该文本是一个HTML文档,展示了一个基于canvas的自由贪吃蛇动画效果。通过JavaScript处理鼠标事件,实现动态的光标轨迹。使用GSAP库来增强动画效果,代码中包含了对canvas的设置、鼠标位置的更新以及动画的循环更新。整体设计旨在提供一个互动且视觉上令人满意的用户体验。
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>自由贪吃蛇</title>
<script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/3.9.1/gsap.min.js"></script>
<style>
body,html{padding:0;margin:0;overscroll-behavior:none;overflow:hidden}.links{position:fixed;bottom:10px;right:10px;font-size:18px;font-family:sans-serif;background-color:white;padding:10px}a{text-decoration:none;color:black;margin-left:1em}a:hover{text-decoration:underline}a img.icon{display:inline-block;height:1em;margin:0 0 -0.1em 0.3em}
</style>
</head>
<body>
<canvas></canvas>
<div class="links">
<a href="https://dev.to/uuuuuulala/coding-an-interactive-and-damn-satisfying-cursor-7-simple-steps-2kb-of-code-1c8b"
target="_blank">
</div>
</body>
<script>
const canvas = document.querySelector("canvas");
const ctx = canvas.getContext('2d');
let mouseMoved = false;
const pointer = {
x: .5 * window.innerWidth,
y: .5 * window.innerHeight,
}
const params = {
pointsNumber: 40,
widthFactor: .3,
mouseThreshold: .6,
spring: .4,
friction: .5
};
const trail = new Array(params.pointsNumber);
for (let i = 0; i < params.pointsNumber; i++) {
trail[i] = {
x: pointer.x,
y: pointer.y,
dx: 0,
dy: 0,
}
}
window.addEventListener("click", e => {
updateMousePosition(e.pageX, e.pageY);
});
window.addEventListener("mousemove", e => {
mouseMoved = true;
updateMousePosition(e.pageX, e.pageY);
});
window.addEventListener("touchmove", e => {
mouseMoved = true;
updateMousePosition(e.targetTouches[0].pageX, e.targetTouches[0].pageY);
});
function updateMousePosition(eX, eY) {
pointer.x = eX;
pointer.y = eY;
}
setupCanvas();
update(0);
window.addEventListener("resize", setupCanvas);
function update(t) {
if (!mouseMoved) {
pointer.x = (.5 + .3 * Math.cos(.002 * t) * (Math.sin(.005 * t))) * window.innerWidth;
pointer.y = (.5 + .2 * (Math.cos(.005 * t)) + .1 * Math.cos(.01 * t)) * window.innerHeight;
}
ctx.clearRect(0, 0, canvas.width, canvas.height);
trail.forEach((p, pIdx) => {
const prev = pIdx === 0 ? pointer : trail[pIdx - 1];
const spring = pIdx === 0 ? .4 * params.spring : params.spring;
p.dx += (prev.x - p.x) * spring;
p.dy += (prev.y - p.y) * spring;
p.dx *= params.friction;
p.dy *= params.friction;
p.x += p.dx;
p.y += p.dy;
});
ctx.lineCap = "round";
ctx.beginPath();
ctx.moveTo(trail[0].x, trail[0].y);
for (let i = 1; i < trail.length - 1; i++) {
const xc = .5 * (trail[i].x + trail[i + 1].x);
const yc = .5 * (trail[i].y + trail[i + 1].y);
ctx.quadraticCurveTo(trail[i].x, trail[i].y, xc, yc);
ctx.lineWidth = params.widthFactor * (params.pointsNumber - i);
ctx.stroke();
}
ctx.lineTo(trail[trail.length - 1].x, trail[trail.length - 1].y);
ctx.stroke();
window.requestAnimationFrame(update);
}
function setupCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}
</script>
</html>