<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>写轮眼动画</title> <style> canvas { border: 1px solid black; } </style> </head> <body> <canvas id="myCanvas" width="200" height="200"></canvas> <script> // 获取canvas元素和2D绘图上下文 const canvas = document.getElementById('myCanvas'); const ctx = canvas.getContext('2d'); // 定义写轮眼的


代码分析 这段代码实现了一个写轮眼动画,整体逻辑和实现是正确的,但有一些地方可以优化以提高代码的可读性和可维护性。 优化建议 1. 将一些常量提取到函数外部统一管理:例如`canvas`的宽高、中心点坐标等,避免在代码中多次重复计算相同的值。 2. 添加注释解释关键逻辑:虽然已有部分注释,但可以进一步完善,特别是对于勾玉的绘制逻辑。 3. 使用函数封装一些重复的绘图操作:如绘制圆形的操作,可以封装成一个函数,提高代码的复用性。 优化后的代码 ```html <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>写轮眼动画</title> <style> canvas { border: 1px solid black; } </style> </head> <body> <canvas id="myCanvas" width="200" height="200"></canvas> <script> // 获取canvas元素和2D绘图上下文 const canvas = document.getElementById('myCanvas'); const ctx = canvas.getContext('2d'); // 定义写轮眼的基本属性 const EYE_RADIUS = 80; const PUPIL_RADIUS = 20; const TOMOE_RADIUS = 15; const TOMOE_COUNT = 3; let tomoeRotation = 0; // 获取画布中心点坐标 const centerX = canvas.width / 2; const centerY = canvas.height / 2; // 封装绘制圆形的函数 function drawCircle(x, y, radius, fillColor) { ctx.beginPath(); ctx.arc(x, y, radius, 0, 2 * Math.PI); ctx.fillStyle = fillColor; ctx.fill(); } function drawEye() { // 清空画布 ctx.clearRect(0, 0, canvas.width, canvas.height); // 绘制眼球(白色) drawCircle(centerX, centerY, EYE_RADIUS, 'white'); // 绘制瞳孔(黑色) drawCircle(centerX, centerY, PUPIL_RADIUS, 'black'); // 绘制勾玉 for (let i = 0; i < TOMOE_COUNT; i++) { const angle = (i * (2 * Math.PI / TOMOE_COUNT)) + tomoeRotation; const x = centerX + (EYE_RADIUS - TOMOE_RADIUS) * Math.cos(angle); const y = centerY + (EYE_RADIUS - TOMOE_RADIUS) * Math.sin(angle); drawCircle(x, y, TOMOE_RADIUS,'red'); } // 逐渐增加勾玉的旋转角度 tomoeRotation += 0.05; } // 使用requestAnimationFrame实现动画循环 function animate() { drawEye(); requestAnimationFrame(animate); } animate(); </script> </body> </html> ``` 额外需要注意的逻辑点 1. 角度计算:在计算勾玉的位置时,角度的计算涉及到三角函数,要确保角度的单位是弧度制,并且正确使用`Math.cos`和`Math.sin`函数。 2. 动画性能:使用`requestAnimationFrame`实现动画循环,要注意动画的帧率,如果帧率过高可能会导致性能问题,可以考虑添加帧率控制逻辑。 3. 代码可维护性:当需要修改写轮眼的属性(如半径、勾玉数量等)时,尽量修改常量的值,而不是在代码中直接修改硬编码的值,这样可以提高代码的可维护性。 [2025-07-05 22:54:34 | AI写代码神器 | 904点数解答]
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