首页 > 代码库 > 动画原理——碰撞检测

动画原理——碰撞检测

书籍名称:HTML5-Animation-with-JavaScript

书籍源码:https://github.com/lamberta/html5-animation1

1.两个物体

和判断鼠标是否在物体内相似,额外要多考虑鼠标方物体的半径。这不是准确的碰撞,它是假设物体在正方形基础上的简易方法。

01-object-hit-test.html

技术分享
<!doctype html><html>  <head>    <meta charset="utf-8">    <title>Object Hit Test</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>    <textarea id="log"></textarea>    <aside>Drag circle with mouse.</aside>    <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),          log = document.getElementById(log),          mouse = utils.captureMouse(canvas),          ballA = new Ball(),          ballB = new Ball();      ballA.x = canvas.width / 2;      ballA.y = canvas.height / 2;      (function drawFrame () {        window.requestAnimationFrame(drawFrame, canvas);        context.clearRect(0, 0, canvas.width, canvas.height);        ballB.x = mouse.x;        ballB.y = mouse.y;        if (utils.intersects(ballA.getBounds(), ballB.getBounds())) {          log.value = "Hit!";        } else {          log.value = ‘‘;        }        ballA.draw(context);        ballB.draw(context);        //draw bounding boxes        var boundsA = ballA.getBounds(),            boundsB = ballB.getBounds();        context.strokeRect(boundsA.x, boundsA.y, boundsA.width, boundsA.height);        context.strokeRect(boundsB.x, boundsB.y, boundsB.width, boundsB.height);      }());    };    </script>  </body></html>
View Code

utils.js

技术分享
/** * 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);};
View Code

 

动画原理——碰撞检测