오늘 갑자기 생각나서 순수 네이티브 JS 작성 효과가 있는 웹사이트, 움직이는 악당을 본 웹사이트가 무엇인지 몰랐기 때문에 여기에서 코드를 공유하겠습니다:
그리고 설명:
이것은 작성되지 않았습니다. 그런데 웹사이트를 탐색하다가 우연히 발견했습니다. 지금은 어느 웹사이트인지 기억이 나지 않지만 이것이 제 코드가 아니라는 점을 설명하고 싶습니다.
먼저 렌더링을 보세요!! , 액션을 통일하세요
이후의 무작위 액션:
마우스는 악당을 마음대로 끌어당길 수 있으며, 상단으로 끌면 놓지 않고 끌 수 있습니다. 마우스가 떨어지면, 마우스로 들어올린 악당이 항상
드래그한 악당의 두 배로 커집니다.
코드를 보세요:
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>
아직 제대로 공부하지 못했는데 이 위대한 신은 외국인 아닌가요??
위 내용은 JS를 사용하여 실행 가능한 악당 방법 만들기의 상세 내용입니다. 자세한 내용은 PHP 중국어 웹사이트의 기타 관련 기사를 참조하세요!