<!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> const canvas = document.getElementById('myCanvas'); const ctx = canvas.getContext('2d'); let angle = 0; function drawSha


代码分析与优化建议 1. 代码问题分析 - 性能方面:每次调用 `drawSharingan` 函数时,都需要重新绘制整个写轮眼,包括眼球、瞳孔和勾玉。虽然当前画布尺寸较小,性能影响不明显,但如果画布变大或动画复杂度增加,频繁重绘会导致性能下降。 - 代码结构方面:可以将一些固定的参数提取出来作为常量,提高代码的可读性和可维护性。 2. 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> // 提取常量,提高代码可读性和可维护性 const CANVAS = document.getElementById('myCanvas'); const CTX = CANVAS.getContext('2d'); const CANVAS_WIDTH = CANVAS.width; const CANVAS_HEIGHT = CANVAS.height; const EYE_RADIUS = 80; const PUPIL_RADIUS = 20; const TOMOE_RADIUS = 40; const TOMOE_SIZE = 10; const TOMOE_COUNT = 3; let angle = 0; function drawSharingan() { // 清空画布 CTX.clearRect(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT); // 绘制眼球 CTX.beginPath(); CTX.arc(CANVAS_WIDTH / 2, CANVAS_HEIGHT / 2, EYE_RADIUS, 0, 2 * Math.PI); CTX.fillStyle = 'black'; CTX.fill(); // 绘制瞳孔 CTX.beginPath(); CTX.arc(CANVAS_WIDTH / 2, CANVAS_HEIGHT / 2, PUPIL_RADIUS, 0, 2 * Math.PI); CTX.fillStyle ='red'; CTX.fill(); // 绘制勾玉 const centerX = CANVAS_WIDTH / 2; const centerY = CANVAS_HEIGHT / 2; for (let i = 0; i < TOMOE_COUNT; i++) { const x = centerX + TOMOE_RADIUS * Math.cos(angle + (i * (2 * Math.PI / TOMOE_COUNT))); const y = centerY + TOMOE_RADIUS * Math.sin(angle + (i * (2 * Math.PI / TOMOE_COUNT))); CTX.beginPath(); CTX.arc(x, y, TOMOE_SIZE, 0, 2 * Math.PI); CTX.fillStyle = 'white'; CTX.fill(); } angle += 0.1; } function animate() { drawSharingan(); requestAnimationFrame(animate); } animate(); </script> </body> </html> ``` 3. 额外需要注意的逻辑点 - 边界情况处理:当 `angle` 不断增加时,虽然在当前代码中不会出现明显问题,但如果需要对 `angle` 进行其他操作(如取模),要注意边界情况,避免出现数值溢出或异常。 - 动画性能:如果后续需要增加动画的复杂度,如添加更多的勾玉或特效,要注意性能优化。可以考虑使用离屏画布来缓存一些静态元素,减少重绘的工作量。 - 兼容性:不同浏览器对 `requestAnimationFrame` 的支持可能存在差异。如果需要兼容旧版本浏览器,可以添加相应的 polyfill 来确保动画在各种环境下都能正常运行。 [2025-07-09 12:16:32 | AI写代码神器 | 929点数解答]
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