--- title: Advanced animations slug: Web/API/Canvas_API/Tutorial/Advanced_animations translation_of: Web/API/Canvas_API/Tutorial/Advanced_animations ---
在上一章節,我們做了一些基礎動畫且知道它的移動方式。在這部分我們更仔細的介紹它的動畫效果且並增加一些特效,使它看起來更高級。
在這次的動畫練習中使用球來練習。照著下面的步驟完成 canvas 設定。
<canvas id="canvas" width="600" height="300"></canvas>
照常理,先在canvas上需要先畫一顆球。創造一個 ball
object,它包含的屬性和draw()
的方法,使canvas可以在上面繪圖。
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();
這裡沒什麼特別的,透過{{domxref("CanvasRenderingContext2D.arc()", "arc()")}}的方法,球事實上只是畫下簡單的圓。
現在有了一顆球,準備添加基礎的動畫像我們從上章節學到的課程。再次使用{{domxref("window.requestAnimationFrame()")}}控制動畫。添加移動的向量速度使球移動到向量點。對於每個幀(frame),我們使用{{domxref("CanvasRenderingContext2D.clearRect", "clear", "", 1)}}來清除canvas舊的移動幀(frame)。
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();
沒有任何邊界碰撞下,球很快就會跑出canvas。這時需要確認球的 x
and y
是否超出 canvas 尺寸,若超出則將球的向量顛倒。所以,我們添加了確認條件在draw
方法:
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; }
讓我們看看,看似很遠的行徑它如何行徑。移動你的滑鼠在canvas,使動畫開始。
<canvas id="canvas" style="border: 1px solid" width="600" height="300"></canvas>
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();
{{EmbedLiveSample("First_demo", "610", "310")}}
為了使移動看起來更真實,你可以照著範例改變速度:
ball.vy *= .99; ball.vy += .25;
這個使每個幀(frame)的垂直向量減少,所以球將只會在地板彈跳直到結束。
<canvas id="canvas" style="border: 1px solid" width="600" height="300"></canvas>
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();
{{EmbedLiveSample("Second_demo", "610", "310")}}
直到現在我們已經使用{{domxref("CanvasRenderingContext2D.clearRect", "clearRect")}}方法清除之前的幀(frames)。如果使用重置半透明{{domxref("CanvasRenderingContext2D.fillRect", "fillRect")}}這個方法,可以更淺顯的看出創造追蹤效果。
ctx.fillStyle = 'rgba(255, 255, 255, 0.3)'; ctx.fillRect(0, 0, canvas.width, canvas.height);
<canvas id="canvas" style="border: 1px solid" width="600" height="300"></canvas>
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();
{{EmbedLiveSample("Third_demo", "610", "310")}}
為了能控制球使它跟著滑鼠移動,在這個範例使用mousemove
效果。當 click
事件觸發了這顆球,它又會開始彈跳。
<canvas id="canvas" style="border: 1px solid" width="600" height="300"></canvas>
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();
用你的滑鼠移動這顆球且點擊鬆放它。
{{EmbedLiveSample("Adding_mouse_control", "610", "310")}}
這個小章節只有解釋一些創造高級動畫的技巧。這裡還有更多!如何增加槳,磚塊,到這個 到 Breakout game demo去看,有我們更多遊戲研發的文章!
{{PreviousNext("Web/API/Canvas_API/Tutorial/Basic_animations", "Web/API/Canvas_API/Tutorial/Pixel_manipulation_with_canvas")}}