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简介
今天给大家带来如何用纯JS代码的Canvas绘制一条游动的锦鲤
先看下效果图
实现思路
拆分
先看设计图,我们的小鱼由头、鳍、身体、节肢、尾部五部分组成。
下面给出每个部位的实现api
- 头是一个实心圆,可以通过canvas.arc()
- 鱼鳍则由一条直线和曲线构成,会用到path,曲线可以使用贝塞尔曲线canvas.quadraticCurveTo()。
- 身体由两条直线和曲线构成,曲线也选用贝塞尔曲线,通过控制点可以控制小鱼胖瘦
- 节肢1由两个实心圆和一个梯形构成。梯形可以看出四条封闭的线段构成。
- 节肢2由一个梯形和一个圆,方案同上
- 尾由两个三角形,也是封闭线段
参数
基准尺寸参数
首先我们定一个基准尺寸参数来控制小鱼的大小,这里我们选取鱼头的半径R
其他参数如下:
小鱼身长设为:3.2R
节肢1大圆的半径设为:0.7R
节肢1中圆的半径设为:0.7*0.6R=0.42R
节肢1梯形高度设为:(0.7+0.42)R=1.12R
节肢2小圆的半径设为:0.4*0.42R=0.168R
节肢2梯形高度设为:0.42*(0.4+2.7)R=1.302R
小鱼的总长度:R+3.2R+1.12R+0.168R+1.302R=6.79R
画布的长宽:2*(6.79R-R-1.6R)=2*4.19R=8.38R
小鱼的整体尺寸如下:
值得注意的是,画布的长度并不等于小鱼的长度,因为小鱼的重心并不位于鱼长中心,而是小鱼身的中心点,但是小鱼的转身却要围绕它,因此我们画布的半径需要拓展成小鱼身中心到小鱼尾的长度,整个画布的大小=4.19R*4.19R,如下
基准旋转参数
为了使我们的小鱼能够左右掉头,这里就需要一个旋转角度,我们选取fishMainAngle作为主角度。
实现步骤
自定义一个Canvas的组件
<canvas ref="fishcanvas" id="fishcanvas"></canvas>
持有绘图相关的上下文
onAttached() {
setTimeout(() => { //这里需要延迟得到canvas
this.canvas = this.$refs.fishcanvas.getContext('2d', {antialias: true});
this.onDraw()
},200)
}
这里我们延迟200ms,在js中获取hml定义的fishcanvas组件,再拿到context并持有。接着执行onDraw进行绘制
定义绘制方法
onDraw() {
//清除画布
this.clearCanvas()
//绘制小鱼头
this.drawHead(this.canvas,fishAngle)
//绘制左右小鱼鳍
this.drawFins(this.canvas, leftFinsPoint, this.FIND_FINS_LENGTH, fishAngle, false);
this.drawFins(this.canvas, rightFinsPoint, this.FIND_FINS_LENGTH, fishAngle, true);
//绘制节肢1
let middleCircleCenterPoint = this.drawSegment(this.canvas, bodyBottomCenterPoint,
this.BIG_CIRCLE_RADIUS,
this.MIDDLE_CIRCLE_RADIUS,
this.FIND_MIDDLE_CIRCLE_LENGTH, fishAngle, true);
//绘制节肢2
this.drawSegment(this.canvas, middleCircleCenterPoint, this.MIDDLE_CIRCLE_RADIUS, this.SMALL_CIRCLE_RADIUS,
this.FIND_SMALL_CIRCLE_LENGTH, fishAngle, false);
let findEdgeLength = Math.abs(Math.sin(MathUtils.toRadians(this.currentValue * 1.5)) * this.BIG_CIRCLE_RADIUS);
// 绘制小鱼尾大小三角形
this.drawTriangle(this.canvas, middleCircleCenterPoint, this.FIND_TRIANGLE_LENGTH, findEdgeLength, fishAngle);
let findEdgeLengthS = Math.abs(Math.sin(MathUtils.toRadians(this.currentValue * 1.5 - 90)) * this.BIG_CIRCLE_RADIUS);
this.drawTriangle(this.canvas,middleCircleCenterPoint,this.FIND_TRIANGLE_LENGTH*0.8,findEdgeLengthS*0.8,fishAngle);
// 绘制小鱼身
this.drawBody(this.canvas, this.headPoint, bodyBottomCenterPoint, fishAngle)
},
下面分步骤说明
清除画布
每次绘制前我们都需要将画布擦除,不然会污染后续绘制
this.canvas.clearRect(0, 0, this.width(), this.height());
绘制小鱼头
绘制小鱼头,需要小鱼头中心坐标,小鱼头半径。小鱼头中心坐标可由重心坐标middlePoint、距离、当前角度推算出来。
drawHead(canvas,fishAngle) {
canvas.fillStyle = 'rgba(244, 92,71,0.5)'
drawCircle(canvas, this.headPoint, this.HEAD_RADIUS)
//绘制小鱼眼
this.drawEye(canvas,fishAngle)
},
注意画布坐标轴是原则在左上角,x轴向右,y轴向下
绘制小鱼眼,小鱼眼由两个椭圆实现,使用canvas.ellipse()绘制
drawEye(canvas, fishAngle) {
canvas.fillStyle = 'rgba(0, 0,0,1)'
//左眼
canvas.beginPath();
let leftEye = MathUtils.calculatePoint(this.headPoint, this.HEAD_RADIUS * 0.7, fishAngle + 45)
canvas.ellipse(leftEye.x, leftEye.y,
this.HEAD_RADIUS * 0.12, this.HEAD_RADIUS * 0.07, -Math.PI * 0.3,
Math.PI * 0, Math.PI * 2, 1
);
canvas.fill();
//右眼
canvas.beginPath()
let rightEye = MathUtils.calculatePoint(this.headPoint, this.HEAD_RADIUS * 0.7, fishAngle - 45)
canvas.ellipse(rightEye.x, rightEye.y,
this.HEAD_RADIUS * 0.12, this.HEAD_RADIUS * 0.07, Math.PI * 0.3,
Math.PI * 0, Math.PI * 2, 1
);
canvas.fill();
}
绘制小鱼鳍
利用startPoint,controlPoint,endPoint绘制贝塞尔的封闭path
drawFins(canvas, startPoint, length, fishAngle, isRightFins) {
canvas.fillStyle = 'rgba(244, 92,71,0.5)'
let controlAngle = 115;
// 结束点
let endPoint = MathUtils.calculatePoint(startPoint, length, fishAngle - 180);
// 控制点
let controlPoint = MathUtils.calculatePoint(startPoint, 1.8 * length,
isRightFins ? fishAngle - controlAngle : fishAngle + controlAngle
);
drawPath(canvas, ['M', startPoint, 'Q', controlPoint, endPoint])
},
绘制节肢
节肢由圆、梯形构成,先绘制圆再讲梯形绘制上
/**
* 画节肢
*
* @param bottomCenterPoint 梯形底部的中心点坐标(长边)
* @param bigRadius 大圆的半径
* @param smallRadius 小圆的半径
* @param findSmallCircleLength 寻找梯形小圆的线长
* @param isBigCircle 是否有大圆
*/
drawSegment(canvas, bottomCenterPoint, bigRadius,
smallRadius, findSmallCircleLength, fishAngle,
isBigCircle) {
canvas.fillStyle = this.defaultFillStyle
// 节肢摆动的角度
let segmentAngle = 0;
// 节肢1 用 cos
if (isBigCircle) {
segmentAngle = (fishAngle + Math.cos(MathUtils.toRadians(this.currentValue * 1.5)) * 15);
} else {
segmentAngle = (fishAngle + Math.sin(MathUtils.toRadians(this.currentValue * 1.5)) * 35);
}
segmentAngle = fishAngle +this.currentValue
// 梯形上底的中心点(短边)
let upperCenterPoint = MathUtils.calculatePoint(bottomCenterPoint, findSmallCircleLength, segmentAngle - 180);
// 梯形的四个顶点
let bottomLeftPoint = MathUtils.calculatePoint(bottomCenterPoint, bigRadius, segmentAngle + 90);
let bottomRightPoint = MathUtils.calculatePoint(bottomCenterPoint, bigRadius, segmentAngle - 90);
let upperLeftPoint = MathUtils.calculatePoint(upperCenterPoint, smallRadius, segmentAngle + 90);
let upperRightPoint = MathUtils.calculatePoint(upperCenterPoint, smallRadius, segmentAngle - 90);
if (isBigCircle) {
// 绘制大圆
drawCircle(canvas, bottomCenterPoint, bigRadius);
}
// 绘制小圆
drawCircle(canvas, upperCenterPoint, smallRadius);
// 绘制梯形
drawPath(canvas, ['M', bottomLeftPoint, 'L', upperLeftPoint, 'L', upperRightPoint, 'L', bottomRightPoint])
return upperCenterPoint;
},
绘制小鱼尾大小三角形
drawTriangle(canvas, startPoint, findCenterLength, findEdgeLength, fishAngle) {
canvas.fillStyle = 'rgba(244, 92,71,0.5)'
// 三角形小鱼尾的摆动角度需要跟着节肢2走
let triangleAngle = (fishAngle + Math.sin(MathUtils.toRadians(this.currentValue * 1.5)) * 35);
// 底部中心点的坐标
let centerPoint = MathUtils.calculatePoint(startPoint, findCenterLength, triangleAngle - 180);
// 三角形底部两个点
let leftPoint = MathUtils.calculatePoint(centerPoint, findEdgeLength, triangleAngle + 90);
let rightPoint = MathUtils.calculatePoint(centerPoint, findEdgeLength, triangleAngle - 90);
// 绘制三角形
drawPath(canvas, ['M', startPoint, 'L', leftPoint, 'L', rightPoint])
//console.log(`makeTriangle#startPoint:${JSON.stringify(startPoint)},leftPoint:${JSON.stringify(leftPoint)},rightPoint:${JSON.stringify(rightPoint)}`)
},
绘制小鱼身
首先得到小鱼身的四个顶点,在得到左右两边的两个控制点,根据这六个点绘制一个封闭的path
drawBody(canvas, headPoint, bodyBottomCenterPoint, fishAngle) {
this.canvas.globalAlpha = 160 / 255 //加深小鱼身
// 身体的四个点
let topLeftPoint = MathUtils.calculatePoint(headPoint, this.HEAD_RADIUS, fishAngle + 90);
let topRightPoint = MathUtils.calculatePoint(headPoint, this.HEAD_RADIUS, fishAngle - 90);
let bottomLeftPoint = MathUtils.calculatePoint(bodyBottomCenterPoint, this.BIG_CIRCLE_RADIUS,
fishAngle + 90);
let bottomRightPoint = MathUtils.calculatePoint(bodyBottomCenterPoint, this.BIG_CIRCLE_RADIUS,
fishAngle - 90);
// 二阶贝塞尔曲线的控制点
let controlLeft = MathUtils.calculatePoint(headPoint, this.BODY_LENGTH * 0.56, fishAngle + 130);
let controlRight = MathUtils.calculatePoint(headPoint, this.BODY_LENGTH * 0.56, fishAngle - 130);
// 画小鱼身
drawPath(canvas, ['M', topLeftPoint, "Q", controlLeft, bottomLeftPoint, "L", bottomRightPoint, "Q", controlRight, topRightPoint])
this.canvas.globalAlpha = 100 / 255
},
小鱼的摆动
摆动
我们通过不断改变小鱼的旋转角度fishAngle来模拟小鱼的摆动,这里可以使用定时器,更为方便的可以使用Animator
startAnimation() {
if (this.animator == null) {
//fill: "none" | "forwards" | "backwards" | "both";
//direction: "normal" | "reverse" | "alternate" | "alternate-reverse";
var options = {
duration: 1 * 1000,
easing: 'ease',
iterations: -1,
direction: "alternate",
fill: "none",
begin: -5,
end: 5
};
this.animator = animator.createAnimator(options)
}
this.animator.play();
}
这里startAnimation方法中我们创建了一个Animator,并指定option,option中的参数说明如下
var options = {
duration: 1 * 1000, //动画的时长为1s
easing: 'ease', //动画的插值曲线,ease表示先加速在减速
iterations: -1, //动画的循环次数,默认是1,-1表示无线循环
direction: "alternate", //每次动画播放方向,alternate表示先正向播放在反向播放
fill: "none", //动画结束后是否动画状态设置,none表示设置为动画初始值
begin: -5, //动画插值起始值,这里表示小鱼的起始角度为-5°
end: 5 //动画插值结束值,这里表示小鱼的结束角度为5°
};
创建完动画我们通过指定onframe回调,currentValue是动画变化因子,currentValue影响小鱼角度。改完currentValue,我们调用onDraw()进行重绘制
this.animator.onframe = (value)=>{
this.currentValue = Number(value)
this.onDraw()
};
onDraw(){
let fishAngle = this.fishMainAngle+this.currentValue //得到当前小鱼的角度
//清除画布
this.clearCanvas()
//绘制小鱼头
this.drawHead(this.canvas)
....
}
效果如下:
️这里虽然实现了小鱼的摆动,但是感觉怪怪的。日常小鱼摆动时,小鱼尾,节肢的幅度和频率要高于小鱼身体,这样才能不能显得呆板。幅度我们在小鱼尾和节肢那里增加一个currentValue相关乘积来扩大振幅。
drawSegment(canvas, bottomCenterPoint, bigRadius,
smallRadius, findSmallCircleLength, fishAngle,
isBigCircle) {
canvas.fillStyle = this.defaultFillStyle
// 节肢摆动的角度
let segmentAngle = 0;
if (isBigCircle) {
segmentAngle = (fishAngle+this.currentValue*2); //节肢1增大2倍
} else {
segmentAngle = (fishAngle+this.currentValue*3); //节肢1增大3倍
}
drawTriangle(canvas, startPoint, findCenterLength, findEdgeLength, fishAngle) {
canvas.fillStyle = 'rgba(244, 92,71,0.5)'
// 三角形小鱼尾的摆动角度需要跟着节肢2走
let triangleAngle = fishAngle+this.currentValue*3;
那如何实现动画更新时,小鱼各部位的频率不同呢,这里就涉及小鱼的变频
变频
方案一:对于不同频率的部位分别创建一个Animator,每个Animator分别管理相同部位的频率并绘制。交互比较复杂
方案二:使用正弦函数的周期性。sin(nx)的频率是sin(x)的n倍,如果小鱼的角度公式与sin(nx)相关,那么我们对不同部位设置不同的n值来实现频率不一致,比如头的角度=sin(2x),尾的角度=sin(3x),那么尾的频率就是头的1.5倍。
onDraw() {
this.clearCanvas(
let fishAngle = (this.fishMainAngle + Math.sin(MathUtils.toRadians(this.currentValue * 1.2)) * 4);
...
}
drawSegment(canvas, bottomCenterPoint, bigRadius,
smallRadius, findSmallCircleLength, fishAngle,
isBigCircle) {
canvas.fillStyle = this.defaultFillStyle
// 节肢摆动的角度
let segmentAngle = 0;
if (isBigCircle) {
segmentAngle = (fishAngle + Math.cos(MathUtils.toRadians(this.currentValue * 1.5)) * 15);
} else {
segmentAngle = (fishAngle + Math.sin(MathUtils.toRadians(this.currentValue * 1.5)) * 35);
}
复制如上fishAngle的频率扩大了1.2倍,节肢的频率扩大了1.5倍。sin,cos的角度变化范围,也就是currentValue的end-begin,必须是360度的整数倍,这样才能保证sin,cos的周期性。
我们这里设置begin=0,如下求currentValue的end值
设m = end*1.2/360,n=end*1.5/360
m=end/(360/1.2),n=end/(360/1.5)
m=end/300,n=end/240
end要整除300和240,则end是这两个数的最小公倍数
则end最小为1200
下面是变频的option
var options = {
duration: 5 * 1000,
easing: 'linear',
iterations: -1,
direction: "normal",
fill: "none",
begin: 0,
end: 1200 //必须是1200的倍数,1.5/360与1.2/360的最小公倍数是1200
}
调用
<element src="../fish/fish.hml"></element>
<div class="container">
<fish id="fish"></fish>
</div>
总结
通过本项目的演练,我们对自定义Canvas,JS动画,三角函数等有了更深的认识
这里只是实现了小鱼摆动和变频,后续有时间会接着增加点击屏幕实现小鱼的游动、游动时的转向、转向变频.