タングラム パターンとパーティクル クロック エフェクトをキャンバスに実装するにはどうすればよいですか?次の記事で紹介します。一定の参考値があるので、困っている友達が参考になれば幸いです。
#canvas はタングラムを実装します
<canvas id="canvas" width="800" height="800"></canvas> <script> var rangram = [ { p: [{ x: 0, y: 0 }, { x: 800, y: 0 }, { x: 400, y: 400 }], color: "#caff67" }, { p: [{ x: 0, y: 0 }, { x: 400, y: 400 }, { x: 0, y: 800 }], color: "#67becf" }, { p: [{ x: 800, y: 0 }, { x: 800, y: 400 }, { x: 600, y: 600 }, { x: 600, y: 200 }], color: "#ef3d61" }, { p: [{ x: 600, y: 200 }, { x: 600, y: 600 }, { x: 400, y: 400 }], color: "#f9f51a" }, { p: [{ x: 400, y: 400 }, { x: 600, y: 600 }, { x: 400, y: 800 }, { x: 200, y: 600 }], color: "#a594c0" }, { p: [{ x: 200, y: 600 }, { x: 400, y: 800 }, { x: 0, y: 800 }], color: "#fa8ecc" }, { p: [{ x: 800, y: 400 }, { x: 800, y: 800 }, { x: 400, y: 800 }], color: "#f6ca29" }, ] var canvas = document.getElementById('canvas'); if (canvas.getContext) { var context = canvas.getContext("2d"); for(var i = 0; i < rangram.length; i++){ draw(rangram[i],context); } } function draw(seat,context){ context.beginPath(); var pointArr = seat.p; context.moveTo(pointArr[0].x, pointArr[0].y); for(var i = 1; i < pointArr.length; i++){ context.lineTo(pointArr[i].x, pointArr[i].y); } context.closePath(); context.fillStyle=seat.color; context.fill(); context.lineWidth=3; context.stroke(); context.shadowColor='#ddd'; context.shadowBlur=30; }
#canvas はパーティクル クロックを実装します
<canvas id="canvas"></canvas> <script src="./digit.js"></script> <script> var SCREEN_WIDTH = document.body.clientWidth; var SCREEN_HEIGHT = document.body.clientHeight; var currentTime = null; var MARGIN_LEFT = Math.round(SCREEN_WIDTH / 10); var MARGIN_TOP = Math.round(SCREEN_HEIGHT / 10); var RADIUS = Math.round(SCREEN_WIDTH * 4 / 5 / 108) - 1; var timerArr = []; var balls = []; const colors = ["#33B5E5", "#0099CC", "#AA66CC", "#9933CC", "#99CC00", "#669900", "#FFBB33", "#FF8800", "#FF4444", "#CC0000"] window.onload = function () { var canvas = document.getElementById('canvas'); var context = canvas.getContext("2d"); canvas.width = SCREEN_WIDTH; canvas.height = SCREEN_HEIGHT; if (canvas.getContext) { var context = canvas.getContext('2d'); setInterval(function () { upData(); rander(context); }, 50); } } function upData() { currentTime = new Date(); var curHours = currentTime.getHours(); var curMinutes = currentTime.getMinutes(); var curSeconds = currentTime.getSeconds(); var HoursOne = parseInt(curHours / 10); var HoursTwo = parseInt(curHours % 10); var MinutesOne = parseInt(curMinutes / 10); var MinutesTwo = parseInt(curMinutes % 10); var SecondsOne = parseInt(curSeconds / 10); var SecondsTwo = parseInt(curSeconds % 10); if (HoursOne != timerArr[0]) { addBalls(MARGIN_LEFT + 0, MARGIN_TOP, HoursOne); } if (HoursTwo != timerArr[1]) { addBalls(MARGIN_LEFT + 15 * (RADIUS + 1), MARGIN_TOP, HoursTwo); } if (MinutesOne != timerArr[2]) { addBalls(MARGIN_LEFT + 39 * (RADIUS + 1), MARGIN_TOP, MinutesOne); } if (MinutesTwo != timerArr[3]) { addBalls(MARGIN_LEFT + 54 * (RADIUS + 1), MARGIN_TOP, MinutesTwo); } if (SecondsOne != timerArr[4]) { addBalls(MARGIN_LEFT + 78 * (RADIUS + 1), MARGIN_TOP, SecondsOne); } if (SecondsTwo != timerArr[5]) { addBalls(MARGIN_LEFT + 93 * (RADIUS + 1), MARGIN_TOP, SecondsTwo); } timerArr = [HoursOne, HoursTwo, MinutesOne, MinutesTwo, SecondsOne, SecondsTwo]; updataBall(); } function updataBall() { for (var i = 0; i < balls.length; i++) { balls[i].x = balls[i].x + balls[i].vx; balls[i].vy = balls[i].vy + balls[i].g; balls[i].y = balls[i].y + balls[i].vy; if (balls[i].y + RADIUS > SCREEN_HEIGHT) { balls[i].y = SCREEN_HEIGHT - RADIUS; balls[i].vy = - balls[i].vy * 0.8; } } var t = 0; for (var i = 0; i < balls.length; i++) { if (balls[i].x + RADIUS > 0 && balls[i].x - RADIUS < SCREEN_WIDTH) { balls[t++] = balls[i]; } } while(balls.length > t){ balls.pop(); } } function addBalls(x, y, number) { for (var i = 0; i < digit[number].length; i++) for (var j = 0; j < digit[number][i].length; j++) if (digit[number][i][j] == 1) { var obj = { x: x + j * 2 * (RADIUS + 1) + (RADIUS + 1), y: y + i * 2 * (RADIUS + 1) + (RADIUS + 1), g: 1.5 + Math.random(), vx: Math.pow(-1, Math.ceil(Math.random() * 100)) * 4, vy: -5, color: colors[Math.floor(Math.random() * colors.length)] } balls.push(obj); } } function rander(context) { context.clearRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); var hours = currentTime.getHours(); var minutes = currentTime.getMinutes(); var seconds = currentTime.getSeconds(); renderDigit(MARGIN_LEFT, MARGIN_TOP, parseInt(hours / 10), context) renderDigit(MARGIN_LEFT + 15 * (RADIUS + 1), MARGIN_TOP, parseInt(hours % 10), context) renderDigit(MARGIN_LEFT + 30 * (RADIUS + 1), MARGIN_TOP, 10, context) renderDigit(MARGIN_LEFT + 39 * (RADIUS + 1), MARGIN_TOP, parseInt(minutes / 10), context); renderDigit(MARGIN_LEFT + 54 * (RADIUS + 1), MARGIN_TOP, parseInt(minutes % 10), context); renderDigit(MARGIN_LEFT + 69 * (RADIUS + 1), MARGIN_TOP, 10, context); renderDigit(MARGIN_LEFT + 78 * (RADIUS + 1), MARGIN_TOP, parseInt(seconds / 10), context); renderDigit(MARGIN_LEFT + 93 * (RADIUS + 1), MARGIN_TOP, parseInt(seconds % 10), context); randerBall(context); } function randerBall(context) { for (var i = 0; i < balls.length; i++) { context.fillStyle = balls[i].color; context.beginPath(); context.arc(balls[i].x, balls[i].y, RADIUS, 0, Math.PI * 2, 0); context.closePath(); context.fill(); } } function renderDigit(x, y, number, context) { context.fillStyle = 'rgb(0,102,153)'; for (var i = 0; i < digit[number].length; i++) for (var j = 0; j < digit[number][i].length; j++) if (digit[number][i][j] == 1) { context.beginPath(); context.arc(x + j * 2 * (RADIUS + 1) + (RADIUS + 1), y + i * 2 * (RADIUS + 1) + (RADIUS + 1), RADIUS, 0, 2 * Math.PI) context.closePath(); context.fill() } } </script>
#
digit = [ [ [0,0,1,1,1,0,0], [0,1,1,0,1,1,0], [1,1,0,0,0,1,1], [1,1,0,0,0,1,1], [1,1,0,0,0,1,1], [1,1,0,0,0,1,1], [1,1,0,0,0,1,1], [1,1,0,0,0,1,1], [0,1,1,0,1,1,0], [0,0,1,1,1,0,0] ],//0 [ [0,0,0,1,1,0,0], [0,1,1,1,1,0,0], [0,0,0,1,1,0,0], [0,0,0,1,1,0,0], [0,0,0,1,1,0,0], [0,0,0,1,1,0,0], [0,0,0,1,1,0,0], [0,0,0,1,1,0,0], [0,0,0,1,1,0,0], [1,1,1,1,1,1,1] ],//1 ......
列で入手できます。 !
以上がタングラムパターンとパーティクルクロックエフェクトをキャンバスに実装するにはどうすればよいですか? (コード例)の詳細内容です。詳細については、PHP 中国語 Web サイトの他の関連記事を参照してください。