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author | Florian Merz <me@fiji-flo.de> | 2021-02-11 12:07:59 +0100 |
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committer | Florian Merz <me@fiji-flo.de> | 2021-02-11 12:07:59 +0100 |
commit | 6ef1fa4618e08426b874529619a66adbd3d1fcf0 (patch) | |
tree | 890e3e27131be010d82ef957fa68db495006cb0e /files/ja/web/api/canvas_api/tutorial/advanced_animations | |
parent | 8260a606c143e6b55a467edf017a56bdcd6cba7e (diff) | |
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unslug ja: move
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diff --git a/files/ja/web/api/canvas_api/tutorial/advanced_animations/index.html b/files/ja/web/api/canvas_api/tutorial/advanced_animations/index.html new file mode 100644 index 0000000000..d8cf43a362 --- /dev/null +++ b/files/ja/web/api/canvas_api/tutorial/advanced_animations/index.html @@ -0,0 +1,380 @@ +--- +title: 高度なアニメーション +slug: Web/Guide/HTML/Canvas_tutorial/Advanced_animations +tags: + - Canvas + - Graphics + - Tutorial +translation_of: Web/API/Canvas_API/Tutorial/Advanced_animations +--- +<div>{{CanvasSidebar}} {{PreviousNext("Web/API/Canvas_API/Tutorial/Basic_animations", "Web/API/Canvas_API/Tutorial/Pixel_manipulation_with_canvas")}}</div> + +<div class="summary"> +<p>前の章では、いくつかの<a href="/en-US/docs/Web/API/Canvas_API/Tutorial/Basic_animations">基本的なアニメーション</a>を作成して、物の動かし方を学びました。このパートでは、 運動そのものをより詳細に見て、 アニメーションをより高度にするための物理を追加していきましょう。</p> +</div> + +<h2 id="ボールを描く">ボールを描く</h2> + +<p>アニメーションの勉強のために、ボールを使おうと思うので、最初にボールを canvas 上に描きましょう。次のコードは私たちの準備をしてくれるでしょう。</p> + +<pre class="notranslate"><canvas id="canvas" width="600" height="300"></canvas> +</pre> + +<p>普通は、まず描画コンテキストが必要になります。 ボールを描くため、 <code>プロパティと canvas にボールを描くための draw() </code>メソッドを持つ ball オブジェクトを作りましょう。</p> + +<pre class="brush: js notranslate">var canvas = document.getElementById('canvas'); +var ctx = canvas.getContext('2d'); + +var ball = { + x: 100, + y: 100, + radius: 25, + color: 'blue', + draw: function() { + ctx.beginPath(); + ctx.arc(this.x, this.y, this.radius, 0, Math.PI*2, true); + ctx.closePath(); + ctx.fillStyle = this.color; + ctx.fill(); + } +}; + +ball.draw();</pre> + +<p>ここでは特別なことはなく、ball は本当に単純な円で、{{domxref("CanvasRenderingContext2D.arc()", "arc()")}} メソッドの助けを借りて描かれています。</p> + +<h2 id="速度の追加">速度の追加</h2> + +<p>ボールが手に入りましたので、このチュートリアルの<a href="/en-US/docs/Web/API/Canvas_API/Tutorial/Basic_animations">前の章</a>で習ったように、基本的なアニメーションを加えていきましょう。また {{domxref("window.requestAnimationFrame()")}} がアニメーションの制御を手助けしてくれます。The ball gets moving by adding a velocity vector to the position. For each frame, we also {{domxref("CanvasRenderingContext2D.clearRect", "clear", "", 1)}} the canvas to remove old circles from prior frames.</p> + +<pre class="brush: js; highlight:[8,9,24,25] notranslate">var canvas = document.getElementById('canvas'); +var ctx = canvas.getContext('2d'); +var raf; + +var ball = { + x: 100, + y: 100, + vx: 5, + vy: 2, + radius: 25, + color: 'blue', + draw: function() { + ctx.beginPath(); + ctx.arc(this.x, this.y, this.radius, 0, Math.PI*2, true); + ctx.closePath(); + ctx.fillStyle = this.color; + ctx.fill(); + } +}; + +function draw() { + ctx.clearRect(0,0, canvas.width, canvas.height); + ball.draw(); + ball.x += ball.vx; + ball.y += ball.vy; + raf = window.requestAnimationFrame(draw); +} + +canvas.addEventListener('mouseover', function(e){ + raf = window.requestAnimationFrame(draw); +}); + +canvas.addEventListener("mouseout",function(e){ + window.cancelAnimationFrame(raf); +}); + +ball.draw(); +</pre> + +<h2 id="境界線">境界線</h2> + +<p>Without any boundary collision testing our ball runs out of the canvas quickly. We need to check if the <code>x</code> and <code>y</code> position of the ball is out of the canvas dimensions and invert the direction of the velocity vectors. To do so, we add the following checks to the <code>draw</code> method:</p> + +<pre class="brush: js notranslate">if (ball.y + ball.vy > canvas.height || ball.y + ball.vy < 0) { + ball.vy = -ball.vy; +} +if (ball.x + ball.vx > canvas.width || ball.x + ball.vx < 0) { + ball.vx = -ball.vx; +}</pre> + +<h3 id="最初のデモ">最初のデモ</h3> + +<p>これまでで、実際にどのように動くか見てみましょう。canvas にマウスを移動させて、アニメーションを開始してます。</p> + +<div class="hidden"> +<pre class="brush: html notranslate"><canvas id="canvas" style="border: 1px solid" width="600" height="300"></canvas></pre> + +<pre class="brush: js notranslate">var canvas = document.getElementById('canvas'); +var ctx = canvas.getContext('2d'); +var raf; + +var ball = { + x: 100, + y: 100, + vx: 5, + vy: 2, + radius: 25, + color: 'blue', + draw: function() { + ctx.beginPath(); + ctx.arc(this.x, this.y, this.radius, 0, Math.PI*2, true); + ctx.closePath(); + ctx.fillStyle = this.color; + ctx.fill(); + } +}; + +function draw() { + ctx.clearRect(0,0, canvas.width, canvas.height); + ball.draw(); + ball.x += ball.vx; + ball.y += ball.vy; + + if (ball.y + ball.vy > canvas.height || + ball.y + ball.vy < 0) { + ball.vy = -ball.vy; + } + if (ball.x + ball.vx > canvas.width || + ball.x + ball.vx < 0) { + ball.vx = -ball.vx; + } + + raf = window.requestAnimationFrame(draw); +} + +canvas.addEventListener('mouseover', function(e){ + raf = window.requestAnimationFrame(draw); +}); + +canvas.addEventListener("mouseout",function(e){ + window.cancelAnimationFrame(raf); +}); + +ball.draw();</pre> +</div> + +<p>{{EmbedLiveSample("First_demo", "610", "310")}}</p> + +<h2 id="加速">加速</h2> + +<p>動きをよりリアルにするために、このような速度で再生できます。たとえば:</p> + +<pre class="brush: js notranslate">ball.vy *= .99; +ball.vy += .25;</pre> + +<p>This slows down the vertical velocity each frame, so that the ball will just bounce on the floor in the end.</p> + +<div class="hidden"> +<h6 id="Second_demo">Second demo</h6> + +<pre class="brush: html notranslate"><canvas id="canvas" style="border: 1px solid" width="600" height="300"></canvas></pre> + +<pre class="brush: js notranslate">var canvas = document.getElementById('canvas'); +var ctx = canvas.getContext('2d'); +var raf; + +var ball = { + x: 100, + y: 100, + vx: 5, + vy: 2, + radius: 25, + color: 'blue', + draw: function() { + ctx.beginPath(); + ctx.arc(this.x, this.y, this.radius, 0, Math.PI*2, true); + ctx.closePath(); + ctx.fillStyle = this.color; + ctx.fill(); + } +}; + +function draw() { + ctx.clearRect(0,0, canvas.width, canvas.height); + ball.draw(); + ball.x += ball.vx; + ball.y += ball.vy; + ball.vy *= .99; + ball.vy += .25; + + if (ball.y + ball.vy > canvas.height || + ball.y + ball.vy < 0) { + ball.vy = -ball.vy; + } + if (ball.x + ball.vx > canvas.width || + ball.x + ball.vx < 0) { + ball.vx = -ball.vx; + } + + raf = window.requestAnimationFrame(draw); +} + +canvas.addEventListener('mouseover', function(e){ + raf = window.requestAnimationFrame(draw); +}); + +canvas.addEventListener("mouseout",function(e){ + window.cancelAnimationFrame(raf); +}); + +ball.draw();</pre> +</div> + +<p>{{EmbedLiveSample("Second_demo", "610", "310")}}</p> + +<h2 id="後引きの効果">後引きの効果</h2> + +<p>Until now we have made use of the {{domxref("CanvasRenderingContext2D.clearRect", "clearRect")}} method when clearing prior frames. If you replace this method with a semi-transparent {{domxref("CanvasRenderingContext2D.fillRect", "fillRect")}}, you can easily create a trailing effect.</p> + +<pre class="brush: js notranslate">ctx.fillStyle = 'rgba(255,255,255,0.3)'; +ctx.fillRect(0,0,canvas.width,canvas.height);</pre> + +<div class="hidden"> +<h6 id="Third_demo">Third demo</h6> + +<pre class="brush: html notranslate"><canvas id="canvas" style="border: 1px solid" width="600" height="300"></canvas></pre> + +<pre class="brush: js notranslate">var canvas = document.getElementById('canvas'); +var ctx = canvas.getContext('2d'); +var raf; + +var ball = { + x: 100, + y: 100, + vx: 5, + vy: 2, + radius: 25, + color: 'blue', + draw: function() { + ctx.beginPath(); + ctx.arc(this.x, this.y, this.radius, 0, Math.PI*2, true); + ctx.closePath(); + ctx.fillStyle = this.color; + ctx.fill(); + } +}; + +function draw() { + ctx.fillStyle = 'rgba(255,255,255,0.3)'; + ctx.fillRect(0,0,canvas.width,canvas.height); + ball.draw(); + ball.x += ball.vx; + ball.y += ball.vy; + ball.vy *= .99; + ball.vy += .25; + + if (ball.y + ball.vy > canvas.height || + ball.y + ball.vy < 0) { + ball.vy = -ball.vy; + } + if (ball.x + ball.vx > canvas.width || + ball.x + ball.vx < 0) { + ball.vx = -ball.vx; + } + + raf = window.requestAnimationFrame(draw); +} + +canvas.addEventListener('mouseover', function(e){ + raf = window.requestAnimationFrame(draw); +}); + +canvas.addEventListener("mouseout",function(e){ + window.cancelAnimationFrame(raf); +}); + +ball.draw();</pre> +</div> + +<p>{{EmbedLiveSample("Third_demo", "610", "310")}}</p> + +<h2 id="マウスコントロールの追加">マウスコントロールの追加</h2> + +<p>ボールに対するちょっとした制御をするために、たとえば <code><a href="/en-US/docs/Web/Reference/Events/mousemove">mousemove</a></code> イベントを使用してボールをマウスの動きに従わせる。といったことができます。<code><a href="/en-US/docs/Web/Events/click">click </a></code>イベントでボールを開放して、またバウンドさせる。といったことも可能です。</p> + +<div class="hidden"> +<pre class="brush: html notranslate"><canvas id="canvas" style="border: 1px solid" width="600" height="300"></canvas></pre> +</div> + +<pre class="brush: js notranslate">var canvas = document.getElementById('canvas'); +var ctx = canvas.getContext('2d'); +var raf; +var running = false; + +var ball = { + x: 100, + y: 100, + vx: 5, + vy: 1, + radius: 25, + color: 'blue', + draw: function() { + ctx.beginPath(); + ctx.arc(this.x, this.y, this.radius, 0, Math.PI*2, true); + ctx.closePath(); + ctx.fillStyle = this.color; + ctx.fill(); + } +}; + +function clear() { + ctx.fillStyle = 'rgba(255,255,255,0.3)'; + ctx.fillRect(0,0,canvas.width,canvas.height); +} + +function draw() { + clear(); + ball.draw(); + ball.x += ball.vx; + ball.y += ball.vy; + + if (ball.y + ball.vy > canvas.height || ball.y + ball.vy < 0) { + ball.vy = -ball.vy; + } + if (ball.x + ball.vx > canvas.width || ball.x + ball.vx < 0) { + ball.vx = -ball.vx; + } + + raf = window.requestAnimationFrame(draw); +} + +canvas.addEventListener('mousemove', function(e){ + if (!running) { + clear(); + ball.x = e.clientX; + ball.y = e.clientY; + ball.draw(); + } +}); + +canvas.addEventListener("click",function(e){ + if (!running) { + raf = window.requestAnimationFrame(draw); + running = true; + } +}); + +canvas.addEventListener("mouseout",function(e){ + window.cancelAnimationFrame(raf); + running = false; +}); + +ball.draw(); +</pre> + +<p>マウスを使ってボールを動かして、クリックで開放してください。</p> + +<p>{{EmbedLiveSample("Adding_mouse_control", "610", "310")}}</p> + +<h2 id="ブロック崩し">ブロック崩し</h2> + +<p>This short chapter only explains some techniques to create more advanced animations. There are many more! How about adding a paddle, some bricks, and turn this demo into a <a href="http://en.wikipedia.org/wiki/Breakout_%28video_game%29">Breakout</a> game? Checkout our <a href="/en-US/docs/Games">Game development</a> area for more gaming related articles.</p> + +<h2 id="関連項目">関連項目</h2> + +<ul> + <li>{{domxref("window.requestAnimationFrame()")}}</li> + <li><a href="/en-US/docs/Games/Techniques/Efficient_animation_for_web_games">Efficient animation for web games</a></li> +</ul> + +<p>{{PreviousNext("Web/API/Canvas_API/Tutorial/Basic_animations", "Web/API/Canvas_API/Tutorial/Pixel_manipulation_with_canvas")}}</p> |