动画原理——线性来回运动&&波动
书籍名称:HTML5-Animation-with-JavaScript
书籍源码:https://github.com/lamberta/html5-animation
1.在正选函数中,随角度的增大,sin的值徘徊在正一和负一之间。如下图。这可以用做物体的来回运动。
2.动画源码
index.html
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>Bobbing 2</title>
<link rel="stylesheet" href="../include/style.css">
</head>
<body>
<header>
Example from <a href="http://amzn.com/1430236655?tag=html5anim-20"><em>Foundation HTML5 Animation with JavaScript</em></a>
</header>
<canvas id="canvas" width="400" height="400"></canvas> <script src="../include/utils.js"></script>
<script src="./classes/ball.js"></script>
<script>
window.onload = function () {
var canvas = document.getElementById('canvas'),
context = canvas.getContext('2d'),
ball = new Ball(),
angle = 0,
centerY = 200,
range = 50,
speed = 0.05; ball.x = canvas.width / 2; (function drawFrame () {
window.requestAnimationFrame(drawFrame, canvas);
context.clearRect(0, 0, canvas.width, canvas.height); ball.y = centerY + Math.sin(angle) * range;
angle += speed;
ball.draw(context);
}());
};
</script>
</body>
</html>
style.css
/* Some HTML5 Tags
*/ aside, footer, header, nav, section {
display: block;
} /* Examples
*/ body {
background-color: #bbb;
color: #383838;
} #canvas {
background-color: #fff;
} header {
padding-bottom: 10px;
} header a {
color: #30f;
text-decoration: none;
} aside {
padding-top: 6px;
} /* Index page
*/ #index-body {
background-color: #fdeba1;
font-family: "Vollkorn", serif;
color: #000;
} #index-body a {
text-decoration: none;
color: #b30300;
} #index-body #description, #index-body #exercises {
overflow: auto;
max-width: 900px;
margin: 0px auto 20px auto;
padding-left: 15px;
padding-bottom: 15px;
background-color: #fff;
border-radius: 15px;
} #index-body #description {
margin-top: 40px;
} #index-body h1 {
color: #b30300;
} #index-body #description h2 {
margin-bottom:;
} #index-body h1 a {
text-decoration: underline;
color: #b30300;
} #index-body li h2, #index-body li h3, #index-body li h4 {
color: #000;
} #index-body li h3 {
margin-bottom: 0px;
} #index-body #description ul {
margin:;
padding:;
list-style-type: none;
} #index-body #description ul li {
padding-bottom: 0.6em;
}
.container {
display: table;
width: 100%;
height: auto;
}
.container .text {
display:table-cell;
height:100%;
vertical-align:middle;
}
.container img {
padding: 0 20px;
display: block;
float: right;
}
.container .clear {
clear: both;
} #exercises ul {
margin:;
padding: 4px 20px 10px 20px;
} #exercises ol {
margin: 0 20px 10px 0;
padding:;
list-style-type: none;
} #exercises ol li {
padding-top: 5px;
} #exercises ol ol ol {
padding-left: 60px;
list-style-type: decimal-leading-zero;
} #exercises ol ol ol li img, #exercises ol ol li img {
margin-left: 4px;
margin-bottom: -10;
} #exercises h2 {
margin: 10px 0 0 0;
}
utils.js
/**
* Normalize the browser animation API across implementations. This requests
* the browser to schedule a repaint of the window for the next animation frame.
* Checks for cross-browser support, and, failing to find it, falls back to setTimeout.
* @param {function} callback Function to call when it's time to update your animation for the next repaint.
* @param {HTMLElement} element Optional parameter specifying the element that visually bounds the entire animation.
* @return {number} Animation frame request.
*/
if (!window.requestAnimationFrame) {
window.requestAnimationFrame = (window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.msRequestAnimationFrame ||
window.oRequestAnimationFrame ||
function (callback) {
return window.setTimeout(callback, 17 /*~ 1000/60*/);
});
} /**
* ERRATA: 'cancelRequestAnimationFrame' renamed to 'cancelAnimationFrame' to reflect an update to the W3C Animation-Timing Spec.
*
* Cancels an animation frame request.
* Checks for cross-browser support, falls back to clearTimeout.
* @param {number} Animation frame request.
*/
if (!window.cancelAnimationFrame) {
window.cancelAnimationFrame = (window.cancelRequestAnimationFrame ||
window.webkitCancelAnimationFrame || window.webkitCancelRequestAnimationFrame ||
window.mozCancelAnimationFrame || window.mozCancelRequestAnimationFrame ||
window.msCancelAnimationFrame || window.msCancelRequestAnimationFrame ||
window.oCancelAnimationFrame || window.oCancelRequestAnimationFrame ||
window.clearTimeout);
} /* Object that contains our utility functions.
* Attached to the window object which acts as the global namespace.
*/
window.utils = {}; /**
* Keeps track of the current mouse position, relative to an element.
* @param {HTMLElement} element
* @return {object} Contains properties: x, y, event
*/
window.utils.captureMouse = function (element) {
var mouse = {x: 0, y: 0, event: null},
body_scrollLeft = document.body.scrollLeft,
element_scrollLeft = document.documentElement.scrollLeft,
body_scrollTop = document.body.scrollTop,
element_scrollTop = document.documentElement.scrollTop,
offsetLeft = element.offsetLeft,
offsetTop = element.offsetTop; element.addEventListener('mousemove', function (event) {
var x, y; if (event.pageX || event.pageY) { x = event.pageX;
y = event.pageY;
} else {
x = event.clientX + body_scrollLeft + element_scrollLeft;
y = event.clientY + body_scrollTop + element_scrollTop;
}
x -= offsetLeft;
y -= offsetTop; mouse.x = x;
mouse.y = y;
mouse.event = event;
}, false); return mouse;
}; /**
* Keeps track of the current (first) touch position, relative to an element.
* @param {HTMLElement} element
* @return {object} Contains properties: x, y, isPressed, event
*/
window.utils.captureTouch = function (element) {
var touch = {x: null, y: null, isPressed: false, event: null},
body_scrollLeft = document.body.scrollLeft,
element_scrollLeft = document.documentElement.scrollLeft,
body_scrollTop = document.body.scrollTop,
element_scrollTop = document.documentElement.scrollTop,
offsetLeft = element.offsetLeft,
offsetTop = element.offsetTop; element.addEventListener('touchstart', function (event) {
touch.isPressed = true;
touch.event = event;
}, false); element.addEventListener('touchend', function (event) {
touch.isPressed = false;
touch.x = null;
touch.y = null;
touch.event = event;
}, false); element.addEventListener('touchmove', function (event) {
var x, y,
touch_event = event.touches[0]; //first touch if (touch_event.pageX || touch_event.pageY) {
x = touch_event.pageX;
y = touch_event.pageY;
} else {
x = touch_event.clientX + body_scrollLeft + element_scrollLeft;
y = touch_event.clientY + body_scrollTop + element_scrollTop;
}
x -= offsetLeft;
y -= offsetTop; touch.x = x;
touch.y = y;
touch.event = event;
}, false); return touch;
}; /**
* Returns a color in the format: '#RRGGBB', or as a hex number if specified.
* @param {number|string} color
* @param {boolean=} toNumber=false Return color as a hex number.
* @return {string|number}
*/
window.utils.parseColor = function (color, toNumber) {
if (toNumber === true) {
if (typeof color === 'number') {
return (color | 0); //chop off decimal
}
if (typeof color === 'string' && color[0] === '#') {
color = color.slice(1);
}
return window.parseInt(color, 16);
} else {
if (typeof color === 'number') {
color = '#' + ('00000' + (color | 0).toString(16)).substr(-6); //pad
}
return color;
}
}; /**
* Converts a color to the RGB string format: 'rgb(r,g,b)' or 'rgba(r,g,b,a)'
* @param {number|string} color
* @param {number} alpha
* @return {string}
*/
window.utils.colorToRGB = function (color, alpha) {
//number in octal format or string prefixed with #
if (typeof color === 'string' && color[0] === '#') {
color = window.parseInt(color.slice(1), 16);
}
alpha = (alpha === undefined) ? 1 : alpha;
//parse hex values
var r = color >> 16 & 0xff,
g = color >> 8 & 0xff,
b = color & 0xff,
a = (alpha < 0) ? 0 : ((alpha > 1) ? 1 : alpha);
//only use 'rgba' if needed
if (a === 1) {
return "rgb("+ r +","+ g +","+ b +")";
} else {
return "rgba("+ r +","+ g +","+ b +","+ a +")";
}
}; /**
* Determine if a rectangle contains the coordinates (x,y) within it's boundaries.
* @param {object} rect Object with properties: x, y, width, height.
* @param {number} x Coordinate position x.
* @param {number} y Coordinate position y.
* @return {boolean}
*/
window.utils.containsPoint = function (rect, x, y) {
return !(x < rect.x ||
x > rect.x + rect.width ||
y < rect.y ||
y > rect.y + rect.height);
}; /**
* Determine if two rectangles overlap.
* @param {object} rectA Object with properties: x, y, width, height.
* @param {object} rectB Object with properties: x, y, width, height.
* @return {boolean}
*/
window.utils.intersects = function (rectA, rectB) {
return !(rectA.x + rectA.width < rectB.x ||
rectB.x + rectB.width < rectA.x ||
rectA.y + rectA.height < rectB.y ||
rectB.y + rectB.height < rectA.y);
};
ball.js
function Ball (radius, color) {
if (radius === undefined) { radius = 40; }
if (color === undefined) { color = "#ff0000"; }
this.x = 0;
this.y = 0;
this.radius = radius;
this.rotation = 0;
this.scaleX = 1;
this.scaleY = 1;
this.color = utils.parseColor(color);
this.lineWidth = 1;
} Ball.prototype.draw = function (context) {
context.save();
context.translate(this.x, this.y);
context.rotate(this.rotation);
context.scale(this.scaleX, this.scaleY); context.lineWidth = this.lineWidth;
context.fillStyle = this.color;
context.beginPath();
//x, y, radius, start_angle, end_angle, anti-clockwise
context.arc(0, 0, this.radius, 0, (Math.PI * 2), true);
context.closePath();
context.fill();
if (this.lineWidth > 0) {
context.stroke();
}
context.restore();
};
3.波动实际是在上下移动的基础上x一直递增。
在原页面index.html的基础上简单修改一下就可以
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>Bobbing 2</title>
<link rel="stylesheet" href="../include/style.css">
</head>
<body>
<header>
Example from <a href="http://amzn.com/1430236655?tag=html5anim-20"><em>Foundation HTML5 Animation with JavaScript</em></a>
</header>
<canvas id="canvas" width="400" height="400"></canvas> <script src="../include/utils.js"></script>
<script src="./classes/ball.js"></script>
<script>
window.onload = function () {
var canvas = document.getElementById('canvas'),
context = canvas.getContext('2d'),
ball = new Ball(),
angle = 0,
centerY = 200,
range = 50,
xspeed = 1,
speed = 0.05; ball.x = canvas.width / 2; (function drawFrame () {
window.requestAnimationFrame(drawFrame, canvas);
context.clearRect(0, 0, canvas.width, canvas.height);
ball.x += xspeed;
ball.y = centerY + Math.sin(angle) * range;
angle += speed;
ball.draw(context);
}());
};
</script>
</body>
</html>
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