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用canvas實(shí)現(xiàn)水流和水池動(dòng)畫的案例

發(fā)布時(shí)間:2020-10-24 17:15:31 來源:億速云 閱讀:939 作者:小新 欄目:web開發(fā)

用canvas實(shí)現(xiàn)水流和水池動(dòng)畫的案例?這個(gè)問題可能是我們?nèi)粘W(xué)習(xí)或工作經(jīng)常見到的。希望通過這個(gè)問題能讓你收獲頗深。下面是小編給大家?guī)淼膮⒖純?nèi)容,讓我們一起來看看吧!

利用Html 5的canvas標(biāo)簽繪制水流和水池動(dòng)畫

在利用HTML 5的canvas進(jìn)行動(dòng)畫繪制之前,首先先介紹一下基本知識(shí),包括canvas(如果對(duì)canvas比較熟悉的可以直接跳過該節(jié))、oCanvas框架、精靈動(dòng)畫。在了解了以上的基本知識(shí)后,就可以開始利用canvas做動(dòng)畫了。

canvas框架oCanvas簡(jiǎn)介

canvas標(biāo)簽功能非常強(qiáng)大,既可以處理圖片,又可以進(jìn)行像素級(jí)的處理,完全可以取代瀏覽器端的flash,但是由于canvas發(fā)展還未完善,API還不是太全,元素的事件處理功能等還沒有提供接口,在實(shí)現(xiàn)一些復(fù)雜功能時(shí),尚需耗費(fèi)許多精力,于是出現(xiàn)了許多第三方的基于canvas 的框架,這些框架相比于原生的canvas標(biāo)簽,有了更多簡(jiǎn)單易用的API,大大提高了我們編碼的效率,在這里我選用的是oCanvas框架,相關(guān)的使用文檔和demo都可以去上面的鏈接中查看。

精靈動(dòng)畫簡(jiǎn)介

精靈動(dòng)畫一般由一組自定義的屬性值和3個(gè)子函數(shù)組成(init、advance、draw)。
三個(gè)函數(shù)的作用分別如下:
init:初始化精靈動(dòng)畫的屬性值
advance:再畫下一幀之前首先更新下一幀的狀態(tài)值
draw:將advance函數(shù)中更新的狀態(tài)值繪制到畫布中
以上三個(gè)函數(shù)的執(zhí)行順序是:init->advance->draw->advance->draw->…..一直循環(huán)下去。下面我以一個(gè)隨機(jī)產(chǎn)生上升氣泡的例子說明一下上面的執(zhí)行過程。

var constructor_bubble = function (settings, core) {

    return oCanvas.extend({
        core: core,
        shapeType: "rectangular",//下面定義了上面我們提到的三個(gè)函數(shù):init(),advance(),draw()//在init中,我們map對(duì)象組、一個(gè)空的數(shù)組和一個(gè)代表高度的屬性值
        init: function () {
            this.map=[
                {r:2,speed:3},
                {r:3,speed:3},
                {r:4,speed:3},
                {r:5,speed:3},
                {r:6,speed:3},
                {r:7,speed:3},
                {r:8,speed:3},
                {r:9,speed:3},
                {r:10,speed:3}
            ];                this.points=[];                this.height=this.container.height_now;

        },//下面是advance函數(shù),在函數(shù)中我們利用if邏輯判斷是否添加新的氣泡以及進(jìn)行氣泡的位置更新,points數(shù)組利用隊(duì)列的先進(jìn)先出來存儲(chǔ)氣泡的 
        advance: function () {
            this.height=this.container.height_now;                if(Math.random()>0.95){                    var new_point={
                        x:this.start.x+this.offset*2*(Math.random()-0.5),
                        y:this.start.y-this.map[0].r,
                        r:this.map[0].r
                    };                    this.points.push(new_point);

                }            if(this.points.length>0){                for(var i=0;i<this.points.length;i++){                    this.points[i].x+=this.offset*2*(Math.random()-0.5);                    this.points[i].y-=3;                    if(this.start.y-this.points[i].y>this.height-this.points[i].r-33){                        this.points.shift();
                    }
                }
            }
        },//draw函數(shù)中,利用canvas的圓弧繪制指令,將points數(shù)組中存儲(chǔ)的氣泡依次畫出        
        draw: function () {
            var canvas = this.core.canvas;

            canvas.lineJoin = 'round';
            canvas.lineWidth = this.GDwidth;
            canvas.strokeStyle = "#fff";            if(this.points.length>0){                for(var i=0;i<this.points.length;i++){
                    canvas.beginPath();
                    canvas.arc(this.points[i].x,this.points[i].y,5,0,2*Math.PI);
                    canvas.stroke();
                    canvas.closePath();
                }

            }

        }
    }, settings);
};
oCanvas.registerDisplayObject("bubble", constructor_bubble, "init");//下面是在應(yīng)用中定義和添加上面定義的精靈動(dòng)畫,其中:start數(shù)組代表了氣泡的產(chǎn)生點(diǎn),container代表了氣泡的存在區(qū)域var pp1=canvas.display.bubble({
     start:{x:425,y:566},
     container:SC02,
     width:50,
     offset:1,
     speed:5
 }).add();

水流和水池動(dòng)畫實(shí)現(xiàn)

下面詳細(xì)介紹一下,項(xiàng)目中如何實(shí)現(xiàn)水流動(dòng)畫和水池動(dòng)畫的詳細(xì)步驟:

水池動(dòng)畫的繪制

var constructor_show = function (settings, core) {
    return oCanvas.extend({
        core: core,
        shapeType: "rectangular",//上面四行都是oCanvas框架的結(jié)構(gòu)語(yǔ)法/*下面init()、advance()、draw()分別是上節(jié)中說的動(dòng)畫精靈三元素,第一個(gè)用來初始化,第二個(gè)用來
更新操作,第三個(gè)用來繪制圖像/動(dòng)畫在管道對(duì)象中,定義了一些屬性,包括:x、y、height、width、start、
height_now、full、speed、fill、trail_flag、[trail]。其中x、y分別代表水池參考點(diǎn)相對(duì)畫布左
上角的位置,height、width是水池的寬高屬性,start表征了動(dòng)畫是否開始,height_now代表了水池中水
位的高度,full表征了水池是否填滿,speed水池上漲的速度,fill水的顏色,trail_flag表征了該水池
是否是一個(gè)標(biāo)準(zhǔn)的矩形,如果不是的話,配合trail屬性,指定水池的輪廓*/
       init: function () {     
       //默認(rèn)動(dòng)畫關(guān)閉,水池full為0,當(dāng)前高度為0
            this.start=0;            this.full=0;            this.height_now=0;
        },
        advance: function () {
        //如果水池未滿并且是開啟狀態(tài),水位未滿就更新當(dāng)前高度,否則將full置為1
           if(this.start==1&&this.full!=1){               if (this.height_now < this.Height) {                   this.height_now += this.speed;
               }               else {                   this.full = 1;
               }
           }
        },
        draw: function () {
            var canvas = this.core.canvas,            //先獲得水池的位置
                origin = this.getOrigin(),
                x = this.abs_x - origin.x,
                y = this.abs_y - origin.y;            //開始繪制
            canvas.beginPath();
            canvas.strokeStyle = "#000";            if (this.trail_flag == 1) {            //如果是不規(guī)則圖形,描出輪廓
                canvas.moveTo(this.trail[0].x_t, this.trail[0].y_t);                for (var i = 1; i < this.trail.length; i++) {
                    canvas.lineTo(this.trail[i].x_t, this.trail[i].y_t);
                }
                canvas.lineTo(this.trail[0].x_t, this.trail[0].y_t);
                canvas.clip();
            }            if (this.fill !== "") {            //設(shè)置顏色,繪制矩形水池
                canvas.fillStyle = this.fill;
                canvas.fillRect(x, y + this.Height - this.height_now, this.Width, this.height_now);
            }
            canvas.closePath();
        }
    }, settings);
};//將上面的動(dòng)畫精靈注冊(cè)進(jìn)oCanvas的display圖形庫(kù)中oCanvas.registerDisplayObject("SC_show", constructor_show, "init");

管道水流動(dòng)畫的繪制

在管道水流模型中,定義了以下的屬性:
destination: 當(dāng)前水流最前端的位置
cells: 管道路徑數(shù)組
deta: 方向斜邊長(zhǎng)
deta_x: 方向x邊長(zhǎng)
deta_y: 方向y邊長(zhǎng)
flag_x: 余弦值
flag_y:正弦值
cellIndex: 當(dāng)前繪制邊的index
Speed: 水流速度
GDwidth:水流寬度
LineHeight:水流長(zhǎng)度
x_now: 當(dāng)前繪制點(diǎn)x坐標(biāo)
y_now: 當(dāng)前繪制點(diǎn)y坐標(biāo)
firstX: 管道第一個(gè)點(diǎn)坐標(biāo)x
firstY: 管道第一個(gè)點(diǎn)坐標(biāo)y
beginHeight: 第一段水流的起點(diǎn)位置
endHeight: 上一段管道遺留未畫完的水線
legacyHeight: 最前端點(diǎn)在上一個(gè)管道留下的長(zhǎng)度
paused: 是否開始
fill:水流顏色
full:是否填滿

init函數(shù)
//init函數(shù)主要完成初始化工作init: function () {
            this.x_now = this.cells[0].x_cell;
            this.y_now = this.cells[0].y_cell;
            this.firstX = this.x_now;
            this.firstY = this.y_now;
            this.endHeight = 0;
            this.beginHeight = 0;
            this.paused=0;
            this.full=0;

            this.cellIndex = 0;
            this.destination.x_d = this.cells[0].x_cell;
            this.destination.y_d = this.cells[0].y_cell;

            this.legacyHeight = -1;
            this.LineHeight=10;
            this.Speed=2*this.LineHeight/20;
        }
advance函數(shù)
//advance函數(shù)主要實(shí)現(xiàn)每次動(dòng)畫的刷新步進(jìn)操作
 advance: function () {
            if(this.paused==1){
                if (this.cellIndex < this.cells.length - 1) {
                    this.deta_x = this.cells[this.cellIndex + 1].x_cell - this.cells[this.cellIndex].x_cell;
                    this.deta_y = this.cells[this.cellIndex + 1].y_cell - this.cells[this.cellIndex].y_cell;
                    this.deta = Math.sqrt(this.deta_x * this.deta_x + this.deta_y * this.deta_y);
                    this.flag_x = this.deta_x / this.deta;
                    this.flag_y = this.deta_y / this.deta;
                    if (this.legacyHeight >= 0) {
                        this.cellIndex++;
                        if (this.cellIndex < this.cells.length - 1) {
                            this.deta_x = this.cells[this.cellIndex + 1].x_cell - this.cells[this.cellIndex].x_cell;
                            this.deta_y = this.cells[this.cellIndex + 1].y_cell - this.cells[this.cellIndex].y_cell;
                            this.deta = Math.sqrt(this.deta_x * this.deta_x + this.deta_y * this.deta_y);
                            this.flag_x = this.deta_x / this.deta;
                            this.flag_y = this.deta_y / this.deta;
                            this.destination.x_d = this.cells[this.cellIndex].x_cell + this.flag_x * this.legacyHeight;
                            this.destination.y_d = this.cells[this.cellIndex].y_cell + this.flag_y * this.legacyHeight;
                            if (Math.abs(this.destination.x_d - this.cells[this.cellIndex + 1].x_cell) > this.Speed * Math.abs(this.flag_x) || Math.abs(this.destination.y_d - this.cells[this.cellIndex + 1].y_cell) > this.Speed * Math.abs(this.flag_y)) {
                                this.legacyHeight = -1;
                                this.destination.x_d += this.flag_x * this.Speed;
                                this.destination.y_d += this.flag_y * this.Speed;
                            }
                            else {
                                if (this.flag_x == 0) {
                                    this.legacyHeight = this.Speed - Math.abs(this.destination.y_d - this.cells[this.cellIndex + 1].y_cell) / Math.abs(this.flag_y);
                                }
                                else {
                                    this.legacyHeight = this.Speed - Math.abs(this.destination.x_d - this.cells[this.cellIndex + 1].x_cell) / Math.abs(this.flag_x);
                                }
                            }
                        }
                    }
                    else {
                        this.destination.x_d += this.flag_x * this.Speed;
                        this.destination.y_d += this.flag_y * this.Speed;
                        if (Math.abs(this.destination.x_d - this.cells[this.cellIndex + 1].x_cell) >= this.Speed * Math.abs(this.flag_x) && Math.abs(this.destination.y_d - this.cells[this.cellIndex + 1].y_cell) >= this.Speed * Math.abs(this.flag_y)) {
                            this.legacyHeight = -1;
                        }
                        else {
                            if (this.flag_x == 0) {
                                this.legacyHeight = this.Speed - Math.abs(this.destination.y_d - this.cells[this.cellIndex + 1].y_cell) / Math.abs(this.flag_y);
                            }
                            else {
                                this.legacyHeight = this.Speed - Math.abs(this.destination.x_d - this.cells[this.cellIndex + 1].x_cell) / Math.abs(this.flag_x);
                            }

                        }
                    }
                }else{
                    this.full=1;
                }
                this.deta_x = this.cells[1].x_cell - this.cells[0].x_cell;
                this.deta_y = this.cells[1].y_cell - this.cells[0].y_cell;
                this.deta = Math.sqrt(this.deta_x * this.deta_x + this.deta_y * this.deta_y);
                this.flag_x = this.deta_x / this.deta;
                this.flag_y = this.deta_y / this.deta;
                if (this.paused == 1) {
                    if (Math.abs(this.firstX - this.cells[0].x_cell) >= this.LineHeight * Math.abs(this.flag_x) && Math.abs(this.firstY - this.cells[0].y_cell) >= this.LineHeight * Math.abs(this.flag_y)) {
                        this.firstX = this.cells[0].x_cell;
                        this.firstY = this.cells[0].y_cell;
                        this.beginHeight = 0;
                    }
                    else {
                        if (this.beginHeight < this.LineHeight) {
                            if (this.beginHeight + this.Speed >= this.LineHeight) {
                                this.beginHeight = this.LineHeight;
                            }
                            else {
                                this.beginHeight += this.Speed;
                            }
                            this.firstX = this.cells[0].x_cell;
                            this.firstY = this.cells[0].y_cell;
                        }
                        else if (this.beginHeight == this.LineHeight) {
                            this.firstX += this.flag_x * this.Speed;
                            this.firstY += this.flag_y * this.Speed;
                        }
                    }
                }
            }

        }
draw函數(shù)
//draw函數(shù)在每次advance之后執(zhí)行,將每次的步進(jìn)更新重新繪制到畫布上
 draw: function () {
            var canvas = this.core.canvas;            this.x_now = this.firstX;            this.y_now = this.firstY;            this.deta_x = this.cells[1].x_cell - this.cells[0].x_cell;            this.deta_y = this.cells[1].y_cell - this.cells[0].y_cell;            this.deta = Math.sqrt(this.deta_x * this.deta_x + this.deta_y * this.deta_y);            var myEnd = false;            this.flag_x = this.deta_x / this.deta;            this.flag_y = this.deta_y / this.deta;

            canvas.beginPath();
            canvas.lineJoin = 'round';
            canvas.lineCap="round";            this.endHeight = 0;
            canvas.lineWidth = this.GDwidth / 4;
            canvas.strokeStyle = this.fill;            if (this.beginHeight > 0) {
                canvas.moveTo(this.x_now, this.y_now);
                canvas.lineTo(this.x_now + this.flag_x * this.beginHeight, this.y_now + this.flag_y * this.beginHeight);
            }            this.x_now += this.flag_x * (this.beginHeight + this.LineHeight);            this.y_now += this.flag_y * (this.beginHeight + this.LineHeight);            for (var i = 1; i <= this.cellIndex; i++) {
                myEnd = false;                this.deta_x = this.cells[i].x_cell - this.cells[i - 1].x_cell;                this.deta_y = this.cells[i].y_cell - this.cells[i - 1].y_cell;                this.deta = Math.sqrt(this.deta_x * this.deta_x + this.deta_y * this.deta_y);                this.flag_x = this.deta_x / this.deta;                this.flag_y = this.deta_y / this.deta;                if (this.endHeight > 0) {
                    canvas.moveTo(this.cells[i - 1].x_cell, this.cells[i - 1].y_cell);
                    canvas.lineTo(this.cells[i - 1].x_cell + this.flag_x * (this.endHeight ), this.cells[i - 1].y_cell + this.flag_y * this.endHeight);                    this.x_now = this.cells[i - 1].x_cell + this.flag_x * (this.LineHeight + this.endHeight);                    this.y_now = this.cells[i - 1].y_cell + this.flag_y * (this.LineHeight + this.endHeight);
                }                if (this.endHeight < 0) {                    this.endHeight = Math.abs(this.endHeight);                    this.x_now = this.cells[i - 1].x_cell + this.flag_x * (this.endHeight);                    this.y_now = this.cells[i - 1].y_cell + this.flag_y * (this.endHeight);
                }                if (this.endHeight == 0 && i != 1) {                    this.x_now = this.cells[i - 1].x_cell;                    this.y_now = this.cells[i - 1].y_cell;
                }                while (Math.abs(this.x_now - this.cells[i].x_cell) >= this.LineHeight * Math.abs(this.flag_x) && Math.abs(this.y_now - this.cells[i].y_cell) >= this.LineHeight * Math.abs(this.flag_y)) {
                    canvas.moveTo(this.x_now, this.y_now);
                    canvas.lineTo(this.x_now + this.flag_x * this.LineHeight, this.y_now + this.flag_y * this.LineHeight);                    this.x_now += this.flag_x * this.LineHeight;                    this.y_now += this.flag_y * this.LineHeight;                    if (Math.abs(this.x_now - this.cells[i].x_cell) <= this.LineHeight * Math.abs(this.flag_x) && Math.abs(this.y_now - this.cells[i].y_cell) <= this.LineHeight * Math.abs(this.flag_y)) {                        if (this.flag_x == 0) {                            this.endHeight = Math.abs(this.y_now - this.cells[i].y_cell) / Math.abs(this.flag_y) - this.LineHeight;
                        }                        else {                            this.endHeight = Math.abs(this.x_now - this.cells[i].x_cell) / Math.abs(this.flag_x) - this.LineHeight;
                        }                        //this.endHeight = (Math.abs(this.y_now - this.cells[i].y_cell) + Math.abs(this.x_now - this.cells[i].x_cell) - this.LineHeight * (Math.abs(this.flag_y) + Math.abs(this.flag_x)))/2;
                        myEnd = true;                        break;
                    }                    else {                        this.x_now += this.flag_x * this.LineHeight;                        this.y_now += this.flag_y * this.LineHeight;
                    }
                }                if (myEnd == false && Math.abs(this.x_now - this.cells[i].x_cell) <= this.LineHeight * Math.abs(this.flag_x) && Math.abs(this.y_now - this.cells[i].y_cell) <= this.LineHeight * Math.abs(this.flag_y)) {
                    canvas.moveTo(this.x_now, this.y_now);
                    canvas.lineTo(this.cells[i].x_cell, this.cells[i].y_cell);                    //this.endHeight = this.LineHeight - Math.abs(this.x_now - this.cells[i].x_cell)*flag.x_flag - Math.abs(this.y_now - this.cells[i].y_cell)*flag.y_flag;
                    if (this.flag_x == 0) {                        this.endHeight = this.LineHeight - Math.abs(this.y_now - this.cells[i].y_cell) / Math.abs(this.flag_y);
                    }                    else {                        this.endHeight = this.LineHeight - Math.abs(this.x_now - this.cells[i].x_cell) / Math.abs(this.flag_x);
                    }                    //this.endHeight = ( this.LineHeight * (Math.abs(this.flag_y) + Math.abs(this.flag_x)) - Math.abs(this.y_now - this.cells[i].y_cell) + Math.abs(this.x_now - this.cells[i].x_cell)) / 2;
                }
            }            if (this.cellIndex < this.cells.length - 1) {

                myEnd = false;                this.deta_x = this.cells[this.cellIndex+1].x_cell-this.destination.x_d;                this.deta_y = this.cells[this.cellIndex+1].y_cell-this.destination.y_d;                this.deta = Math.sqrt(this.deta_x * this.deta_x + this.deta_y * this.deta_y);                if (this.deta > 0) {                    this.flag_x = this.deta_x / this.deta;                    this.flag_y = this.deta_y / this.deta;                    if (this.endHeight > 0) {
                        canvas.moveTo(this.cells[this.cellIndex].x_cell, this.cells[this.cellIndex].y_cell);
                        canvas.lineTo(this.cells[this.cellIndex].x_cell + this.flag_x * (this.endHeight ), this.cells[this.cellIndex].y_cell + this.flag_y * this.endHeight);                        this.x_now = this.cells[this.cellIndex].x_cell + this.flag_x * ( this.endHeight);                        this.y_now = this.cells[this.cellIndex].y_cell + this.flag_y * ( this.endHeight);                        if(Math.abs(this.destination.x_d-this.x_now)>this.LineHeight*Math.abs(this.flag_x)||Math.abs(this.destination.y_d-this.y_now)>this.LineHeight*Math.abs(this.flag_y)){                            this.x_now+=this.LineHeight*this.flag_x;                            this.y_now+=this.LineHeight*this.flag_y;
                        }                        else{                            this.x_now=this.destination.x_d;                            this.y_now=this.destination.y_d;
                        }                    if (this.endHeight < 0) {                        this.endHeight = Math.abs(this.endHeight);                        this.x_now = this.cells[this.cellIndex].x_cell + this.flag_x * (this.endHeight);                        this.y_now = this.cells[this.cellIndex].y_cell + this.flag_y * (this.endHeight);
                    }                    if (this.endHeight == 0 && this.cellIndex > 0) {                        this.x_now = this.cells[this.cellIndex].x_cell;                        this.y_now = this.cells[this.cellIndex].y_cell;
                    }                    if (this.cellIndex == 0) {                        this.x_now = this.firstX;                        this.y_now = this.firstY;                        if (this.beginHeight > 0) {
                            canvas.moveTo(this.x_now, this.y_now);
                            canvas.lineTo(this.x_now + this.flag_x * this.beginHeight, this.y_now + this.flag_y * this.beginHeight);
                        }                        this.x_now += this.flag_x * (this.beginHeight + this.LineHeight);                        this.y_now += this.flag_y * (this.beginHeight + this.LineHeight);
                    }                    while ((Math.abs(this.x_now - this.destination.x_d) >= this.LineHeight * Math.abs(this.flag_x) && Math.abs(this.y_now - this.destination.y_d) >this.LineHeight * Math.abs(this.flag_y))||(Math.abs(this.x_now - this.destination.x_d) > this.LineHeight * Math.abs(this.flag_x) && Math.abs(this.y_now - this.destination.y_d) >=this.LineHeight * Math.abs(this.flag_y))) {
                        canvas.moveTo(this.x_now, this.y_now);
                        canvas.lineTo(this.x_now + this.flag_x * this.LineHeight, this.y_now + this.flag_y * this.LineHeight);                        this.x_now += this.flag_x * this.LineHeight;                        this.y_now += this.flag_y * this.LineHeight;                        if (Math.abs(this.x_now - this.destination.x_d)<= this.LineHeight * Math.abs(this.flag_x)&&Math.abs(this.y_now - this.destination.y_d) <= this.LineHeight * Math.abs(this.flag_y)) {
                            myEnd = true;                            break;
                        }                        else {                            this.x_now += this.flag_x * this.LineHeight;                            this.y_now += this.flag_y * this.LineHeight;
                        }
                    }                    if (myEnd == false && Math.abs(this.x_now - this.destination.x_d) < this.LineHeight * Math.abs(this.flag_x) || Math.abs(this.y_now - this.destination.y_d) < this.LineHeight * Math.abs(this.flag_y)) {
                        canvas.moveTo(this.x_now, this.y_now);
                        canvas.lineTo(this.destination.x_d, this.destination.y_d);
                    }
                }
            }
            canvas.stroke();
            canvas.closePath();
        }

 取水泵房的實(shí)例

下面代碼在定義了一個(gè)水池對(duì)象,并賦予了相應(yīng)的屬性值,最后將定義的對(duì)象添加到canvas畫布中。

var SC01 = canvas.display.SC_show({        x: 326,        y: 200,
        Width: 181,
        Height: 438,
        height_now: 0,
        trail_flag: 0,
        t: 0,
        fill: color_SC,
        speed:speed_SC,
        full:0,
        start:0
    });canvas.addChild(SC01);

下面的代碼定義了一個(gè)管道對(duì)象,并且給管道對(duì)象賦予了一些初始值,最后添加到canvas畫布中。

var GD01 = canvas.display.GD({        x: 0,        y: 0,
        destination: {
            x_d: 0, y_d: 0
        },
        cells: [
            {x_cell: 195, y_cell: 587},
            {x_cell: 335, y_cell: 587}
        ],
        deta: 1,
        deta_x: 1,
        deta_y: 0,
        flag_x: 1,
        flag_y: 0,
        cellIndex: 0,        
        Speed: speed_all,     
        GDwidth: width_all,     
        LineHeight: 10,     
        x_now: 0,      
        y_now: 0,       
        firstX: 0,     
        firstY: 0,      
        beginHeight: 0,    
        endHeight: 0,     
        legacyHeight: 0,
        paused: 1,
        fill:color_GD,
        full:0
    });
 canvas.addChild(GD01);

具體動(dòng)畫的流程控制如下:

 canvas.setLoop(function () {
        //下面6個(gè)advance函數(shù)實(shí)現(xiàn)每一幀中的動(dòng)畫對(duì)象的更新操作
        GD01.advance();
        SC01.advance();
        SC02.advance();
        GD02.advance();
        SC03.advance();
        GD03.advance();
        //下面幾個(gè)if語(yǔ)句實(shí)現(xiàn)動(dòng)畫的流程控制
        if(GD01.full==1){
            SC01.start = 1;
            SC02.start = 1;
        }
        if(SC02.full==1){
            GD02.paused = 1;
        }
        if(GD02.full==1) {
            SC03.start = 1;
            arrow_1.start();
            arrow_2.start();
        }
        if(SC03.full==1) {
            GD03.paused = 1;
        }
        canvas.redraw(); ?。乩L畫布
    }).start();       //循環(huán)開始

感謝各位的閱讀!看完上述內(nèi)容,你們對(duì)用canvas實(shí)現(xiàn)水流和水池動(dòng)畫的案例大概了解了嗎?希望文章內(nèi)容對(duì)大家有所幫助。如果想了解更多相關(guān)文章內(nèi)容,歡迎關(guān)注億速云行業(yè)資訊頻道。

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