count > 0) {
      percievedVelocity.x = ((percievedVelocity.x / percievedVelocity.count) - this.v.x) / this.matchVelFactor;
      percievedVelocity.y = ((percievedVelocity.y / percievedVelocity.count) - this.v.y) / this.matchVelFactor;
      this.v = calcVectorAdd(this.v, percievedVelocity);
    }
    //Avoid Mouse
    if (calculateDistance(mousePredator, this) < this.eyesight) {
      var mouseModifier = 20;
      this.avoidOrAttract("avoid", mousePredator, mouseModifier);
    }
    this.wallAvoid(ctx);
    this.limitVelocity();
  },
  setUnitVector: function() {
    var magnitude = calcMagnitude(this.v.x, this.v.y);
    this.v.x = this.v.x / magnitude;
    this.v.y = this.v.y / magnitude;
  },
  limitVelocity: function() {
    this.v.mag = calcMagnitude(this.v.x, this.v.y);
    this.unitV.x = (this.v.x / this.v.mag);
    this.unitV.y = (this.v.y / this.v.mag);
    if (this.v.mag > this.speed) {
      this.v.x = this.unitV.x * this.speed;
      this.v.y = this.unitV.y * this.speed;
    }
  },
  avoidOrAttract: function(action, other, modifier) {
    var newVector = {
      x: 0,
      y: 0
    };
    var direction = ((action === "avoid") ? -1 : 1);
    var vModifier = modifier || 1;
    newVector.x += ((other.x - this.x) * vModifier) * direction;
    newVector.y += ((other.y - this.y) * vModifier) * direction;
    this.v = calcVectorAdd(this.v, newVector);
  },
  move: function() {
    this.x += this.v.x;
    this.y += this.v.y;
    if (this.v.mag > this.speed) {
      this.hunger += this.speed;
    } else {
      this.hunger += this.v.mag;
    }
  },
  eat: function(other) {
    if (!this.isFull) {
      if (other.type === "plant") {
        other.health--;
        this.health++;
        this.isFull = true;
        this.hunger = 0;
      }
    }
  },
  handleOther: function(other) {
    if (other.type === "predator") {
      this.avoidOrAttract("avoid", other);
    }
  },
  metabolism: function() {
    if (this.hunger >= this.hungerLimit) {
      this.health--;
      this.hunger = 0;
    }
    if (this.hunger >= this.digestTime) {
      this.isFull = false;
    }
    if (this.health <= 0) {
      this.alive = false;
    }
  },
  mitosis: function(boids) {
    if (this.health >= this.maturity) {
      //reset old boid
      this.health = 1;
      birthedBoid = new Boid(
        this.x + random(-this.personalSpace, this.personalSpace),
        this.y + random(-this.personalSpace, this.personalSpace)
      );
      birthedBoid.color = this.color;
      boids.push(birthedBoid);
    }
  },
  draw: function(ctx) {
    drawSize = this.size + this.health;
    ctx.beginPath();
    ctx.moveTo(this.x + (this.unitV.x * drawSize), this.y + (this.unitV.y * drawSize));
    ctx.lineTo(this.x + (this.unitV.y * drawSize), this.y - (this.unitV.x * drawSize));
    ctx.lineTo(this.x - (this.unitV.x * drawSize * 2), this.y - (this.unitV.y * drawSize * 2));
    ctx.lineTo(this.x - (this.unitV.y * drawSize), this.y + (this.unitV.x * drawSize));
    ctx.lineTo(this.x + (this.unitV.x * drawSize), this.y + (this.unitV.y * drawSize));
    ctx.fillStyle = this.color;
    ctx.shadowBlur = 20;
    ctx.shadowColor = this.color;
    ctx.fill();
  }
};
Predator.prototype = new Boid();
Predator.prototype.constructor = Predator;
Predator.constructor = Boid.prototype.constructor;
function Predator(x, y) {
  this.init(x, y);
  this.type = "predator";
  //body
  this.maturity = 6;
  this.speed = 6;
  this.hungerLimit = 25000;
  this.color = &#39;rgb(&#39; + ~~random(100, 250) + &#39;,&#39; + ~~random(10, 30) + &#39;,&#39; + ~~random(10, 30) + &#39;)&#39;;
  //brains
  this.eyesight = 150;
  this.flockDistance = 300;
}
Predator.prototype.eat = function(other) {
  if (!this.isFull) {
    if (other.type === "boid") {
      other.health--;
      this.health++;
      this.isFull = true;
      this.hunger = 0;
    }
  }
};
Predator.prototype.handleOther = function(other) {
  if (other.type === "boid") {
    if (!this.isFull) {
      this.avoidOrAttract("attract", other);
    }
  }
};
Predator.prototype.mitosis = function(boids) {
  if (this.health >= this.maturity) {
    //reset old boid
    this.health = 1;
    birthedBoid = new Predator(
      this.x + random(-this.personalSpace, this.personalSpace),
      this.y + random(-this.personalSpace, this.personalSpace)
    );
    birthedBoid.color = this.color;
    boids.push(birthedBoid);
  }
};
Plant.prototype = new Boid();
Plant.prototype.constructor = Plant;
Plant.constructor = Boid.prototype.constructor;
function Plant(x, y) {
  this.init(x, y);
  this.type = "plant";
  //body
  this.speed = 0;
  this.size = 10;
  this.health = ~~random(1, 10);
  this.color = &#39;rgb(&#39; + ~~random(130, 210) + &#39;,&#39; + ~~random(40, 140) + &#39;,&#39; + ~~random(160, 220) + &#39;)&#39;;
  //brains
  this.eyesight = 0;
  this.flockDistance = 0;
  this.eyesight = 0; //range for object dectection
  this.personalSpace = 100; //distance to avoid safe objects
  this.flightDistance = 0; //distance to avoid scary objects
  this.flockDistance = 0; //factor that determines how attracted the boid is to the center of the flock
  this.matchVelFactor = 0; //factor that determines how much the flock velocity affects the boid
}
Plant.prototype.ai = function(boids, index, ctx) {};
Plant.prototype.move = function() {};
Plant.prototype.mitosis = function(boids) {
  var growProbability = 1,
    maxPlants = 40,
    plantCount = 0;
  for (m = boids.length - 1; m >= 0; m--) {
    if (boids[m].type === "plant") {
      plantCount++;
    }
  }
  if (plantCount <= maxPlants) {
    if (random(0, 100) <= growProbability) {
      birthedBoid = new Plant(
        this.x + random(-this.personalSpace, this.personalSpace),
        this.y + random(-this.personalSpace, this.personalSpace)
      );
      birthedBoid.color = this.color;
      boids.push(birthedBoid);
    }
  }
};
Plant.prototype.draw = function(ctx) {
  var drawSize = this.size + this.health;
  ctx.fillStyle = this.color;
  ctx.shadowBlur = 40;
  ctx.shadowColor = this.color;
  ctx.fillRect(this.x - drawSize, this.y + drawSize, drawSize, drawSize);
};
/***********************
SIM
***********************/
var boids = [];
var sim = Sketch.create({
  container: document.getElementById(&#39;container&#39;)
});
sim.setup = function() {
  for (i = 0; i < 50; i++) {
    x = random(0, sim.width);
    y = random(0, sim.height);
    sim.spawn(x, y);
  }
};
sim.spawn = function(x, y) {
  var predatorProbability = 0.1,
    plantProbability = 0.3;
  switch (getRandomItem([&#39;boid&#39;, &#39;predator&#39;, &#39;plant&#39;], [1 - predatorProbability - plantProbability, predatorProbability, plantProbability])) {
    case &#39;predator&#39;:
      boid = new Predator(x, y);
      break;
    case &#39;plant&#39;:
      boid = new Plant(x, y);
      break;
    default:
      boid = new Boid(x, y);
      break;
  }
  boids.push(boid);
};
sim.update = function() {
  for (i = boids.length - 1; i >= 0; i--) {
    if (boids[i].alive) {
      boids[i].ai(boids, i, sim);
      boids[i].move();
      boids[i].metabolism();
      boids[i].mitosis(boids);
    } else {
      //remove dead boid
      boids.splice(i, 1);
    }
  }
};
sim.draw = function() {
  sim.globalCompositeOperation = &#39;lighter&#39;;
  for (i = boids.length - 1; i >= 0; i--) {
    boids[i].draw(sim);
  }
  sim.fillText(boids.length, 20, 20);
};
</script>
</body>
</html>

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