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html+css+js实现魔性的舞蹈动画效果(代码分享)

本篇文章给大家分享一下html+css+js实现魔性的舞蹈动画效果的代码。有一定的参考价值,有需要的朋友可以参考一下,希望对大家有所帮助。 使用html+css+js实现魔性的舞蹈…

本篇文章给大家分享一下html+css+js实现魔性的舞蹈动画效果的代码。有一定的参考价值,有需要的朋友可以参考一下,希望对大家有所帮助。

使用html+css+js实现魔性的舞蹈,让我们燥起来!!!

效果图:

1.png

代码如下,复制代码即可使用:

<!DOCTYPE html><html ><head>  <meta charset="UTF-8">  <title>The Last Experience</title>  <style>      html { overflow: hidden;}body { position: absolute; margin: 0; padding: 0; width: 100%; height: 100%; background: #000;}canvas { position: absolute; width: 100%; height: 100%; background: #000;}  </style>  </head><body>      <script>        'use strict';function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }var Robot = function () { function Robot(color, light, size, x, y, struct) {  _classCallCheck(this, Robot);  this.points = [];  this.links = [];  this.frame = 0;  this.dir = 1;  this.size = size;  this.color = Math.round(color);  this.light = light;  // ---- points ----  var id = 0;  for (var _iterator = struct.points, _isArray = Array.isArray(_iterator), _i = 0, _iterator = _isArray ? _iterator : _iterator[Symbol.iterator]();;) {   var _ref;   if (_isArray) {    if (_i >= _iterator.length) break;    _ref = _iterator[_i++];   } else {    _i = _iterator.next();    if (_i.done) break;    _ref = _i.value;   }   var p = _ref;   this.points.push(new Point(id++, size * p[0] + x, size * p[1] + y, p[2]));  }  // ---- links ----  for (var _iterator2 = struct.links, _isArray2 = Array.isArray(_iterator2), _i2 = 0, _iterator2 = _isArray2 ? _iterator2 : _iterator2[Symbol.iterator]();;) {   var _ref2;   if (_isArray2) {    if (_i2 >= _iterator2.length) break;    _ref2 = _iterator2[_i2++];   } else {    _i2 = _iterator2.next();    if (_i2.done) break;    _ref2 = _i2.value;   }   var l = _ref2;   var p0 = this.points[l[0]];   var p1 = this.points[l[1]];   var dx = p0.x - p1.x;   var dy = p0.y - p1.y;   this.links.push(new Link(this, p0, p1, Math.sqrt(dx * dx + dy * dy), l[2] * size / 3, l[3], l[4]));  } } Robot.prototype.update = function update() {  // ---- beat ----  if (++this.frame % 20 === 0) this.dir = -this.dir;  // ---- create giants ----  if (dancerDrag && this === dancerDrag && this.size < 16 && this.frame > 600) {   dancerDrag = null;   dancers.push(new Robot(this.color, this.light * 1.25, this.size * 2, pointer.x, pointer.y - 100 * this.size * 2, struct));   dancers.sort(function (d0, d1) {    return d0.size - d1.size;   });  }  // ---- update links ----  for (var _iterator3 = this.links, _isArray3 = Array.isArray(_iterator3), _i3 = 0, _iterator3 = _isArray3 ? _iterator3 : _iterator3[Symbol.iterator]();;) {   var _ref3;   if (_isArray3) {    if (_i3 >= _iterator3.length) break;    _ref3 = _iterator3[_i3++];   } else {    _i3 = _iterator3.next();    if (_i3.done) break;    _ref3 = _i3.value;   }   var link = _ref3;   var p0 = link.p0;   var p1 = link.p1;   var dx = p0.x - p1.x;   var dy = p0.y - p1.y;   var dist = Math.sqrt(dx * dx + dy * dy);   if (dist) {    var tw = p0.w + p1.w;    var r1 = p1.w / tw;    var r0 = p0.w / tw;    var dz = (link.distance - dist) * link.force;    dx = dx / dist * dz;    dy = dy / dist * dz;    p1.x -= dx * r0;    p1.y -= dy * r0;    p0.x += dx * r1;    p0.y += dy * r1;   }  }  // ---- update points ----  for (var _iterator4 = this.points, _isArray4 = Array.isArray(_iterator4), _i4 = 0, _iterator4 = _isArray4 ? _iterator4 : _iterator4[Symbol.iterator]();;) {   var _ref4;   if (_isArray4) {    if (_i4 >= _iterator4.length) break;    _ref4 = _iterator4[_i4++];   } else {    _i4 = _iterator4.next();    if (_i4.done) break;    _ref4 = _i4.value;   }   var point = _ref4;   // ---- drag ----   if (this === dancerDrag && point === pointDrag) {    point.x += (pointer.x - point.x) * 0.1;    point.y += (pointer.y - point.y) * 0.1;   }   // ---- dance ----   if (this !== dancerDrag) {    point.fn && point.fn(16 * Math.sqrt(this.size), this.dir);   }   // ---- verlet integration ----   point.vx = point.x - point.px;   point.vy = point.y - point.py;   point.px = point.x;   point.py = point.y;   point.vx *= 0.995;   point.vy *= 0.995;   point.x += point.vx;   point.y += point.vy + 0.01;  }  for (var _iterator5 = this.links, _isArray5 = Array.isArray(_iterator5), _i5 = 0, _iterator5 = _isArray5 ? _iterator5 : _iterator5[Symbol.iterator]();;) {   var _ref5;   if (_isArray5) {    if (_i5 >= _iterator5.length) break;    _ref5 = _iterator5[_i5++];   } else {    _i5 = _iterator5.next();    if (_i5.done) break;    _ref5 = _i5.value;   }   var link = _ref5;   var p1 = link.p1;   // ---- ground ----   if (p1.y > canvas.height * ground - link.size * 0.5) {    p1.y = canvas.height * ground - link.size * 0.5;    p1.x -= p1.vx;    p1.vx = 0;    p1.vy = 0;   }   // ---- borders ----   if (p1.id === 1 || p1.id === 2) {    if (p1.x > canvas.width - link.size) p1.x = canvas.width - link.size;else if (p1.x < link.size) p1.x = link.size;   }  } }; Robot.prototype.draw = function draw() {  for (var _iterator6 = this.links, _isArray6 = Array.isArray(_iterator6), _i6 = 0, _iterator6 = _isArray6 ? _iterator6 : _iterator6[Symbol.iterator]();;) {   var _ref6;   if (_isArray6) {    if (_i6 >= _iterator6.length) break;    _ref6 = _iterator6[_i6++];   } else {    _i6 = _iterator6.next();    if (_i6.done) break;    _ref6 = _i6.value;   }   var link = _ref6;   if (link.size) {    var dx = link.p1.x - link.p0.x;    var dy = link.p1.y - link.p0.y;    var a = Math.atan2(dy, dx);    var d = Math.sqrt(dx * dx + dy * dy);    // ---- shadow ----    ctx.save();    ctx.translate(link.p0.x + link.size * 0.25, link.p0.y + link.size * 0.25);    ctx.rotate(a);    ctx.drawImage(link.shadow, -link.size * 0.5, -link.size * 0.5, d + link.size, link.size);    ctx.restore();    // ---- stroke ----    ctx.save();    ctx.translate(link.p0.x, link.p0.y);    ctx.rotate(a);    ctx.drawImage(link.image, -link.size * 0.5, -link.size * 0.5, d + link.size, link.size);    ctx.restore();   }  } }; return Robot;}();var Link = function Link(parent, p0, p1, dist, size, light, force) { _classCallCheck(this, Link); // ---- cache strokes ---- function stroke(color, axis) {  var image = document.createElement('canvas');  image.width = dist + size;  image.height = size;  var ict = image.getContext('2d');  ict.beginPath();  ict.lineCap = "round";  ict.lineWidth = size;  ict.strokeStyle = color;  ict.moveTo(size * 0.5, size * 0.5);  ict.lineTo(size * 0.5 + dist, size * 0.5);  ict.stroke();  if (axis) {   var s = size / 10;   ict.fillStyle = "#000";   ict.fillRect(size * 0.5 - s, size * 0.5 - s, s * 2, s * 2);   ict.fillRect(size * 0.5 - s + dist, size * 0.5 - s, s * 2, s * 2);  }  return image; } this.p0 = p0; this.p1 = p1; this.distance = dist; this.size = size; this.light = light || 1.0; this.force = force || 0.5; this.image = stroke("hsl(" + parent.color + " ,30%, " + parent.light * this.light + "%)", true); this.shadow = stroke("rgba(0,0,0,0.5)");};var Point = function Point(id, x, y, fn, w) { _classCallCheck(this, Point); this.id = id; this.x = x; this.y = y; this.w = w || 0.5; this.fn = fn || null; this.px = x; this.py = y; this.vx = 0; this.vy = 0;};var Canvas = function () { function Canvas() {  var _this = this;  _classCallCheck(this, Canvas);  this.elem = document.createElement('canvas');  this.ctx = this.elem.getContext('2d');  document.body.appendChild(this.elem);  this.resize();  window.addEventListener('resize', function () {   return _this.resize();  }, false); } Canvas.prototype.resize = function resize() {  this.width = this.elem.width = this.elem.offsetWidth;  this.height = this.elem.height = this.elem.offsetHeight;  ground = this.height > 500 ? 0.85 : 1.0; }; return Canvas;}();var Pointer = function () { function Pointer(canvas) {  var _this2 = this;  _classCallCheck(this, Pointer);  this.x = 0;  this.y = 0;  this.canvas = canvas;  window.addEventListener('mousemove', function (e) {   return _this2.move(e);  }, false);  canvas.elem.addEventListener('touchmove', function (e) {   return _this2.move(e);  }, false);  window.addEventListener('mousedown', function (e) {   return _this2.down(e);  }, false);  window.addEventListener('touchstart', function (e) {   return _this2.down(e);  }, false);  window.addEventListener('mouseup', function (e) {   return _this2.up(e);  }, false);  window.addEventListener('touchend', function (e) {   return _this2.up(e);  }, false); } Pointer.prototype.down = function down(e) {  this.move(e);  for (var _iterator7 = dancers, _isArray7 = Array.isArray(_iterator7), _i7 = 0, _iterator7 = _isArray7 ? _iterator7 : _iterator7[Symbol.iterator]();;) {   var _ref7;   if (_isArray7) {    if (_i7 >= _iterator7.length) break;    _ref7 = _iterator7[_i7++];   } else {    _i7 = _iterator7.next();    if (_i7.done) break;    _ref7 = _i7.value;   }   var dancer = _ref7;   for (var _iterator8 = dancer.points, _isArray8 = Array.isArray(_iterator8), _i8 = 0, _iterator8 = _isArray8 ? _iterator8 : _iterator8[Symbol.iterator]();;) {    var _ref8;    if (_isArray8) {     if (_i8 >= _iterator8.length) break;     _ref8 = _iterator8[_i8++];    } else {     _i8 = _iterator8.next();     if (_i8.done) break;     _ref8 = _i8.value;    }    var point = _ref8;    var dx = pointer.x - point.x;    var dy = pointer.y - point.y;    var d = Math.sqrt(dx * dx + dy * dy);    if (d < 60) {     dancerDrag = dancer;     pointDrag = point;     dancer.frame = 0;    }   }  } }; Pointer.prototype.up = function up(e) {  dancerDrag = null; }; Pointer.prototype.move = function move(e) {  var touchMode = e.targetTouches,      pointer = undefined;  if (touchMode) {   e.preventDefault();   pointer = touchMode[0];  } else pointer = e;  this.x = pointer.clientX;  this.y = pointer.clientY; }; return Pointer;}();// ---- init ----var ground = 1.0;var canvas = new Canvas();var ctx = canvas.ctx;var pointer = new Pointer(canvas);var dancerDrag = null;var pointDrag = null;// ---- main loop ----function run() { requestAnimationFrame(run); ctx.clearRect(0, 0, canvas.width, canvas.height); ctx.fillStyle = "#222"; ctx.fillRect(0, 0, canvas.width, canvas.height * 0.15); ctx.fillRect(0, canvas.height * 0.85, canvas.width, canvas.height * 0.15); for (var _iterator9 = dancers, _isArray9 = Array.isArray(_iterator9), _i9 = 0, _iterator9 = _isArray9 ? _iterator9 : _iterator9[Symbol.iterator]();;) {  var _ref9;  if (_isArray9) {   if (_i9 >= _iterator9.length) break;   _ref9 = _iterator9[_i9++];  } else {   _i9 = _iterator9.next();   if (_i9.done) break;   _ref9 = _i9.value;  }  var dancer = _ref9;  dancer.update();  dancer.draw(); }}// ---- robot structure ----var struct = { points: [[0, -4, function (s, d) {  this.y -= 0.01 * s; }], [0, -16, function (s, d) {  this.y -= 0.02 * s * d; }], [0, 12, function (s, d) {  this.y += 0.02 * s * d; }], [-12, 0], [12, 0], [-3, 34, function (s, d) {  if (d > 0) {   this.x += 0.01 * s;   this.y -= 0.015 * s;  } else {   this.y += 0.02 * s;  } }], [3, 34, function (s, d) {  if (d > 0) {   this.y += 0.02 * s;  } else {   this.x -= 0.01 * s;   this.y -= 0.015 * s;  } }], [-28, 0, function (s, d) {  this.x += this.vx * 0.035;  this.y -= 0.001 * s; }], [28, 0, function (s, d) {  this.x += this.vx * 0.035;  this.y -= 0.001 * s; }], [-3, 64, function (s, d) {  this.y += 0.02 * s;  if (d > 0) {   this.y -= 0.01 * s;  } else {   this.y += 0.05 * s;  } }], [3, 64, function (s, d) {  this.y += 0.02 * s;  if (d > 0) {   this.y += 0.05 * s;  } else {   this.y -= 0.01 * s;  } }], [0, -4.1]], links: [[3, 7, 12, 0.5], [1, 3, 24, 0.5], [1, 0, 18, 0.5], [0, 11, 60, 0.8], [5, 9, 16, 0.5], [2, 5, 32, 0.5], [1, 2, 50, 1], [6, 10, 16, 1.5], [2, 6, 32, 1.5], [4, 8, 12, 1.5], [1, 4, 24, 1.5]]};// ---- instanciate robots ----var dancers = [];for (var i = 0; i < 6; i++) { dancers.push(new Robot(i * 360 / 7, 80, 4, (i + 2) * canvas.width / 9, canvas.height * ground - 295, struct));}run();    </script></body></html>

如有错误,欢迎联系我指正,非常感谢!!!

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