目录
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- 代码
- 效果
代码
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE> 机器人小游戏 </TITLE>
<META NAME="Generator" CONTENT="EditPlus">
<META NAME="Author" CONTENT="">
<META NAME="Keywords" CONTENT="">
<META NAME="Description" CONTENT="">
<style type="text/css"> body, html { position: absolute; margin: 0; padding: 0; width: 100%; height: 100%; overflow: hidden; } canvas { position: absolute; width: 100%; height: 100%; background:#000; cursor: pointer; } </style>
</head>
<body>
<canvas></canvas>
<script type="text/javascript"> { class Robot { constructor(color, light, size, x, y, struct) { this.x = x; this.points = []; this.links = []; this.frame = 0; this.dir = 1; this.size = size; this.color = Math.round(color); this.light = light; // ---- create points ---- for (const p of struct.points) { this.points.push(new Robot.Point(size * p.x + x, size * p.y + y, p.f)); } // ---- create links ---- for (const link of struct.links) { const p0 = this.points[link.p0]; const p1 = this.points[link.p1]; const dx = p0.x - p1.x; const dy = p0.y - p1.y; this.links.push( new Robot.Link( this, p0, p1, Math.sqrt(dx * dx + dy * dy), link.size * size / 3, link.lum, link.force, link.disk ) ); } } update() { if (++this.frame % 20 === 0) this.dir = -this.dir; if ( dancerDrag && this === dancerDrag && this.size < 16 && this.frame > 600 ) { dancerDrag = null; dancers.push( new Robot( this.color, this.light * 1.25, this.size * 2, pointer.x, pointer.y - 100 * this.size * 2, struct ) ); dancers.sort(function(d0, d1) { return d0.size - d1.size; }); } // ---- update links ---- for (const link of this.links) { const p0 = link.p0; const p1 = link.p1; const dx = p0.x - p1.x; const dy = p0.y - p1.y; const dist = Math.sqrt(dx * dx + dy * dy); if (dist) { const tw = p0.w + p1.w; const r1 = p1.w / tw; const r0 = p0.w / tw; const dz = (link.distance - dist) * link.force; const sx = dx / dist * dz; const sy = dy / dist * dz; p1.x -= sx * r0; p1.y -= sy * r0; p0.x += sx * r1; p0.y += sy * r1; } } // ---- update points ---- for (const point of this.points) { // ---- dragging ---- if (this === dancerDrag && point === pointDrag) { point.x += (pointer.x - point.x) * 0.1; point.y += (pointer.y - point.y) * 0.1; } // ---- dance ---- if (this !== dancerDrag) { point.fn && point.fn(16 * Math.sqrt(this.size), this.dir); } // ---- verlet integration ---- point.vx = point.x - point.px; point.vy = point.y - point.py; point.px = point.x; point.py = point.y; point.vx *= 0.995; point.vy *= 0.995; point.x += point.vx; point.y += point.vy + 0.01; } // ---- ground ---- for (const link of this.links) { const p1 = link.p1; if (p1.y > canvas.height * ground - link.size * 0.5) { p1.y = canvas.height * ground - link.size * 0.5; p1.x -= p1.vx; p1.vx = 0; p1.vy = 0; } } // ---- center position ---- const delta = (this.x - this.points[0].x) * 0.0002; this.points[9].x += delta; this.points[10].x += delta; } draw() { for (const link of this.links) { if (link.size) { const dx = link.p1.x - link.p0.x; const dy = link.p1.y - link.p0.y; const a = Math.atan2(dy, dx); const d = Math.sqrt(dx * dx + dy * dy); // ---- shadow ---- ctx.save(); ctx.translate(link.p0.x + link.size * 0.25, link.p0.y + link.size * 0.25); ctx.rotate(a); ctx.drawImage( link.shadow, -link.size * 0.5, -link.size * 0.5, d + link.size, link.size ); ctx.restore(); // ---- stroke ---- ctx.save(); ctx.translate(link.p0.x, link.p0.y); ctx.rotate(a); ctx.drawImage( link.image, -link.size * 0.5, -link.size * 0.5, d + link.size, link.size ); ctx.restore(); } } } } Robot.Link = class Link { constructor(parent, p0, p1, dist, size, light, force, disk) { // ---- cache strokes ---- function stroke(color, axis) { const image = document.createElement("canvas"); image.width = dist + size; image.height = size; const ict = image.getContext("2d"); ict.beginPath(); ict.lineCap = "round"; ict.lineWidth = size; ict.strokeStyle = color; if (disk) { ict.arc(size * 0.5 + dist, size * 0.5, size * 0.5, 0, 2 * Math.PI); ict.fillStyle = color; ict.fill(); } else { ict.moveTo(size * 0.5, size * 0.5); ict.lineTo(size * 0.5 + dist, size * 0.5); ict.stroke(); } if (axis) { const s = size / 10; ict.fillStyle = "#000"; ict.fillRect(size * 0.5 - s, size * 0.5 - s, s * 2, s * 2); ict.fillRect(size * 0.5 - s + dist, size * 0.5 - s, s * 2, s * 2); } return image; } this.p0 = p0; this.p1 = p1; this.distance = dist; this.size = size; this.light = light || 1.0; this.force = force || 0.5; this.image = stroke( "hsl(" + parent.color + " ,30%, " + parent.light * this.light + "%)", true ); this.shadow = stroke("rgba(0,0,0,0.5)"); } }; Robot.Point = class Point { constructor(x, y, fn, w) { this.x = x; this.y = y; this.w = w || 0.5; this.fn = fn || null; this.px = x; this.py = y; this.vx = 0.0; this.vy = 0.0; } }; // ---- set canvas ---- const canvas = { init() { this.elem = document.querySelector("canvas"); this.resize(); window.addEventListener("resize", () => this.resize(), false); return this.elem.getContext("2d"); }, resize() { this.width = this.elem.width = this.elem.offsetWidth; this.height = this.elem.height = this.elem.offsetHeight; ground = this.height > 500 ? 0.85 : 1.0; for (let i = 0; i < dancers.length; i++) { dancers[i].x = (i + 2) * canvas.width / 9; } } }; // ---- set pointer ---- const pointer = { init(canvas) { this.x = 0; this.y = 0; window.addEventListener("mousemove", e => this.move(e), false); canvas.elem.addEventListener("touchmove", e => this.move(e), false); window.addEventListener("mousedown", e => this.down(e), false); window.addEventListener("touchstart", e => this.down(e), false); window.addEventListener("mouseup", e => this.up(e), false); window.addEventListener("touchend", e => this.up(e), false); }, down(e) { this.move(e); for (const dancer of dancers) { for (const point of dancer.points) { const dx = pointer.x - point.x; const dy = pointer.y - point.y; const d = Math.sqrt(dx * dx + dy * dy); if (d < 60) { dancerDrag = dancer; pointDrag = point; dancer.frame = 0; } } } }, up(e) { dancerDrag = null; }, move(e) { let touchMode = e.targetTouches, pointer; if (touchMode) { e.preventDefault(); pointer = touchMode[0]; } else pointer = e; this.x = pointer.clientX; this.y = pointer.clientY; } }; // ---- init ---- const dancers = []; let ground = 1.0; const ctx = canvas.init(); pointer.init(canvas); let dancerDrag = null; let pointDrag = null; // ---- main loop ---- const run = () => { requestAnimationFrame(run); ctx.clearRect(0, 0, canvas.width, canvas.height); ctx.fillStyle = "#222"; ctx.fillRect(0, 0, canvas.width, canvas.height * 0.15); ctx.fillRect(0, canvas.height * 0.85, canvas.width, canvas.height * 0.15); for (const dancer of dancers) { dancer.update(); dancer.draw(); } }; // ---- robot structure ---- const struct = { points: [ { x: 0, y: -4, f(s, d) { this.y -= 0.01 * s; } }, { x: 0, y: -16, f(s, d) { this.y -= 0.02 * s * d; } }, { x: 0, y: 12, f(s, d) { this.y += 0.02 * s * d; } }, { x: -12, y: 0 }, { x: 12, y: 0 }, { x: -3, y: 34, f(s, d) { if (d > 0) { this.x += 0.01 * s; this.y -= 0.015 * s; } else { this.y += 0.02 * s; } } }, { x: 3, y: 34, f(s, d) { if (d > 0) { this.y += 0.02 * s; } else { this.x -= 0.01 * s; this.y -= 0.015 * s; } } }, { x: -28, y: 0, f(s, d) { this.x += this.vx * 0.035; this.y -= 0.001 * s; } }, { x: 28, y: 0, f(s, d) { this.x += this.vx * 0.035; this.y -= 0.001 * s; } }, { x: -3, y: 64, f(s, d) { this.y += 0.015 * s; if (d > 0) { this.y -= 0.01 * s; } else { this.y += 0.05 * s; } } }, { x: 3, y: 64, f(s, d) { this.y += 0.015 * s; if (d > 0) { this.y += 0.05 * s; } else { this.y -= 0.01 * s; } } } ], links: [ { p0: 3, p1: 7, size: 12, lum: 0.5 }, { p0: 1, p1: 3, size: 24, lum: 0.5 }, { p0: 1, p1: 0, size: 60, lum: 0.5, disk: 1 }, { p0: 5, p1: 9, size: 16, lum: 0.5 }, { p0: 2, p1: 5, size: 32, lum: 0.5 }, { p0: 1, p1: 2, size: 50, lum: 1 }, { p0: 6, p1: 10, size: 16, lum: 1.5 }, { p0: 2, p1: 6, size: 32, lum: 1.5 }, { p0: 4, p1: 8, size: 12, lum: 1.5 }, { p0: 1, p1: 4, size: 24, lum: 1.5 } ] }; // ---- instanciate robots ---- for (let i = 0; i < 6; i++) { dancers.push( new Robot( i * 360 / 7, 80, 4, (i + 2) * canvas.width / 9, canvas.height * ground - 340, struct ) ); } run(); } </script>
</body>
</html>
效果
展示(1)
展示(2)
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