1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
|
---
title: 高度なアニメーション
slug: Web/API/Canvas_API/Tutorial/Advanced_animations
tags:
- Canvas
- Graphics
- Tutorial
translation_of: Web/API/Canvas_API/Tutorial/Advanced_animations
original_slug: Web/Guide/HTML/Canvas_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="/ja/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="/ja/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="/ja/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="/ja/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="/ja/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="/ja/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>
|