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如何用html5 canvas实现匀速运动

一个新手
一个新手asal
2017-10-09 10:19:352134semak imbas

匀速运动:指的是物体在一条直线上运动,并且物体在任何相等时间间隔内通过的位移都是相等的。其实就是匀速直线运动,它的特点是加速度为0,从定义可知,在任何相等的时间间隔内,速度大小和方向是相同的。


<head>
    <meta charset=&#39;utf-8&#39; />
    <style>
        #canvas {
            border: 1px dashed #aaa;
        }
    </style>
    <script>
        window.onload = function () {
            var oCanvas = document.querySelector("#canvas"),
                oGc = oCanvas.getContext(&#39;2d&#39;),
                width = oCanvas.width, height = oCanvas.height,
                x = 0;
            function drawBall( x, y, cxt ){
                cxt.fillStyle = &#39;#09f&#39;;
                cxt.beginPath();
                cxt.arc( x, y, 20, 0, 2 * Math.PI );
                cxt.closePath();
                cxt.fill();
            }
            ( function linear(){
                oGc.clearRect( 0, 0, width, height );
                drawBall( x, height / 2, oGc );
                x += 2;
                console.log( x );
                requestAnimationFrame( linear );
            } )();
        }
    </script>
</head>
<body>
    <canvas id="canvas" width="1200" height="600"></canvas>
</body>

上述实例让一个半径20px的小球 从x=0, y=canvas高度的一半,以每帧2px的速度向右匀速运动.

我们可以把小球封装成一个对象:

ball.js文件:

function Ball( x, y, r, color ){
    this.x = x || 0;
    this.y = y || 0;
    this.radius = r || 20;
    this.color = color || &#39;#09f&#39;;
}
Ball.prototype = {
    constructor : Ball,
    stroke : function( cxt ){
        cxt.strokeStyle = this.color;
        cxt.beginPath();
        cxt.arc( this.x, this.y, this.radius, 0, 2 * Math.PI );
        cxt.closePath();
        cxt.stroke();
    },
    fill : function( cxt ){
        cxt.fillStyle = this.color;
        cxt.beginPath();
        cxt.arc( this.x, this.y, this.radius, 0, 2 * Math.PI );
        cxt.closePath();
        cxt.fill();
    }
}

该小球对象,可以定制位置半径和颜色,支持两种渲染方式(描边和填充)


<head>
    <meta charset=&#39;utf-8&#39; />
    <style>
        #canvas {
            border: 1px dashed #aaa;
        }
    </style>
    <script src="./ball.js"></script>
    <script>
        window.onload = function () {
            var oCanvas = document.querySelector("#canvas"),
                oGc = oCanvas.getContext(&#39;2d&#39;),
                width = oCanvas.width, height = oCanvas.height,
                ball = new Ball( 0, height / 2 );
            (function linear() {
                oGc.clearRect(0, 0, width, height);
                ball.fill( oGc );
                ball.x += 2;
                requestAnimationFrame(linear);
            })();
        }
    </script>
</head>

<body>
    <canvas id="canvas" width="1200" height="600"></canvas>
</body>

 斜线匀速运动:


<head>
    <meta charset=&#39;utf-8&#39; />
    <style>
        #canvas {
            border: 1px dashed #aaa;
        }
    </style>
    <script src="./ball.js"></script>
    <script>
        window.onload = function () {
            var oCanvas = document.querySelector("#canvas"),
                oGc = oCanvas.getContext(&#39;2d&#39;),
                width = oCanvas.width, height = oCanvas.height,
                ball = new Ball( 0, height );
            (function linear() {
                oGc.clearRect(0, 0, width, height);
                ball.fill( oGc );
                ball.x += 2;
                ball.y -= 1;
                requestAnimationFrame(linear);
            })();
        }
    </script>
</head>

<body>
    <canvas id="canvas" width="1200" height="600"></canvas>
</body>

 任意方向的匀速运动(速度分解)

<head>
    <meta charset=&#39;utf-8&#39; />
    <style>
        #canvas {
            border: 1px dashed #aaa;
        }
    </style>
    <script src="./ball.js"></script>
    <script>
        window.onload = function () {
            var oCanvas = document.querySelector("#canvas"),
                oGc = oCanvas.getContext(&#39;2d&#39;),
                width = oCanvas.width, height = oCanvas.height,
                ball = new Ball( 0, 0 ),
                speed = 5,
                vx = speed * Math.cos( 10 * Math.PI / 180 ),
                vy = speed * Math.sin( 10 * Math.PI / 180 );
                
            (function linear() {
                oGc.clearRect(0, 0, width, height);
                ball.fill( oGc );
                ball.x += vx;
                ball.y += vy;
                requestAnimationFrame(linear);
            })();
        }
    </script>
</head>
<body>
    <canvas id="canvas" width="1200" height="600"></canvas>
</body>

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