利用JavaScript制作一个搞怪的兔子动画效果
目录
- 前言
- 实现
- 效果图
前言
Hello,掘友们好!又是一年新春之际,祝福大家兔年快乐!给大家介绍一个有趣的动效(兼容 IE),页面右下角有一只搞怪的兔子,鼠标在页面中悬停时,兔子会跟着做出不同的动作和表情。然后可以在页面中任意位置(离兔子太近不能发射,会伤到兔子)点击鼠标,将从兔子眼睛里发射炮弹,随之击中的是你的霉 运、压 力、贫 穷、疾 病。
实现
定义一个随机文本块。
<p id="p1"></p>
定义兔子的构造函数。
function HoverRabbit() { this.explodeImage = new Image(); this.explodeImage.src = "img/explode.png"; for (var i = 1; i <= 6; i++) { this.images[i] = new Image(); this.images[i].src = "img/s" + i + ".png"; } if (typeof(CanvasGradient) != 'undefined') { this.canvas = document.createElement("canvas"); this.canvas.width = screen.width + 100; this.canvas.height = screen.height; this.canvas.style.position = 'absolute'; this.canvas.style.left = '0px'; this.canvas.style.top = '0px'; this.canvas.style.display = 'none'; document.body.appendChild(this.canvas); this.canvas.style.position = 'fixed'; } }
定义兔子原型的属性和方法。
HoverRabbit.prototype = { images: [], explodeImage: null, eyePositions: [], current: 1, frame: 1, canvas: null, interval: null, start: function() { var me = this; this.eyePositions[1] = { eye1x: 123, eye1y: 47, eye2x: 104, eye2y: 53 }; this.eyePositions[2] = { eye1x: 120, eye1y: 50, eye2x: 101, eye2y: 54 }; this.eyePositions[3] = { eye1x: 119, eye1y: 54, eye2x: 97, eye2y: 56 }; this.eyePositions[4] = { eye1x: 112, eye1y: 61, eye2x: 90, eye2y: 61 }; this.eyePositions[5] = { eye1x: 105, eye1y: 64, eye2x: 85, eye2y: 61 }; this.eyePositions[6] = { eye1x: 98, eye1y: 68, eye2x: 79, eye2y: 56 }; document.onmousemove = function(e) { me.onmousemove(e); } if (this.canvas) { document.addEventListener("click", function(e) { me.ondblclick(e); }); } }, onmousemove: function(e) { var event = e || window.event; var deg = Math.abs(screen.height - event.screenY) / (Math.abs(screen.width - event.screenX) + 1); var n = 1; if (deg > 2) n = 6; else if (deg > 1.4) n = 5; else if (deg > 0.7) n = 4; else if (deg > 0.45) n = 3; else if (deg > 0.2) n = 2; this.deg = n; if (this.current != n) { document.body.style.backgroundImage = "url(" + this.images[n].src + ")"; this.current = n; } }, drawBomb: function(ctxt, n, x, y) { var sx = 64 * (n % 4); var sy = 64 * (Math.floor(n / 4)); ctxt.drawImage(this.explodeImage, sx, sy, 64, 64, x - 32, y - 32, 64, 64); }, ondblclick: function(e) { if (this.canvas.style.display != 'none') return; var me = this; if (e.clientX > window.innerWidth - 200 && e.clientY > window.innerHeight - 200) return; var ctxt = this.canvas.getContext("2d"); this.frame = 1; this.interval = setInterval(function(e2) { ctxt.clearRect(0, 0, me.canvas.width, me.canvas.height); switch (me.frame) { case 1: ctxt.strokeStyle = 'rgba(247,166,71,1)'; me.canvas.style.display = 'block'; case 2: if (me.frame == 2) { ctxt.strokeStyle = 'rgba(247,166,71,0.5)'; me.drawBomb(ctxt, 0, e.clientX, e.clientY); } case 3: if (me.frame == 3) { ctxt.strokeStyle = 'rgba(247,166,71,0.1)'; me.drawBomb(ctxt, 1, e.clientX, e.clientY); } var eye1x = window.innerWidth - me.eyePositions[me.current].eye1x; var eye1y = window.innerHeight - me.eyePositions[me.current].eye1y; ctxt.lineWidth = 3; ctxt.beginPath(); ctxt.moveTo(eye1x, eye1y); ctxt.lineTo(e.clientX, e.clientY); ctxt.stroke(); var eye2x = window.innerWidth - me.eyePositions[me.current].eye2x; var eye2y = window.innerHeight - me.eyePositions[me.current].eye2y; ctxt.beginPath(); ctxt.moveTo(eye2x, eye2y); ctxt.lineTo(e.clientX, e.clientY); p1.textContent = ['霉 运', '压 力', '贫 穷', '疾 病'][Math.floor(Math.random() * 4)]; p1.style.display = 'block'; p1.style.transform = 'rotate(' + (-150 + me.deg * 30) + 'deg)'; p1.style.left = e.clientX - 30 + 'px'; p1.style.top = e.clientY - 30 + 'px'; fade(p1); ctxt.stroke(); break; case 4: me.drawBomb(ctxt, 2, e.clientX, e.clientY); break; case 14: me.canvas.style.display = 'none'; window.clearInterval(me.interval); break; default: me.drawBomb(ctxt, me.frame - 2, e.clientX, e.clientY); } me.frame++; }, 50); } };
各个属性和方法说明:
- images - 兔子不同的动作的图片数组。
- explodeImage - 炮弹图片元素。
- eyePositions - 兔子眼睛位置的数组。
- current - 整型数字,当前动作的指针。
- frame - 整型数字,发射炮弹动画的帧数指针。
- canvas - 画布元素。
- interval - 发射炮弹动画时间间隔定时器的 interval ID。
- start - 启动页面交互的方法,在这里定义了兔子眼睛位置的数组数据,绑定页面鼠标移动、点击事件。
- onmousemove - 定义页面鼠标移动的实现方法。
- ondblclick - 定义页面鼠标点击的实现方法。
- drawBomb - 定义绘制和更新炮弹动画的方法。
定义文字淡出的动画。
function fade(e) { var s = e.style; s.opacity = 1; (function hide() { (s.opacity -= .01) < 0 ? s.display = "none" : requestAnimationFrame(hide); })(); }
创建兔子对象,调用启动交互方法。
var s = new HoverRabbit(); s.start();
效果图
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