JS实现基于Sketch.js模拟成群游动的蝌蚪运动动画效果【附demo源码下载】
本文实例讲述了JS实现基于Sketch.js模拟成群游动的蝌蚪运动动画效果。分享给大家供大家参考,具体如下:
基于Sketch.js,实现了物体触碰检测(蝌蚪会遇到障碍物以及聪明的躲避鼠标的点击),随机运动,聚集算法等。
已经具备了游戏的基本要素,扩展一下可以变成一个不错的 HTML5 游戏。
演示效果如下:

完整代码如下:
<!DOCTYPE html>
<html class=" -webkit- js flexbox canvas canvastext webgl no-touch geolocation postmessage websqldatabase indexeddb hashchange history draganddrop websockets rgba hsla multiplebgs backgroundsize borderimage borderradius boxshadow textshadow opacity cssanimations csscolumns cssgradients cssreflections csstransforms csstransforms3d csstransitions fontface generatedcontent video audio localstorage sessionstorage webworkers applicationcache svg inlinesvg smil svgclippaths">
<head>
<meta charset="UTF-8">
<title>HTML5 Preview Panel</title>
<script src="prefixfree.min.js"></script>
<script src="modernizr.js"></script>
<style>
body {
background-color: #222;
}
</style>
</head>
<body>
<script src="sketch.min.js"></script>
<div id="container">
<canvas class="sketch" id="sketch-0" height="208" width="607"></canvas>
</div>
<script>
var calculateDistance = function(object1, object2) {
x = Math.abs(object1.x - object2.x);
y = Math.abs(object1.y - object2.y);
return Math.sqrt((x * x) + (y * y));
};
var calcMagnitude = function(x, y) {
return Math.sqrt((x * x) + (y * y));
};
var calcVectorAdd = function(v1, v2) {
return {
x: v1.x + v2.x,
y: v1.y + v2.y
};
};
var random = function(min, max) {
return min + Math.random() * (max - min);
};
var getRandomItem = function(list, weight) {
var total_weight = weight.reduce(function(prev, cur, i, arr) {
return prev + cur;
});
var random_num = random(0, total_weight);
var weight_sum = 0;
//console.log(random_num)
for (var i = 0; i < list.length; i++) {
weight_sum += weight[i];
weight_sum = +weight_sum.toFixed(2);
if (random_num <= weight_sum) {
return list[i];
}
}
// end of function
};
/***********************
BOID
***********************/
function Boid(x, y) {
this.init(x, y);
}
Boid.prototype = {
init: function(x, y) {
//body
this.type = "boid";
this.alive = true;
this.health = 1;
this.maturity = 4;
this.speed = 6;
this.size = 5;
this.hungerLimit = 12000;
this.hunger = 0;
this.isFull = false;
this.digestTime = 400;
this.color = 'rgb(' + ~~random(0, 100) + ',' + ~~random(50, 220) + ',' + ~~random(50, 220) + ')';
//brains
this.eyesight = 100; //range for object dectection
this.personalSpace = 20; //distance to avoid safe objects
this.flightDistance = 60; //distance to avoid scary objects
this.flockDistance = 100; //factor that determines how attracted the boid is to the center of the flock
this.matchVelFactor = 6; //factor that determines how much the flock velocity affects the boid. less = more matching
this.x = x || 0.0;
this.y = y || 0.0;
this.v = {
x: random(-1, 1),
y: random(-1, 1),
mag: 0
};
this.unitV = {
x: 0,
y: 0,
};
this.v.mag = calcMagnitude(this.v.x, this.v.y);
this.unitV.x = (this.v.x / this.v.mag);
this.unitV.y = (this.v.y / this.v.mag);
},
wallAvoid: function(ctx) {
var wallPad = 10;
if (this.x < wallPad) {
this.v.x = this.speed;
} else if (this.x > ctx.width - wallPad) {
this.v.x = -this.speed;
}
if (this.y < wallPad) {
this.v.y = this.speed;
} else if (this.y > ctx.height - wallPad) {
this.v.y = -this.speed;
}
},
ai: function(boids, index, ctx) {
percievedCenter = {
x: 0,
y: 0,
count: 0
};
percievedVelocity = {
x: 0,
y: 0,
count: 0
};
mousePredator = {
x: ((typeof ctx.touches[0] === "undefined") ? 0 : ctx.touches[0].x),
y: ((typeof ctx.touches[0] === "undefined") ? 0 : ctx.touches[0].y)
};
for (var i = 0; i < boids.length; i++) {
if (i != index) {
dist = calculateDistance(this, boids[i]);
//Find all other boids close to it
if (dist < this.eyesight) {
//if the same species then flock
if (boids[i].type == this.type) {
//Alignment
percievedCenter.x += boids[i].x;
percievedCenter.y += boids[i].y;
percievedCenter.count++;
//Cohesion
percievedVelocity.x += boids[i].v.x;
percievedVelocity.y += boids[i].v.y;
percievedVelocity.count++;
//Separation
if (dist < this.personalSpace + this.size + this.health) {
this.avoidOrAttract("avoid", boids[i]);
}
} else {
//if other species fight or flight
if (dist < this.size + this.health + boids[i].size + boids[i].health) {
this.eat(boids[i]);
} else {
this.handleOther(boids[i]);
}
}
} //if close enough
} //dont check itself
} //Loop through boids
//Get the average for all near boids
if (percievedCenter.count > 0) {
percievedCenter.x = ((percievedCenter.x / percievedCenter.count) - this.x) / this.flockDistance;
percievedCenter.y = ((percievedCenter.y / percievedCenter.count) - this.y) / this.flockDistance;
this.v = calcVectorAdd(this.v, percievedCenter);
}
if (percievedVelocity.count > 0) {
percievedVelocity.x = ((percievedVelocity.x / percievedVelocity.count) - this.v.x) / this.matchVelFactor;
percievedVelocity.y = ((percievedVelocity.y / percievedVelocity.count) - this.v.y) / this.matchVelFactor;
this.v = calcVectorAdd(this.v, percievedVelocity);
}
//Avoid Mouse
if (calculateDistance(mousePredator, this) < this.eyesight) {
var mouseModifier = 20;
this.avoidOrAttract("avoid", mousePredator, mouseModifier);
}
this.wallAvoid(ctx);
this.limitVelocity();
},
setUnitVector: function() {
var magnitude = calcMagnitude(this.v.x, this.v.y);
this.v.x = this.v.x / magnitude;
this.v.y = this.v.y / magnitude;
},
limitVelocity: function() {
this.v.mag = calcMagnitude(this.v.x, this.v.y);
this.unitV.x = (this.v.x / this.v.mag);
this.unitV.y = (this.v.y / this.v.mag);
if (this.v.mag > this.speed) {
this.v.x = this.unitV.x * this.speed;
this.v.y = this.unitV.y * this.speed;
}
},
avoidOrAttract: function(action, other, modifier) {
var newVector = {
x: 0,
y: 0
};
var direction = ((action === "avoid") ? -1 : 1);
var vModifier = modifier || 1;
newVector.x += ((other.x - this.x) * vModifier) * direction;
newVector.y += ((other.y - this.y) * vModifier) * direction;
this.v = calcVectorAdd(this.v, newVector);
},
move: function() {
this.x += this.v.x;
this.y += this.v.y;
if (this.v.mag > this.speed) {
this.hunger += this.speed;
} else {
this.hunger += this.v.mag;
}
},
eat: function(other) {
if (!this.isFull) {
if (other.type === "plant") {
other.health--;
this.health++;
this.isFull = true;
this.hunger = 0;
}
}
},
handleOther: function(other) {
if (other.type === "predator") {
this.avoidOrAttract("avoid", other);
}
},
metabolism: function() {
if (this.hunger >= this.hungerLimit) {
this.health--;
this.hunger = 0;
}
if (this.hunger >= this.digestTime) {
this.isFull = false;
}
if (this.health <= 0) {
this.alive = false;
}
},
mitosis: function(boids) {
if (this.health >= this.maturity) {
//reset old boid
this.health = 1;
birthedBoid = new Boid(
this.x + random(-this.personalSpace, this.personalSpace),
this.y + random(-this.personalSpace, this.personalSpace)
);
birthedBoid.color = this.color;
boids.push(birthedBoid);
}
},
draw: function(ctx) {
drawSize = this.size + this.health;
ctx.beginPath();
ctx.moveTo(this.x + (this.unitV.x * drawSize), this.y + (this.unitV.y * drawSize));
ctx.lineTo(this.x + (this.unitV.y * drawSize), this.y - (this.unitV.x * drawSize));
ctx.lineTo(this.x - (this.unitV.x * drawSize * 2), this.y - (this.unitV.y * drawSize * 2));
ctx.lineTo(this.x - (this.unitV.y * drawSize), this.y + (this.unitV.x * drawSize));
ctx.lineTo(this.x + (this.unitV.x * drawSize), this.y + (this.unitV.y * drawSize));
ctx.fillStyle = this.color;
ctx.shadowBlur = 20;
ctx.shadowColor = this.color;
ctx.fill();
}
};
Predator.prototype = new Boid();
Predator.prototype.constructor = Predator;
Predator.constructor = Boid.prototype.constructor;
function Predator(x, y) {
this.init(x, y);
this.type = "predator";
//body
this.maturity = 6;
this.speed = 6;
this.hungerLimit = 25000;
this.color = 'rgb(' + ~~random(100, 250) + ',' + ~~random(10, 30) + ',' + ~~random(10, 30) + ')';
//brains
this.eyesight = 150;
this.flockDistance = 300;
}
Predator.prototype.eat = function(other) {
if (!this.isFull) {
if (other.type === "boid") {
other.health--;
this.health++;
this.isFull = true;
this.hunger = 0;
}
}
};
Predator.prototype.handleOther = function(other) {
if (other.type === "boid") {
if (!this.isFull) {
this.avoidOrAttract("attract", other);
}
}
};
Predator.prototype.mitosis = function(boids) {
if (this.health >= this.maturity) {
//reset old boid
this.health = 1;
birthedBoid = new Predator(
this.x + random(-this.personalSpace, this.personalSpace),
this.y + random(-this.personalSpace, this.personalSpace)
);
birthedBoid.color = this.color;
boids.push(birthedBoid);
}
};
Plant.prototype = new Boid();
Plant.prototype.constructor = Plant;
Plant.constructor = Boid.prototype.constructor;
function Plant(x, y) {
this.init(x, y);
this.type = "plant";
//body
this.speed = 0;
this.size = 10;
this.health = ~~random(1, 10);
this.color = 'rgb(' + ~~random(130, 210) + ',' + ~~random(40, 140) + ',' + ~~random(160, 220) + ')';
//brains
this.eyesight = 0;
this.flockDistance = 0;
this.eyesight = 0; //range for object dectection
this.personalSpace = 100; //distance to avoid safe objects
this.flightDistance = 0; //distance to avoid scary objects
this.flockDistance = 0; //factor that determines how attracted the boid is to the center of the flock
this.matchVelFactor = 0; //factor that determines how much the flock velocity affects the boid
}
Plant.prototype.ai = function(boids, index, ctx) {};
Plant.prototype.move = function() {};
Plant.prototype.mitosis = function(boids) {
var growProbability = 1,
maxPlants = 40,
plantCount = 0;
for (m = boids.length - 1; m >= 0; m--) {
if (boids[m].type === "plant") {
plantCount++;
}
}
if (plantCount <= maxPlants) {
if (random(0, 100) <= growProbability) {
birthedBoid = new Plant(
this.x + random(-this.personalSpace, this.personalSpace),
this.y + random(-this.personalSpace, this.personalSpace)
);
birthedBoid.color = this.color;
boids.push(birthedBoid);
}
}
};
Plant.prototype.draw = function(ctx) {
var drawSize = this.size + this.health;
ctx.fillStyle = this.color;
ctx.shadowBlur = 40;
ctx.shadowColor = this.color;
ctx.fillRect(this.x - drawSize, this.y + drawSize, drawSize, drawSize);
};
/***********************
SIM
***********************/
var boids = [];
var sim = Sketch.create({
container: document.getElementById('container')
});
sim.setup = function() {
for (i = 0; i < 50; i++) {
x = random(0, sim.width);
y = random(0, sim.height);
sim.spawn(x, y);
}
};
sim.spawn = function(x, y) {
var predatorProbability = 0.1,
plantProbability = 0.3;
switch (getRandomItem(['boid', 'predator', 'plant'], [1 - predatorProbability - plantProbability, predatorProbability, plantProbability])) {
case 'predator':
boid = new Predator(x, y);
break;
case 'plant':
boid = new Plant(x, y);
break;
default:
boid = new Boid(x, y);
break;
}
boids.push(boid);
};
sim.update = function() {
for (i = boids.length - 1; i >= 0; i--) {
if (boids[i].alive) {
boids[i].ai(boids, i, sim);
boids[i].move();
boids[i].metabolism();
boids[i].mitosis(boids);
} else {
//remove dead boid
boids.splice(i, 1);
}
}
};
sim.draw = function() {
sim.globalCompositeOperation = 'lighter';
for (i = boids.length - 1; i >= 0; i--) {
boids[i].draw(sim);
}
sim.fillText(boids.length, 20, 20);
};
</script>
</body>
</html>
附:完整实例代码点击此处本站下载。
更多关于JavaScript相关内容感兴趣的读者可查看本站专题:《JavaScript动画特效与技巧汇总》、《JavaScript图形绘制技巧总结》、《JavaScript切换特效与技巧总结》、《JavaScript错误与调试技巧总结》、《JavaScript数据结构与算法技巧总结》及《JavaScript数学运算用法总结》
希望本文所述对大家JavaScript程序设计有所帮助。
相关文章
微信小程序web-view环境下H5跳转小程序页面方法实例代码
微信小程序是一种全新的连接用户与服务的方式,它可以在微信内被便捷地获取和传播,同时具有出色的使用体验,下面这篇文章主要给大家介绍了关于微信小程序web-view环境下H5跳转小程序页面方法的相关资料,需要的朋友可以参考下2022-08-08
JavaScript实现QueryString获取GET参数的方法
本文为大家详细介绍下如何通过JavaScript实现QueryString获取GET参数,具体实现如下,感兴趣的朋友可以参考下哈,希望对大家有所帮助2013-07-07
javascript下用ActiveXObject控件替换word书签,将内容导出到word后打印
由于时间比较紧,没多的时候去学习研究上述工具包,现在用javascript操作ActiveXObject控件,用替换word模板中的书签方式解决。2008-06-06


最新评论