幸运转盘 HTML5 Canvas 游戏
此示例展示如何使用 Konva 创建交互式幸运转盘游戏。可以使用鼠标或触摸输入转动转盘,转盘会因角摩擦逐渐减速。停止后,转盘会显示你的奖品!
import Konva from 'konva';
Konva.angleDeg = false;
let angularVelocity = 6;
const angularVelocities = [];
let lastRotation = 0;
let controlled = false;
const numWedges = 25;
const angularFriction = 0.2;
let target, activeWedge, stage, layer, wheel, pointer;
let finished = false;
function getAverageAngularVelocity() {
const total = angularVelocities.reduce((sum, vel) => sum + vel, 0);
return angularVelocities.length ? total / angularVelocities.length : 0;
}
function purifyColor(color) {
const randIndex = Math.round(Math.random() * 3);
color[randIndex] = 0;
return color;
}
function getRandomColor() {
const r = 100 + Math.round(Math.random() * 55);
const g = 100 + Math.round(Math.random() * 55);
const b = 100 + Math.round(Math.random() * 55);
return purifyColor([r, g, b]);
}
function getRandomReward() {
const mainDigit = Math.round(Math.random() * 9);
return mainDigit + '\n0\n0';
}
function addWedge(n) {
const s = getRandomColor();
const reward = getRandomReward();
const [r, g, b] = s;
const angle = (2 * Math.PI) / numWedges;
const endColor = `rgb(${r},${g},${b})`;
const startColor = `rgb(${r + 100},${g + 100},${b + 100})`;
const wedge = new Konva.Group({
rotation: (2 * n * Math.PI) / numWedges,
});
const wedgeBackground = new Konva.Wedge({
radius: 400,
angle: angle,
fillRadialGradientStartPoint: 0,
fillRadialGradientStartRadius: 0,
fillRadialGradientEndPoint: 0,
fillRadialGradientEndRadius: 400,
fillRadialGradientColorStops: [0, startColor, 1, endColor],
fill: '#64e9f8',
fillPriority: 'radial-gradient',
stroke: '#ccc',
strokeWidth: 2,
});
wedge.add(wedgeBackground);
const text = new Konva.Text({
text: reward,
fontFamily: 'Calibri',
fontSize: 50,
fill: 'white',
align: 'center',
stroke: 'yellow',
strokeWidth: 1,
rotation: (Math.PI + angle) / 2,
x: 380,
y: 30,
listening: false,
});
wedge.add(text);
text.cache();
wedge.startRotation = wedge.rotation();
wheel.add(wedge);
}
function animate(frame) {
// handle wheel spin
const angularVelocityChange =
(angularVelocity * frame.timeDiff * (1 - angularFriction)) / 1000;
angularVelocity -= angularVelocityChange;
// activate / deactivate wedges based on point intersection
const shape = stage.getIntersection({
x: stage.width() / 2,
y: 100,
});
if (controlled) {
if (angularVelocities.length > 10) {
angularVelocities.shift();
}
angularVelocities.push(
((wheel.rotation() - lastRotation) * 1000) / frame.timeDiff
);
} else {
const diff = (frame.timeDiff * angularVelocity) / 1000;
if (diff > 0.0001) {
wheel.rotate(diff);
} else if (!finished && !controlled) {
if (shape) {
const text = shape.getParent().findOne('Text').text();
const price = text.split('\n').join('');
alert('Your price is ' + price);
}
finished = true;
}
}
lastRotation = wheel.rotation();
if (shape && (!activeWedge || shape._id !== activeWedge._id)) {
pointer.y(20);
new Konva.Tween({
node: pointer,
duration: 0.3,
y: 30,
easing: Konva.Easings.ElasticEaseOut,
}).play();
if (activeWedge) {
activeWedge.fillPriority('radial-gradient');
}
shape.fillPriority('fill');
activeWedge = shape;
}
}
stage = new Konva.Stage({
container: 'container',
width: window.innerWidth,
height: 400,
});
layer = new Konva.Layer();
wheel = new Konva.Group({
x: stage.width() / 2,
y: 410,
});
for (let n = 0; n < numWedges; n++) {
addWedge(n);
}
pointer = new Konva.Wedge({
fillRadialGradientStartPoint: 0,
fillRadialGradientStartRadius: 0,
fillRadialGradientEndPoint: 0,
fillRadialGradientEndRadius: 30,
fillRadialGradientColorStops: [0, 'white', 1, 'red'],
stroke: 'white',
strokeWidth: 2,
lineJoin: 'round',
angle: 1,
radius: 30,
x: stage.width() / 2,
y: 33,
rotation: -90,
shadowColor: 'black',
shadowOffsetX: 3,
shadowOffsetY: 3,
shadowBlur: 2,
shadowOpacity: 0.5,
});
// add components to the stage
layer.add(wheel);
layer.add(pointer);
stage.add(layer);
// bind events
wheel.on('mousedown touchstart', function (evt) {
angularVelocity = 0;
controlled = true;
target = evt.target;
finished = false;
});
stage.on('mouseup touchend', function () {
controlled = false;
angularVelocity = getAverageAngularVelocity() * 5;
if (angularVelocity > 20) {
angularVelocity = 20;
} else if (angularVelocity < -20) {
angularVelocity = -20;
}
angularVelocities.length = 0;
});
stage.on('mousemove touchmove', function () {
const mousePos = stage.getPointerPosition();
if (controlled && mousePos && target) {
const x = mousePos.x - wheel.getX();
const y = mousePos.y - wheel.getY();
const atan = Math.atan(y / x);
const rotation = x >= 0 ? atan : atan + Math.PI;
wheel.rotation(rotation);
}
});
// create animation
const anim = new Konva.Animation(animate, layer);
anim.start();