HTML5 gravity sensor ball collision animation implementation tutorial,

Source: Internet
Author: User

HTML5 gravity sensor ball collision animation implementation tutorial,

Today, we will share a cool HTML5 gravity sensor animation tutorial. This animation allows you to shake the small balls on the page and the sizes of the balls are different, when you click the blank area, a certain number of small balls can be generated. When we shake the ball, the ball will collide with each other, and the physical effect of gravity sensing is simulated during the movement. You can try it in the DEMO.

Download Online Preview source code

Next, let's analyze the idea and source code of this cool HTML5 gravity animation, mainly composed of HTML code and Javascript code.

HTML code:
<div id="canvas"></div>

It is still very simple. HTML only lists a canvas container. In the future, we will generate some column canvas elements here, and these balls will be moved in the canvas.

In addition, because the animation uses the box2d js script library, you also need to reference it on the page:

<script src="box2d.js"></script>

Next we will use Javascript code to dynamically create small balls of different sizes and styles on the canvas, with a collision effect.

Javascript code:
var canvas; var delta = [ 0, 0 ]; var stage = [ window.screenX, window.screenY, window.innerWidth, window.innerHeight ];getBrowserDimensions(); var themes = [ [ "#10222B", "#95AB63", "#BDD684", "#E2F0D6", "#F6FFE0" ],        [ "#362C2A", "#732420", "#BF734C", "#FAD9A0", "#736859" ],        [ "#0D1114", "#102C2E", "#695F4C", "#EBBC5E", "#FFFBB8" ],        [ "#2E2F38", "#FFD63E", "#FFB54B", "#E88638", "#8A221C" ],        [ "#121212", "#E6F2DA", "#C9F24B", "#4D7B85", "#23383D" ],        [ "#343F40", "#736751", "#F2D7B6", "#BFAC95", "#8C3F3F" ],        [ "#000000", "#2D2B2A", "#561812", "#B81111", "#FFFFFF" ],        [ "#333B3A", "#B4BD51", "#543B38", "#61594D", "#B8925A" ] ]; var theme; var worldAABB, world, iterations = 1, timeStep = 1 / 15; var walls = []; var wall_thickness = 200; var wallsSetted = false; var bodies, elements, text; var createMode = false; var destroyMode = false; var isMouseDown = false; var mouseJoint; var mouse = { x: 0, y: 0 }; var gravity = { x: 0, y: 1 }; var PI2 = Math.PI * 2; var timeOfLastTouch = 0;init();play(); function init() {    canvas = document.getElementById( 'canvas' );    document.onmousedown = onDocumentMouseDown;    document.onmouseup = onDocumentMouseUp;    document.onmousemove = onDocumentMouseMove;    document.ondblclick = onDocumentDoubleClick;    document.addEventListener( 'touchstart', onDocumentTouchStart, false );    document.addEventListener( 'touchmove', onDocumentTouchMove, false );    document.addEventListener( 'touchend', onDocumentTouchEnd, false );    window.addEventListener( 'deviceorientation', onWindowDeviceOrientation, false ); // init box2d  worldAABB = new b2AABB();    worldAABB.minVertex.Set( -200, -200 );    worldAABB.maxVertex.Set( window.innerWidth + 200, window.innerHeight + 200 );    world = new b2World( worldAABB, new b2Vec2( 0, 0 ), true );    setWalls();    reset();} function play() {    setInterval( loop, 1000 / 40 );} function reset() { var i; if ( bodies ) { for ( i = 0; i < bodies.length; i++ ) { var body = bodies[ i ]            canvas.removeChild( body.GetUserData().element );            world.DestroyBody( body );            body = null;        }    } // color theme theme = themes[ Math.random() * themes.length >> 0 ];    document.body.style[ 'backgroundColor' ] = theme[ 0 ];    bodies = [];    elements = [];    createInstructions(); for( i = 0; i < 10; i++ ) {        createBall();    }} //  function onDocumentMouseDown() {    isMouseDown = true; return false;} function onDocumentMouseUp() {    isMouseDown = false; return false;} function onDocumentMouseMove( event ) {    mouse.x = event.clientX;    mouse.y = event.clientY;} function onDocumentDoubleClick() {    reset();} function onDocumentTouchStart( event ) { if( event.touches.length == 1 ) {        event.preventDefault(); // Faking double click for touch devices var now = new Date().getTime(); if ( now - timeOfLastTouch  < 250 ) {            reset(); return;        }        timeOfLastTouch = now;        mouse.x = event.touches[ 0 ].pageX;        mouse.y = event.touches[ 0 ].pageY;        isMouseDown = true;    }} function onDocumentTouchMove( event ) { if ( event.touches.length == 1 ) {        event.preventDefault();        mouse.x = event.touches[ 0 ].pageX;        mouse.y = event.touches[ 0 ].pageY;    }} function onDocumentTouchEnd( event ) { if ( event.touches.length == 0 ) {        event.preventDefault();        isMouseDown = false;    }} function onWindowDeviceOrientation( event ) { if ( event.beta ) {        gravity.x = Math.sin( event.gamma * Math.PI / 180 );        gravity.y = Math.sin( ( Math.PI / 4 ) + event.beta * Math.PI / 180 );    }} //  function createInstructions() { var size = 250; var element = document.createElement( 'div' );    element.width = size;    element.height = size;        element.style.position = 'absolute';    element.style.left = -200 + 'px';    element.style.top = -200 + 'px';    element.style.cursor = "default";    canvas.appendChild(element);    elements.push( element ); var circle = document.createElement( 'canvas' );    circle.width = size;    circle.height = size; var graphics = circle.getContext( '2d' );    graphics.fillStyle = theme[ 3 ];    graphics.beginPath();    graphics.arc( size * .5, size * .5, size * .5, 0, PI2, true );    graphics.closePath();    graphics.fill();    element.appendChild( circle );    text = document.createElement( 'div' );    text.onSelectStart = null;    text.innerHTML = '<span>;    text.style.color = theme[1];    text.style.position = 'absolute';    text.style.left = '0px';    text.style.top = '0px';    text.style.fontFamily = 'Georgia';    text.style.textAlign = 'center';    element.appendChild(text);    text.style.left = ((250 - text.clientWidth) / 2) +'px';    text.style.top = ((250 - text.clientHeight) / 2) +'px'; var b2body = new b2BodyDef(); var circle = new b2CircleDef();    circle.radius = size / 2;    circle.density = 1;    circle.friction = 0.3;    circle.restitution = 0.3;    b2body.AddShape(circle);    b2body.userData = {element: element};    b2body.position.Set( Math.random() * stage[2], Math.random() * -200 );    b2body.linearVelocity.Set( Math.random() * 400 - 200, Math.random() * 400 - 200 );    bodies.push( world.CreateBody(b2body) );    } function createBall( x, y ) { var x = x || Math.random() * stage[2]; var y = y || Math.random() * -200; var size = (Math.random() * 100 >> 0) + 20; var element = document.createElement("canvas");    element.width = size;    element.height = size;    element.style.position = 'absolute';    element.style.left = -200 + 'px';    element.style.top = -200 + 'px';    element.style.WebkitTransform = 'translateZ(0)';    element.style.MozTransform = 'translateZ(0)';    element.style.OTransform = 'translateZ(0)';    element.style.msTransform = 'translateZ(0)';    element.style.transform = 'translateZ(0)'; var graphics = element.getContext("2d"); var num_circles = Math.random() * 10 >> 0; for (var i = size; i > 0; i-= (size/num_circles)) {  graphics.fillStyle = theme[ (Math.random() * 4 >> 0) + 1];        graphics.beginPath();        graphics.arc(size * .5, size * .5, i * .5, 0, PI2, true);         graphics.closePath();        graphics.fill();    }    canvas.appendChild(element);    elements.push( element ); var b2body = new b2BodyDef(); var circle = new b2CircleDef();    circle.radius = size >> 1;    circle.density = 1;    circle.friction = 0.3;    circle.restitution = 0.3;    b2body.AddShape(circle);    b2body.userData = {element: element};    b2body.position.Set( x, y );    b2body.linearVelocity.Set( Math.random() * 400 - 200, Math.random() * 400 - 200 );    bodies.push( world.CreateBody(b2body) );} //  function loop() { if (getBrowserDimensions()) {        setWalls();    }    delta[0] += (0 - delta[0]) * .5;    delta[1] += (0 - delta[1]) * .5;    world.m_gravity.x = gravity.x * 350 + delta[0];    world.m_gravity.y = gravity.y * 350 + delta[1];    mouseDrag();    world.Step(timeStep, iterations); for (i = 0; i < bodies.length; i++) { var body = bodies[i]; var element = elements[i];        element.style.left = (body.m_position0.x - (element.width >> 1)) + 'px';        element.style.top = (body.m_position0.y - (element.height >> 1)) + 'px'; if (element.tagName == 'DIV') { var style = 'rotate(' + (body.m_rotation0 * 57.2957795) + 'deg) translateZ(0)';            text.style.WebkitTransform = style;            text.style.MozTransform = style;            text.style.OTransform = style;            text.style.msTransform = style;            text.style.transform = style;        }    }} // .. BOX2D UTILS function createBox(world, x, y, width, height, fixed) { if (typeof(fixed) == 'undefined') {        fixed = true;    } var boxSd = new b2BoxDef(); if (!fixed) {        boxSd.density = 1.0;    }    boxSd.extents.Set(width, height); var boxBd = new b2BodyDef();    boxBd.AddShape(boxSd);    boxBd.position.Set(x,y); return world.CreateBody(boxBd);} function mouseDrag(){ // mouse press if (createMode) {        createBall( mouse.x, mouse.y );    } else if (isMouseDown && !mouseJoint) { var body = getBodyAtMouse(); if (body) { var md = new b2MouseJointDef();            md.body1 = world.m_groundBody;            md.body2 = body;            md.target.Set(mouse.x, mouse.y);            md.maxForce = 30000 * body.m_mass; // md.timeStep = timeStep; mouseJoint = world.CreateJoint(md);            body.WakeUp();        } else {            createMode = true;        }    } // mouse release if (!isMouseDown) {        createMode = false;        destroyMode = false; if (mouseJoint) {            world.DestroyJoint(mouseJoint);            mouseJoint = null;        }    } // mouse move if (mouseJoint) { var p2 = new b2Vec2(mouse.x, mouse.y);        mouseJoint.SetTarget(p2);    }} function getBodyAtMouse() { // Make a small box. var mousePVec = new b2Vec2();    mousePVec.Set(mouse.x, mouse.y); var aabb = new b2AABB();    aabb.minVertex.Set(mouse.x - 1, mouse.y - 1);    aabb.maxVertex.Set(mouse.x + 1, mouse.y + 1); // Query the world for overlapping shapes. var k_maxCount = 10; var shapes = new Array(); var count = world.Query(aabb, shapes, k_maxCount); var body = null; for (var i = 0; i < count; ++i) { if (shapes[i].m_body.IsStatic() == false) { if ( shapes[i].TestPoint(mousePVec) ) {                body = shapes[i].m_body; break;            }        }    } return body;} function setWalls() { if (wallsSetted) {        world.DestroyBody(walls[0]);        world.DestroyBody(walls[1]);        world.DestroyBody(walls[2]);        world.DestroyBody(walls[3]);        walls[0] = null;         walls[1] = null;        walls[2] = null;        walls[3] = null;    }    walls[0] = createBox(world, stage[2] / 2, - wall_thickness, stage[2], wall_thickness);    walls[1] = createBox(world, stage[2] / 2, stage[3] + wall_thickness, stage[2], wall_thickness);    walls[2] = createBox(world, - wall_thickness, stage[3] / 2, wall_thickness, stage[3]);    walls[3] = createBox(world, stage[2] + wall_thickness, stage[3] / 2, wall_thickness, stage[3]);        wallsSetted = true;} // BROWSER DIMENSIONS function getBrowserDimensions() { var changed = false; if (stage[0] != window.screenX) {        delta[0] = (window.screenX - stage[0]) * 50;        stage[0] = window.screenX;        changed = true;    } if (stage[1] != window.screenY) {        delta[1] = (window.screenY - stage[1]) * 50;        stage[1] = window.screenY;        changed = true;    } if (stage[2] != window.innerWidth) {        stage[2] = window.innerWidth;        changed = true;    } if (stage[3] != window.innerHeight) {        stage[3] = window.innerHeight;        changed = true;    } return changed;}

Via: http://www.w2bc.com/Article/4703

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