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HTML5重力感应小球冲撞动画实现教程

今天我们来分享一款很酷的HTML5重力感应动画教程,这款动画可以让你甩动页面中的小球,小球的大小都不同,并且鼠标点击空白区域时又可以生成一定数量的小球。当我们甩动小球时,各个小球之间就会发生互相碰撞的效果,并且在运动过程中模拟了重力感应的物理效果。你可以在DEMO演示中来尝试一下。

html5-ball-pool

你也可以在这里查看在线演示

接下来我们来分析一下这款超酷的HTML5重力动画实现的思路及源码,主要由HTML代码和Javascript代码组成。

HTML代码:

<div id="canvas"></div>

还是很简单,HTML仅仅是列出了一个canvas容器,今后我们将在这里生成一些列canvas元素,这些小球就在canvas中运动。

另外由于该动画利用了box2d的js脚本库,所以在页面上你也需要引用它:

<script src="box2d.js"></script>

接下来是Javascript代码,在canvas上动态创建大小和样式不一的小球,并发生碰撞效果。

Javascript代码:

var canvas;var delta = [ 0, 0 ];var stage = [ window.screenX, window.screenY, window.innerWidth, window.innerHeight ];getBrowserDimensions();var themes = [ [ "#10222B", "#95AB63", "#BDD684", "#E2F0D6", "#F6FFE0" ],        [ "#362C2A", "#732420", "#BF734C", "#FAD9A0", "#736859" ],        [ "#0D1114", "#102C2E", "#695F4C", "#EBBC5E", "#FFFBB8" ],        [ "#2E2F38", "#FFD63E", "#FFB54B", "#E88638", "#8A221C" ],        [ "#121212", "#E6F2DA", "#C9F24B", "#4D7B85", "#23383D" ],        [ "#343F40", "#736751", "#F2D7B6", "#BFAC95", "#8C3F3F" ],        [ "#000000", "#2D2B2A", "#561812", "#B81111", "#FFFFFF" ],        [ "#333B3A", "#B4BD51", "#543B38", "#61594D", "#B8925A" ] ];var theme;var worldAABB, world, iterations = 1, timeStep = 1 / 15;var walls = [];var wall_thickness = 200;var wallsSetted = false;var bodies, elements, text;var createMode = false;var destroyMode = false;var isMouseDown = false;var mouseJoint;var mouse = { x: 0, y: 0 };var gravity = { x: 0, y: 1 };var PI2 = Math.PI * 2;var timeOfLastTouch = 0;init();play();function init() {    canvas = document.getElementById( ‘canvas‘ );    document.onmousedown = onDocumentMouseDown;    document.onmouseup = onDocumentMouseUp;    document.onmousemove = onDocumentMouseMove;    document.ondblclick = onDocumentDoubleClick;    document.addEventListener( ‘touchstart‘, onDocumentTouchStart, false );    document.addEventListener( ‘touchmove‘, onDocumentTouchMove, false );    document.addEventListener( ‘touchend‘, onDocumentTouchEnd, false );    window.addEventListener( ‘deviceorientation‘, onWindowDeviceOrientation, false );    // init box2d    worldAABB = new b2AABB();    worldAABB.minVertex.Set( -200, -200 );    worldAABB.maxVertex.Set( window.innerWidth + 200, window.innerHeight + 200 );    world = new b2World( worldAABB, new b2Vec2( 0, 0 ), true );    setWalls();    reset();}function play() {    setInterval( loop, 1000 / 40 );}function reset() {    var i;    if ( bodies ) {        for ( i = 0; i < bodies.length; i++ ) {            var body = bodies[ i ]            canvas.removeChild( body.GetUserData().element );            world.DestroyBody( body );            body = null;        }    }    // color theme    theme = themes[ Math.random() * themes.length >> 0 ];    document.body.style[ ‘backgroundColor‘ ] = theme[ 0 ];    bodies = [];    elements = [];    createInstructions();    for( i = 0; i < 10; i++ ) {        createBall();    }}//function onDocumentMouseDown() {    isMouseDown = true;    return false;}function onDocumentMouseUp() {    isMouseDown = false;    return false;}function onDocumentMouseMove( event ) {    mouse.x = event.clientX;    mouse.y = event.clientY;}function onDocumentDoubleClick() {    reset();}function onDocumentTouchStart( event ) {    if( event.touches.length == 1 ) {        event.preventDefault();        // Faking double click for touch devices        var now = new Date().getTime();        if ( now - timeOfLastTouch  < 250 ) {            reset();            return;        }        timeOfLastTouch = now;        mouse.x = event.touches[ 0 ].pageX;        mouse.y = event.touches[ 0 ].pageY;        isMouseDown = true;    }}function onDocumentTouchMove( event ) {    if ( event.touches.length == 1 ) {        event.preventDefault();        mouse.x = event.touches[ 0 ].pageX;        mouse.y = event.touches[ 0 ].pageY;    }}function onDocumentTouchEnd( event ) {    if ( event.touches.length == 0 ) {        event.preventDefault();        isMouseDown = false;    }}function onWindowDeviceOrientation( event ) {    if ( event.beta ) {        gravity.x = Math.sin( event.gamma * Math.PI / 180 );        gravity.y = Math.sin( ( Math.PI / 4 ) + event.beta * Math.PI / 180 );    }}//function createInstructions() {    var size = 250;    var element = document.createElement( ‘div‘ );    element.width = size;    element.height = size;        element.style.position = ‘absolute‘;    element.style.left = -200 + ‘px‘;    element.style.top = -200 + ‘px‘;    element.style.cursor = "default";    canvas.appendChild(element);    elements.push( element );    var circle = document.createElement( ‘canvas‘ );    circle.width = size;    circle.height = size;    var graphics = circle.getContext( ‘2d‘ );    graphics.fillStyle = theme[ 3 ];    graphics.beginPath();    graphics.arc( size * .5, size * .5, size * .5, 0, PI2, true );    graphics.closePath();    graphics.fill();    element.appendChild( circle );    text = document.createElement( ‘div‘ );    text.onSelectStart = null;    text.innerHTML = ‘<span style="color:‘ + theme[0] + ‘;font-size:40px;">Hello!</span><br /><br /><span style="font-size:15px;"><strong>This is how it works:</strong><br /><br />1. Drag a ball.<br />2.&nbsp;Click&nbsp;on&nbsp;the&nbsp;background.<br />3. Shake your browser.<br />4. Double click.<br />5. Play!</span>‘;    text.style.color = theme[1];    text.style.position = ‘absolute‘;    text.style.left = ‘0px‘;    text.style.top = ‘0px‘;    text.style.fontFamily = ‘Georgia‘;    text.style.textAlign = ‘center‘;    element.appendChild(text);    text.style.left = ((250 - text.clientWidth) / 2) +‘px‘;    text.style.top = ((250 - text.clientHeight) / 2) +‘px‘;        var b2body = new b2BodyDef();    var circle = new b2CircleDef();    circle.radius = size / 2;    circle.density = 1;    circle.friction = 0.3;    circle.restitution = 0.3;    b2body.AddShape(circle);    b2body.userData = {element: element};    b2body.position.Set( Math.random() * stage[2], Math.random() * -200 );    b2body.linearVelocity.Set( Math.random() * 400 - 200, Math.random() * 400 - 200 );    bodies.push( world.CreateBody(b2body) );    }function createBall( x, y ) {    var x = x || Math.random() * stage[2];    var y = y || Math.random() * -200;    var size = (Math.random() * 100 >> 0) + 20;    var element = document.createElement("canvas");    element.width = size;    element.height = size;    element.style.position = ‘absolute‘;    element.style.left = -200 + ‘px‘;    element.style.top = -200 + ‘px‘;    element.style.WebkitTransform = ‘translateZ(0)‘;    element.style.MozTransform = ‘translateZ(0)‘;    element.style.OTransform = ‘translateZ(0)‘;    element.style.msTransform = ‘translateZ(0)‘;    element.style.transform = ‘translateZ(0)‘;    var graphics = element.getContext("2d");    var num_circles = Math.random() * 10 >> 0;    for (var i = size; i > 0; i-= (size/num_circles)) {        graphics.fillStyle = theme[ (Math.random() * 4 >> 0) + 1];        graphics.beginPath();        graphics.arc(size * .5, size * .5, i * .5, 0, PI2, true);         graphics.closePath();        graphics.fill();    }    canvas.appendChild(element);    elements.push( element );    var b2body = new b2BodyDef();    var circle = new b2CircleDef();    circle.radius = size >> 1;    circle.density = 1;    circle.friction = 0.3;    circle.restitution = 0.3;    b2body.AddShape(circle);    b2body.userData = {element: element};    b2body.position.Set( x, y );    b2body.linearVelocity.Set( Math.random() * 400 - 200, Math.random() * 400 - 200 );    bodies.push( world.CreateBody(b2body) );}//function loop() {    if (getBrowserDimensions()) {        setWalls();    }    delta[0] += (0 - delta[0]) * .5;    delta[1] += (0 - delta[1]) * .5;    world.m_gravity.x = gravity.x * 350 + delta[0];    world.m_gravity.y = gravity.y * 350 + delta[1];    mouseDrag();    world.Step(timeStep, iterations);    for (i = 0; i < bodies.length; i++) {        var body = bodies[i];        var element = elements[i];        element.style.left = (body.m_position0.x - (element.width >> 1)) + ‘px‘;        element.style.top = (body.m_position0.y - (element.height >> 1)) + ‘px‘;        if (element.tagName == ‘DIV‘) {            var style = ‘rotate(‘ + (body.m_rotation0 * 57.2957795) + ‘deg) translateZ(0)‘;            text.style.WebkitTransform = style;            text.style.MozTransform = style;            text.style.OTransform = style;            text.style.msTransform = style;            text.style.transform = style;        }    }}// .. BOX2D UTILSfunction createBox(world, x, y, width, height, fixed) {    if (typeof(fixed) == ‘undefined‘) {        fixed = true;    }    var boxSd = new b2BoxDef();    if (!fixed) {        boxSd.density = 1.0;    }    boxSd.extents.Set(width, height);    var boxBd = new b2BodyDef();    boxBd.AddShape(boxSd);    boxBd.position.Set(x,y);    return world.CreateBody(boxBd);}function mouseDrag(){    // mouse press    if (createMode) {        createBall( mouse.x, mouse.y );    } else if (isMouseDown && !mouseJoint) {        var body = getBodyAtMouse();        if (body) {            var md = new b2MouseJointDef();            md.body1 = world.m_groundBody;            md.body2 = body;            md.target.Set(mouse.x, mouse.y);            md.maxForce = 30000 * body.m_mass;            // md.timeStep = timeStep;            mouseJoint = world.CreateJoint(md);            body.WakeUp();        } else {            createMode = true;        }    }    // mouse release    if (!isMouseDown) {        createMode = false;        destroyMode = false;        if (mouseJoint) {            world.DestroyJoint(mouseJoint);            mouseJoint = null;        }    }    // mouse move    if (mouseJoint) {        var p2 = new b2Vec2(mouse.x, mouse.y);        mouseJoint.SetTarget(p2);    }}function getBodyAtMouse() {    // Make a small box.    var mousePVec = new b2Vec2();    mousePVec.Set(mouse.x, mouse.y);    var aabb = new b2AABB();    aabb.minVertex.Set(mouse.x - 1, mouse.y - 1);    aabb.maxVertex.Set(mouse.x + 1, mouse.y + 1);    // Query the world for overlapping shapes.    var k_maxCount = 10;    var shapes = new Array();    var count = world.Query(aabb, shapes, k_maxCount);    var body = null;    for (var i = 0; i < count; ++i) {        if (shapes[i].m_body.IsStatic() == false) {            if ( shapes[i].TestPoint(mousePVec) ) {                body = shapes[i].m_body;                break;            }        }    }    return body;}function setWalls() {    if (wallsSetted) {        world.DestroyBody(walls[0]);        world.DestroyBody(walls[1]);        world.DestroyBody(walls[2]);        world.DestroyBody(walls[3]);        walls[0] = null;         walls[1] = null;        walls[2] = null;        walls[3] = null;    }    walls[0] = createBox(world, stage[2] / 2, - wall_thickness, stage[2], wall_thickness);    walls[1] = createBox(world, stage[2] / 2, stage[3] + wall_thickness, stage[2], wall_thickness);    walls[2] = createBox(world, - wall_thickness, stage[3] / 2, wall_thickness, stage[3]);    walls[3] = createBox(world, stage[2] + wall_thickness, stage[3] / 2, wall_thickness, stage[3]);        wallsSetted = true;}// BROWSER DIMENSIONSfunction getBrowserDimensions() {    var changed = false;    if (stage[0] != window.screenX) {        delta[0] = (window.screenX - stage[0]) * 50;        stage[0] = window.screenX;        changed = true;    }    if (stage[1] != window.screenY) {        delta[1] = (window.screenY - stage[1]) * 50;        stage[1] = window.screenY;        changed = true;    }    if (stage[2] != window.innerWidth) {        stage[2] = window.innerWidth;        changed = true;    }    if (stage[3] != window.innerHeight) {        stage[3] = window.innerHeight;        changed = true;    }    return changed;}

上面mouseDrag方法就实现了鼠标拖拽甩动小球的功能,这也是该动画最重要的方法。全部代码可以下载源码来研究。源码下载>>