国产探花免费观看_亚洲丰满少妇自慰呻吟_97日韩有码在线_资源在线日韩欧美_一区二区精品毛片,辰东完美世界有声小说,欢乐颂第一季,yy玄幻小说排行榜完本

首頁 > 編程 > JavaScript > 正文

JS實(shí)現(xiàn)基于Sketch.js模擬成群游動(dòng)的蝌蚪運(yùn)動(dòng)動(dòng)畫效果【附demo源碼下載】

2019-11-19 15:44:41
字體:
供稿:網(wǎng)友

本文實(shí)例講述了JS實(shí)現(xiàn)基于Sketch.js模擬成群游動(dòng)的蝌蚪運(yùn)動(dòng)動(dòng)畫效果。分享給大家供大家參考,具體如下:

基于Sketch.js,實(shí)現(xiàn)了物體觸碰檢測(蝌蚪會(huì)遇到障礙物以及聰明的躲避鼠標(biāo)的點(diǎn)擊),隨機(jī)運(yùn)動(dòng),聚集算法等。

已經(jīng)具備了游戲的基本要素,擴(kuò)展一下可以變成一個(gè)不錯(cuò)的 HTML5 游戲。

演示效果如下:

完整代碼如下:

<!DOCTYPE html><html class=" -webkit- js flexbox canvas canvastext webgl no-touch geolocation postmessage websqldatabase indexeddb hashchange history draganddrop websockets rgba hsla multiplebgs backgroundsize borderimage borderradius boxshadow textshadow opacity cssanimations csscolumns cssgradients cssreflections csstransforms csstransforms3d csstransitions fontface generatedcontent video audio localstorage sessionstorage webworkers applicationcache svg inlinesvg smil svgclippaths"><head><meta charset="UTF-8"><title>HTML5 Preview Panel</title><script src="prefixfree.min.js"></script><script src="modernizr.js"></script><style>body {  background-color: #222;}</style></head><body><script src="sketch.min.js"></script><div id="container"><canvas class="sketch" id="sketch-0" height="208" width="607"></canvas></div><script>var calculateDistance = function(object1, object2) {  x = Math.abs(object1.x - object2.x);  y = Math.abs(object1.y - object2.y);  return Math.sqrt((x * x) + (y * y));};var calcMagnitude = function(x, y) {  return Math.sqrt((x * x) + (y * y));};var calcVectorAdd = function(v1, v2) {  return {    x: v1.x + v2.x,    y: v1.y + v2.y  };};var random = function(min, max) {  return min + Math.random() * (max - min);};var getRandomItem = function(list, weight) {  var total_weight = weight.reduce(function(prev, cur, i, arr) {    return prev + cur;  });  var random_num = random(0, total_weight);  var weight_sum = 0;  //console.log(random_num)  for (var i = 0; i < list.length; i++) {    weight_sum += weight[i];    weight_sum = +weight_sum.toFixed(2);    if (random_num <= weight_sum) {      return list[i];    }  }  // end of function};/***********************BOID***********************/function Boid(x, y) {  this.init(x, y);}Boid.prototype = {  init: function(x, y) {    //body    this.type = "boid";    this.alive = true;    this.health = 1;    this.maturity = 4;    this.speed = 6;    this.size = 5;    this.hungerLimit = 12000;    this.hunger = 0;    this.isFull = false;    this.digestTime = 400;    this.color = 'rgb(' + ~~random(0, 100) + ',' + ~~random(50, 220) + ',' + ~~random(50, 220) + ')';    //brains    this.eyesight = 100; //range for object dectection    this.personalSpace = 20; //distance to avoid safe objects    this.flightDistance = 60; //distance to avoid scary objects    this.flockDistance = 100; //factor that determines how attracted the boid is to the center of the flock    this.matchVelFactor = 6; //factor that determines how much the flock velocity affects the boid. less = more matching    this.x = x || 0.0;    this.y = y || 0.0;    this.v = {      x: random(-1, 1),      y: random(-1, 1),      mag: 0    };    this.unitV = {      x: 0,      y: 0,    };    this.v.mag = calcMagnitude(this.v.x, this.v.y);    this.unitV.x = (this.v.x / this.v.mag);    this.unitV.y = (this.v.y / this.v.mag);  },  wallAvoid: function(ctx) {    var wallPad = 10;    if (this.x < wallPad) {      this.v.x = this.speed;    } else if (this.x > ctx.width - wallPad) {      this.v.x = -this.speed;    }    if (this.y < wallPad) {      this.v.y = this.speed;    } else if (this.y > ctx.height - wallPad) {      this.v.y = -this.speed;    }  },  ai: function(boids, index, ctx) {    percievedCenter = {      x: 0,      y: 0,      count: 0    };    percievedVelocity = {      x: 0,      y: 0,      count: 0    };    mousePredator = {      x: ((typeof ctx.touches[0] === "undefined") ? 0 : ctx.touches[0].x),      y: ((typeof ctx.touches[0] === "undefined") ? 0 : ctx.touches[0].y)    };    for (var i = 0; i < boids.length; i++) {      if (i != index) {        dist = calculateDistance(this, boids[i]);        //Find all other boids close to it        if (dist < this.eyesight) {          //if the same species then flock          if (boids[i].type == this.type) {            //Alignment            percievedCenter.x += boids[i].x;            percievedCenter.y += boids[i].y;            percievedCenter.count++;            //Cohesion            percievedVelocity.x += boids[i].v.x;            percievedVelocity.y += boids[i].v.y;            percievedVelocity.count++;            //Separation            if (dist < this.personalSpace + this.size + this.health) {              this.avoidOrAttract("avoid", boids[i]);            }          } else {            //if other species fight or flight            if (dist < this.size + this.health + boids[i].size + boids[i].health) {              this.eat(boids[i]);            } else {              this.handleOther(boids[i]);            }          }        } //if close enough      } //dont check itself    } //Loop through boids    //Get the average for all near boids    if (percievedCenter.count > 0) {      percievedCenter.x = ((percievedCenter.x / percievedCenter.count) - this.x) / this.flockDistance;      percievedCenter.y = ((percievedCenter.y / percievedCenter.count) - this.y) / this.flockDistance;      this.v = calcVectorAdd(this.v, percievedCenter);    }    if (percievedVelocity.count > 0) {      percievedVelocity.x = ((percievedVelocity.x / percievedVelocity.count) - this.v.x) / this.matchVelFactor;      percievedVelocity.y = ((percievedVelocity.y / percievedVelocity.count) - this.v.y) / this.matchVelFactor;      this.v = calcVectorAdd(this.v, percievedVelocity);    }    //Avoid Mouse    if (calculateDistance(mousePredator, this) < this.eyesight) {      var mouseModifier = 20;      this.avoidOrAttract("avoid", mousePredator, mouseModifier);    }    this.wallAvoid(ctx);    this.limitVelocity();  },  setUnitVector: function() {    var magnitude = calcMagnitude(this.v.x, this.v.y);    this.v.x = this.v.x / magnitude;    this.v.y = this.v.y / magnitude;  },  limitVelocity: function() {    this.v.mag = calcMagnitude(this.v.x, this.v.y);    this.unitV.x = (this.v.x / this.v.mag);    this.unitV.y = (this.v.y / this.v.mag);    if (this.v.mag > this.speed) {      this.v.x = this.unitV.x * this.speed;      this.v.y = this.unitV.y * this.speed;    }  },  avoidOrAttract: function(action, other, modifier) {    var newVector = {      x: 0,      y: 0    };    var direction = ((action === "avoid") ? -1 : 1);    var vModifier = modifier || 1;    newVector.x += ((other.x - this.x) * vModifier) * direction;    newVector.y += ((other.y - this.y) * vModifier) * direction;    this.v = calcVectorAdd(this.v, newVector);  },  move: function() {    this.x += this.v.x;    this.y += this.v.y;    if (this.v.mag > this.speed) {      this.hunger += this.speed;    } else {      this.hunger += this.v.mag;    }  },  eat: function(other) {    if (!this.isFull) {      if (other.type === "plant") {        other.health--;        this.health++;        this.isFull = true;        this.hunger = 0;      }    }  },  handleOther: function(other) {    if (other.type === "predator") {      this.avoidOrAttract("avoid", other);    }  },  metabolism: function() {    if (this.hunger >= this.hungerLimit) {      this.health--;      this.hunger = 0;    }    if (this.hunger >= this.digestTime) {      this.isFull = false;    }    if (this.health <= 0) {      this.alive = false;    }  },  mitosis: function(boids) {    if (this.health >= this.maturity) {      //reset old boid      this.health = 1;      birthedBoid = new Boid(        this.x + random(-this.personalSpace, this.personalSpace),        this.y + random(-this.personalSpace, this.personalSpace)      );      birthedBoid.color = this.color;      boids.push(birthedBoid);    }  },  draw: function(ctx) {    drawSize = this.size + this.health;    ctx.beginPath();    ctx.moveTo(this.x + (this.unitV.x * drawSize), this.y + (this.unitV.y * drawSize));    ctx.lineTo(this.x + (this.unitV.y * drawSize), this.y - (this.unitV.x * drawSize));    ctx.lineTo(this.x - (this.unitV.x * drawSize * 2), this.y - (this.unitV.y * drawSize * 2));    ctx.lineTo(this.x - (this.unitV.y * drawSize), this.y + (this.unitV.x * drawSize));    ctx.lineTo(this.x + (this.unitV.x * drawSize), this.y + (this.unitV.y * drawSize));    ctx.fillStyle = this.color;    ctx.shadowBlur = 20;    ctx.shadowColor = this.color;    ctx.fill();  }};Predator.prototype = new Boid();Predator.prototype.constructor = Predator;Predator.constructor = Boid.prototype.constructor;function Predator(x, y) {  this.init(x, y);  this.type = "predator";  //body  this.maturity = 6;  this.speed = 6;  this.hungerLimit = 25000;  this.color = 'rgb(' + ~~random(100, 250) + ',' + ~~random(10, 30) + ',' + ~~random(10, 30) + ')';  //brains  this.eyesight = 150;  this.flockDistance = 300;}Predator.prototype.eat = function(other) {  if (!this.isFull) {    if (other.type === "boid") {      other.health--;      this.health++;      this.isFull = true;      this.hunger = 0;    }  }};Predator.prototype.handleOther = function(other) {  if (other.type === "boid") {    if (!this.isFull) {      this.avoidOrAttract("attract", other);    }  }};Predator.prototype.mitosis = function(boids) {  if (this.health >= this.maturity) {    //reset old boid    this.health = 1;    birthedBoid = new Predator(      this.x + random(-this.personalSpace, this.personalSpace),      this.y + random(-this.personalSpace, this.personalSpace)    );    birthedBoid.color = this.color;    boids.push(birthedBoid);  }};Plant.prototype = new Boid();Plant.prototype.constructor = Plant;Plant.constructor = Boid.prototype.constructor;function Plant(x, y) {  this.init(x, y);  this.type = "plant";  //body  this.speed = 0;  this.size = 10;  this.health = ~~random(1, 10);  this.color = 'rgb(' + ~~random(130, 210) + ',' + ~~random(40, 140) + ',' + ~~random(160, 220) + ')';  //brains  this.eyesight = 0;  this.flockDistance = 0;  this.eyesight = 0; //range for object dectection  this.personalSpace = 100; //distance to avoid safe objects  this.flightDistance = 0; //distance to avoid scary objects  this.flockDistance = 0; //factor that determines how attracted the boid is to the center of the flock  this.matchVelFactor = 0; //factor that determines how much the flock velocity affects the boid}Plant.prototype.ai = function(boids, index, ctx) {};Plant.prototype.move = function() {};Plant.prototype.mitosis = function(boids) {  var growProbability = 1,    maxPlants = 40,    plantCount = 0;  for (m = boids.length - 1; m >= 0; m--) {    if (boids[m].type === "plant") {      plantCount++;    }  }  if (plantCount <= maxPlants) {    if (random(0, 100) <= growProbability) {      birthedBoid = new Plant(        this.x + random(-this.personalSpace, this.personalSpace),        this.y + random(-this.personalSpace, this.personalSpace)      );      birthedBoid.color = this.color;      boids.push(birthedBoid);    }  }};Plant.prototype.draw = function(ctx) {  var drawSize = this.size + this.health;  ctx.fillStyle = this.color;  ctx.shadowBlur = 40;  ctx.shadowColor = this.color;  ctx.fillRect(this.x - drawSize, this.y + drawSize, drawSize, drawSize);};/***********************SIM***********************/var boids = [];var sim = Sketch.create({  container: document.getElementById('container')});sim.setup = function() {  for (i = 0; i < 50; i++) {    x = random(0, sim.width);    y = random(0, sim.height);    sim.spawn(x, y);  }};sim.spawn = function(x, y) {  var predatorProbability = 0.1,    plantProbability = 0.3;  switch (getRandomItem(['boid', 'predator', 'plant'], [1 - predatorProbability - plantProbability, predatorProbability, plantProbability])) {    case 'predator':      boid = new Predator(x, y);      break;    case 'plant':      boid = new Plant(x, y);      break;    default:      boid = new Boid(x, y);      break;  }  boids.push(boid);};sim.update = function() {  for (i = boids.length - 1; i >= 0; i--) {    if (boids[i].alive) {      boids[i].ai(boids, i, sim);      boids[i].move();      boids[i].metabolism();      boids[i].mitosis(boids);    } else {      //remove dead boid      boids.splice(i, 1);    }  }};sim.draw = function() {  sim.globalCompositeOperation = 'lighter';  for (i = boids.length - 1; i >= 0; i--) {    boids[i].draw(sim);  }  sim.fillText(boids.length, 20, 20);};</script></body></html>

附:完整實(shí)例代碼點(diǎn)擊此處本站下載

更多關(guān)于JavaScript相關(guān)內(nèi)容感興趣的讀者可查看本站專題:《JavaScript動(dòng)畫特效與技巧匯總》、《JavaScript圖形繪制技巧總結(jié)》、《JavaScript切換特效與技巧總結(jié)》、《JavaScript錯(cuò)誤與調(diào)試技巧總結(jié)》、《JavaScript數(shù)據(jù)結(jié)構(gòu)與算法技巧總結(jié)》及《JavaScript數(shù)學(xué)運(yùn)算用法總結(jié)

希望本文所述對(duì)大家JavaScript程序設(shè)計(jì)有所幫助。

發(fā)表評(píng)論 共有條評(píng)論
用戶名: 密碼:
驗(yàn)證碼: 匿名發(fā)表
主站蜘蛛池模板: 荆州市| 洱源县| 南澳县| 咸阳市| 景德镇市| 恭城| 安溪县| 星子县| 金溪县| 肥城市| 平顺县| 镇原县| 宁德市| 深水埗区| 凉城县| 古蔺县| 广平县| 延津县| 郁南县| 楚雄市| 曲靖市| 二连浩特市| 鹿邑县| 英吉沙县| 井研县| 独山县| 连平县| 南漳县| 天长市| 新野县| 斗六市| 胶州市| 喀喇沁旗| 沁阳市| 会昌县| 普陀区| 军事| 广安市| 镇江市| 贞丰县| 铁力市|