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  • canvas绘制动画的技巧

    我们拿下图中的沿着线段轨迹移动的原点来举例,怎么来实现这个动画!

    1)定义路径集合Path,里面规定关键坐标点如startPoint和endPoint,设置从startPoint移动到endPoint的时间duration。

    如下json对象,我们有6段路径,分别进行了定义。我们将下面这个列表集合命名为path。

     1 [
     2     {
     3         "startPoint": {
     4             "x": 252.86249999999995,
     5             "y": 191.39166666666665
     6         },
     7         "endPoint": {
     8             "x": 252.86249999999995,
     9             "y": 169.66666666666666
    10         },
    11         "duration": 3000
    12     },
    13     {
    14         "startPoint": {
    15             "x": 251.62499999999994,
    16             "y": 169.66666666666666
    17         },
    18         "endPoint": {
    19             "x": 393.52499999999986,
    20             "y": 226.2833333333333
    21         },
    22         "duration": 15000
    23     },
    24     {
    25         "startPoint": {
    26             "x": 393.52499999999986,
    27             "y": 226.2833333333333
    28         },
    29         "endPoint": {
    30             "x": 393.52499999999986,
    31             "y": 427.075
    32         },
    33         "duration": 15000
    34     },
    35     {
    36         "startPoint": {
    37             "x": 385.6874999999999,
    38             "y": 420.4916666666667
    39         },
    40         "endPoint": {
    41             "x": 385.6874999999999,
    42             "y": 407.2916666666667
    43         },
    44         "duration": 3000
    45     },
    46     {
    47         "startPoint": {
    48             "x": 385.6874999999999,
    49             "y": 407.2916666666667
    50         },
    51         "endPoint": {
    52             "x": 125.8125,
    53             "y": 421.94166666666666
    54         },
    55         "duration": 15000
    56     },
    57     {
    58         "startPoint": {
    59             "x": 126.6375,
    60             "y": 421.94166666666666
    61         },
    62         "endPoint": {
    63             "x": 126.6375,
    64             "y": 434.31666666666666
    65         },
    66         "duration": 3000
    67     }
    68 ]

    2)每次事件循环执行代码都会计算一个坐标值

    怎么计算新坐标?具体就是如下代码:

    this.curTime += this.timeFreshTime;
    let currentX = Easing.Linear(this.curTime, this.movePath.startPoint.x, this.movePath.endPoint.x - this.movePath.startPoint.x, this.movePath.duration);
    let currentY = Easing.Linear(this.curTime, this.movePath.startPoint.y, this.movePath.endPoint.y - this.movePath.startPoint.y, this.movePath.duration);

    利用当前时间,起点,终点。我们借助时间曲线easing库,里面的计算专为动画设计,还有我之前介绍过一个运算库《Tween算法及缓动效果》都是一样的。

    代码参考如下:

      1 export class Easing {
      2     // t: current time(当前时间),
      3     // b: beginning value(初始值),
      4     // c: chang in value (变化量),
      5     // d: duration(持续时间)
      6     static Linear = function (t, b, c, d) { return c * t / d + b; };
      7     static Quad = {
      8         easeIn: function (t, b, c, d) {
      9             return c * (t /= d) * t + b;
     10         },
     11         easeOut: function (t, b, c, d) {
     12             return -c * (t /= d) * (t - 2) + b;
     13         },
     14         easeInOut: function (t, b, c, d) {
     15             if ((t /= d / 2) < 1) return c / 2 * t * t + b;
     16             return -c / 2 * ((--t) * (t - 2) - 1) + b;
     17         }
     18     };
     19     static Cubic = {
     20         easeIn: function (t, b, c, d) {
     21             return c * (t /= d) * t * t + b;
     22         },
     23         easeOut: function (t, b, c, d) {
     24             return c * ((t = t / d - 1) * t * t + 1) + b;
     25         },
     26         easeInOut: function (t, b, c, d) {
     27             if ((t /= d / 2) < 1) return c / 2 * t * t * t + b;
     28             return c / 2 * ((t -= 2) * t * t + 2) + b;
     29         }
     30     };
     31     static Quart = {
     32         easeIn: function (t, b, c, d) {
     33             return c * (t /= d) * t * t * t + b;
     34         },
     35         easeOut: function (t, b, c, d) {
     36             return -c * ((t = t / d - 1) * t * t * t - 1) + b;
     37         },
     38         easeInOut: function (t, b, c, d) {
     39             if ((t /= d / 2) < 1) return c / 2 * t * t * t * t + b;
     40             return -c / 2 * ((t -= 2) * t * t * t - 2) + b;
     41         }
     42     };
     43     static Quint = {
     44         easeIn: function (t, b, c, d) {
     45             return c * (t /= d) * t * t * t * t + b;
     46         },
     47         easeOut: function (t, b, c, d) {
     48             return c * ((t = t / d - 1) * t * t * t * t + 1) + b;
     49         },
     50         easeInOut: function (t, b, c, d) {
     51             if ((t /= d / 2) < 1) return c / 2 * t * t * t * t * t + b;
     52             return c / 2 * ((t -= 2) * t * t * t * t + 2) + b;
     53         }
     54     };
     55     static Sine = {
     56         easeIn: function (t, b, c, d) {
     57             return -c * Math.cos(t / d * (Math.PI / 2)) + c + b;
     58         },
     59         easeOut: function (t, b, c, d) {
     60             return c * Math.sin(t / d * (Math.PI / 2)) + b;
     61         },
     62         easeInOut: function (t, b, c, d) {
     63             return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b;
     64         }
     65     };
     66     static Expo = {
     67         easeIn: function (t, b, c, d) {
     68             return (t == 0) ? b : c * Math.pow(2, 10 * (t / d - 1)) + b;
     69         },
     70         easeOut: function (t, b, c, d) {
     71             return (t == d) ? b + c : c * (-Math.pow(2, -10 * t / d) + 1) + b;
     72         },
     73         easeInOut: function (t, b, c, d) {
     74             if (t == 0) return b;
     75             if (t == d) return b + c;
     76             if ((t /= d / 2) < 1) return c / 2 * Math.pow(2, 10 * (t - 1)) + b;
     77             return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b;
     78         }
     79     };
     80     static Circ = {
     81         easeIn: function (t, b, c, d) {
     82             return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b;
     83         },
     84         easeOut: function (t, b, c, d) {
     85             return c * Math.sqrt(1 - (t = t / d - 1) * t) + b;
     86         },
     87         easeInOut: function (t, b, c, d) {
     88             if ((t /= d / 2) < 1) return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b;
     89             return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b;
     90         }
     91     };
     92     static Elastic = {
     93         easeIn: function (t, b, c, d, a, p) {
     94             var s;
     95             if (t == 0) return b;
     96             if ((t /= d) == 1) return b + c;
     97             if (typeof p == "undefined") p = d * .3;
     98             if (!a || a < Math.abs(c)) {
     99                 s = p / 4;
    100                 a = c;
    101             } else {
    102                 s = p / (2 * Math.PI) * Math.asin(c / a);
    103             }
    104             return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;
    105         },
    106         easeOut: function (t, b, c, d, a, p) {
    107             var s;
    108             if (t == 0) return b;
    109             if ((t /= d) == 1) return b + c;
    110             if (typeof p == "undefined") p = d * .3;
    111             if (!a || a < Math.abs(c)) {
    112                 a = c;
    113                 s = p / 4;
    114             } else {
    115                 s = p / (2 * Math.PI) * Math.asin(c / a);
    116             }
    117             return (a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b);
    118         },
    119         easeInOut: function (t, b, c, d, a, p) {
    120             var s;
    121             if (t == 0) return b;
    122             if ((t /= d / 2) == 2) return b + c;
    123             if (typeof p == "undefined") p = d * (.3 * 1.5);
    124             if (!a || a < Math.abs(c)) {
    125                 a = c;
    126                 s = p / 4;
    127             } else {
    128                 s = p / (2 * Math.PI) * Math.asin(c / a);
    129             }
    130             if (t < 1) return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b;
    131             return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b;
    132         }
    133     };
    134     static Back = {
    135         easeIn: function (t, b, c, d, s) {
    136             if (typeof s == "undefined") s = 1.70158;
    137             return c * (t /= d) * t * ((s + 1) * t - s) + b;
    138         },
    139         easeOut: function (t, b, c, d, s) {
    140             if (typeof s == "undefined") s = 1.70158;
    141             return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b;
    142         },
    143         easeInOut: function (t, b, c, d, s) {
    144             if (typeof s == "undefined") s = 1.70158;
    145             if ((t /= d / 2) < 1) return c / 2 * (t * t * (((s *= (1.525)) + 1) * t - s)) + b;
    146             return c / 2 * ((t -= 2) * t * (((s *= (1.525)) + 1) * t + s) + 2) + b;
    147         }
    148     };
    149     static Bounce = {
    150         easeIn: function (t, b, c, d) {
    151             return c - Easing.Bounce.easeOut(d - t, 0, c, d) + b;
    152         },
    153         easeOut: function (t, b, c, d) {
    154             if ((t /= d) < (1 / 2.75)) {
    155                 return c * (7.5625 * t * t) + b;
    156             } else if (t < (2 / 2.75)) {
    157                 return c * (7.5625 * (t -= (1.5 / 2.75)) * t + .75) + b;
    158             } else if (t < (2.5 / 2.75)) {
    159                 return c * (7.5625 * (t -= (2.25 / 2.75)) * t + .9375) + b;
    160             } else {
    161                 return c * (7.5625 * (t -= (2.625 / 2.75)) * t + .984375) + b;
    162             }
    163         },
    164         easeInOut: function (t, b, c, d) {
    165             if (t < d / 2) {
    166                 return Easing.Bounce.easeIn(t * 2, 0, c, d) * .5 + b;
    167             } else {
    168                 return Easing.Bounce.easeOut(t * 2 - d, 0, c, d) * .5 + c * .5 + b;
    169             }
    170         }
    171     }
    172 }
    Easing

    3)当前坐标点已计算更新,此时在新位置处绘制白色点,我们的事件循序间隔设置的50ms,所有能够产生平滑移动的效果。

    4)实际需要几个移动的白点,那就需要定义几个path。如上gif图中我们有两个path,这两个path初始化的时间是错开的,所有才产生非同步移动的效果。

    5)当一个path走完,再让其从头走(path的第一个startPoint endPoint),这样不断地循环下去。

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  • 原文地址:https://www.cnblogs.com/fangsmile/p/14751959.html
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