一直从事于后端编程工作,工作中也经常接触和使用一些前端技术,但大多数还是用于操作和控制数据与客户端交互工作。随着互联网技术的发展以及硬件性能的不断提升,人们对于交互式体验已变得越来越重视,进而前端技术已经越来越突显出它的重要性,特别是一些炫酷的特效,精美的UI设计,都使人眼前一亮,顿时觉得网站平台都高大上不少,很博人们眼球,给人们以很好的视觉冲击,特别是现在的css3,HTML5技术的更新,使得以更小的代价就可以轻松实现这些效果,故此,顿时膜拜起前端技术,悠然起了兴趣,跃跃欲试,随机利用css3的新增3D特效技术及动画特效功能加原生态javascript写了一个随机打乱旋扭的魔方,在指定的步数后,魔方按记录的动作,逆行旋扭重新归位。随即发布出来与大家分享,也希望前端的大牛能指点一二,不甚感激!

原生javascript+css3编写的3D魔方动画旋扭特效

代码如下:

<!DOCTYPE html>
<html>
<head>
 <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
 <title></title>
 <meta charset="utf-8" />
 <script language="javascript" type="text/javascript">
  var cache = {};
  (function (exports) {

   function Cube(opts) {
    opts = opts || {};
    this.parent = opts.parent; //插入到哪里
    this.browserPrefix = opts.browserPrefix;
    this.width = opts.width;
    this.height = opts.height;
    this.cubZ = opts.cubZ;
    this.face = opts.face;
    this.row = opts.row;
    this.column = opts.column;
    this.offsetX = this.column * (this.width + opts.marginX); //
    this.offsetY = this.row * (this.height + opts.marginY);//
    this.offsetZ = this.face * (this.cubZ + opts.marginZ);//
    this.positiveZ = this.cubZ / 2;
    this.negativeZ = -this.cubZ / 2;
    this.cubFaceInfo = opts.cubFaceInfo;
    this.dimension = opts.dimension;
    this.centerX = (this.dimension * this.width + (this.dimension - 1) * opts.marginX) / 2;
    this.centerY = (this.dimension * this.height + (this.dimension - 1) * opts.marginY) / 2;
    this.centerZ = (this.dimension * this.cubZ + (this.dimension - 1) * opts.marginZ) / 2;
    this.translateX = this.offsetX - this.centerX; //把中心点设为原点
    this.translateY = this.offsetY - this.centerY; //
    this.translateZ = this.cubZ / 2 + this.offsetZ - this.centerZ; //offsetZ按上面计算应该跟x,y在一个平面上即后面,但实际上由于要形成立方体,在Z轴上已经后退了cubZ/2个距离,故为和上面保持一致在一个面上,这里需要再加回cubZ/2个距离,使默认的xyz原点都在一个平面上即立方体后面左上角三维坐标系,以这个点作为参考点平移和设置旋转原点
    this.cubeFace = [];
    this.rotateTransfrom = "";
    this.init();

   }
   Cube.prototype = {
    init: function () {
     this.createCubeBox();
     this.createFront();
     this.createBack();
     this.createTop();
     this.createBottom();
     this.createLeft();
     this.createRight();

    },
    createCubeBox: function () {
     this.Box = document.createElement('div');
     this.Box.style.width = this.width + "px";
     this.Box.style.height = this.height + "px";
     this.Box.style.left = "50%";
     this.Box.style.top = "50%";
     this.Box.style.position = "absolute";
     this.Box.style[this.browserPrefix + "TransformStyle"] = "preserve-3d";
     this.Box.style[this.browserPrefix + "Perspective"] = "0";
     //     this.Scene.style[this.browserPrefix + "backfaceVisibility"] = "hidden";
     this.intalTransform = "translateZ(" + this.translateZ + "px) translateX(" + this.translateX + "px) translateY(" + this.translateY + "px)";
     this.Box.style[this.browserPrefix + "Transform"] = this.intalTransform;
     this.Box.style[this.browserPrefix + "TransformOrigin"] = "" + (-this.translateX) + "px " + (-this.translateY) + "px " + (-this.translateZ) + "px";
     this.parent.appendChild(this.Box);
     this.x = window.getComputedStyle(this.Box).getPropertyValue('left');
     this.y = window.getComputedStyle(this.Box).getPropertyValue('top');
     this.matrix3d = window.getComputedStyle(this.Box).getPropertyValue('transform');
    },
    createFace: function () {
     var face = document.createElement('div');
     face.style.margin = 0;
     face.style.position = "absolute";
     face.style.width = this.width + "px";
     face.style.height = this.height + "px";
     return face;
    },
    createFront: function () {
     var face = this.createFace();
     face.style[this.browserPrefix + "Transform"] = "translateZ(" + this.positiveZ + "px) "
     this.cubeFace.push(face);
     this.front = face;
     this.Box.appendChild(face);
    },
    createBack: function () {
     var face = this.createFace();
     face.style[this.browserPrefix + "Transform"] = "translateZ(" + this.negativeZ + "px) ";
     this.cubeFace.push(face);
     this.back = face;
     this.Box.appendChild(face);
    },
    createTop: function () {
     var face = this.createFace();
     face.style[this.browserPrefix + "Transform"] = "rotateX(90deg) translateZ(" + this.positiveZ + "px) ";
     this.cubeFace.push(face);
     this.top = face;
     this.Box.appendChild(face);
    },
    createBottom: function () {
     var face = this.createFace();
     face.style[this.browserPrefix + "Transform"] = "rotateX(90deg) translateZ(" + this.negativeZ + "px) ";
     this.cubeFace.push(face);
     this.bottom = face;
     this.Box.appendChild(face);
    },
    createLeft: function () {
     var face = this.createFace();
     face.style[this.browserPrefix + "Transform"] = "rotateY(90deg) translateZ(" + this.negativeZ + "px) ";
     this.cubeFace.push(face);
     this.left = face;
     this.Box.appendChild(face);
    },
    createRight: function () {
     var face = this.createFace();
     face.style[this.browserPrefix + "Transform"] = "rotateY(90deg) translateZ(" + (this.positiveZ) + "px) ";
     this.cubeFace.push(face);
     this.right = face;
     this.Box.appendChild(face);
    }

   }
   exports.magicCube = function (opts) {
    opts = opts || {};
    this.parent = opts.parent || document.getElementsByTagName('body')[0];
    this.dimension = opts.dimension || 3; //魔方级数
    this.cubWidth = opts.cubWidth || 50; //单个立方体宽度
    this.cubHidth = opts.cubHidth || 50; //单个立方体告诉
    this.marginLeft = opts.marginLeft || 0;
    this.marginTop = opts.marginLeft || 0;
    this.marginZ = opts.marginZ || 0;
    this.cubZ = opts.cubZ || 50; //单个立方体Z轴距离
    this.sceneWidth = opts.sceneWidth; //3d场景宽度
    this.sceneHeight = opts.sceneHeight; //3d场景高度
    this.Perspective = opts.Perspective || 0; //投影值
    this.cubFaceInfo = opts.cubFaceInfo || { front: { backGround: "rgba(0,255,255,.5)" }, back: { backGround: "rgba(153,204,255,.5)" }, left: { backGround: "rgba(128,0,128,.5)" }, right: { backGround: "rgba(255,0,255,.5)" }, top: { backGround: "rgba(255,153,204,.5)" }, bottom: { backGround: "rgba(0,204,255,.5)" }, inner: { backGround: "rgba(100,100,100,.5)" } }; //立方体面信息
    this.angle = opts.angle || 90;
    this.rollbackPoint = opts.rollbackPoint || 10;
    this.faceCount = this.dimension * this.dimension; //每面立方体个数
    this.count = this.dimension * this.dimension * this.dimension; //立方体总个数
    this.cubes = [];
    this.browserPrefix = "";
    this.isRunning = 0;
    this.timer = null;
    this.rotateFace;
    this.moveDirect = true;//正向随机动作还是回归,默认为正向
    this.cubeMoveQueue = [];
    this.rollMoveStack = [];//动作回归的堆栈
    this.init();
   };
   magicCube.prototype = {
    init: function () {
     this.start();
    },
    create3dScene: function () {
     this.Scene = document.createElement('div');
     //this.Scene.className = "cube";
     var width = this.sceneWidth || this.clientWidth,
      height = this.sceneHeight || this.clientHeight;
     this.Scene.style.width = width + "px";
     this.Scene.style.height = height + "px";
     this.Scene.style.position = "relative";
     this.Scene.style[this.browserPrefix + "TransformStyle"] = "preserve-3d";
     this.Scene.style[this.browserPrefix + "Perspective"] = this.Perspective + "px";
     //     this.Scene.style[this.browserPrefix + "backfaceVisibility"] = "hidden";
     this.Scene.style[this.browserPrefix + "Transform"] = "rotateX(-30deg) rotateY(30deg) ";
     this.parent.appendChild(this.Scene);

    },
    create: function (face, row, column) {
     return new Cube({
      parent: this.Scene,
      dimension: this.dimension,
      width: this.cubWidth,
      height: this.cubHidth,
      cubZ: this.cubZ,
      face: face,
      row: row,
      column: column,
      browserPrefix: this.browserPrefix,
      cubFaceInfo: this.cubFaceInfo,
      marginX: this.marginLeft,
      marginY: this.marginTop,
      marginZ: this.marginZ,
      dimension: this.dimension
     });
    },
    createMagicCube: function (index) {
     var face = 0, row = 0, column = 0;
     for (var i = 0; i < this.count; i++) {
      this.cubes.push(this.create(face, row, column));
      this.cubes[this.cubes.length - 1].index = this.cubes.length - 1;
      column++;
      if ((i + 1) % this.dimension === 0) {
       row++;
       column = 0;
      }
      if ((i + 1) % this.faceCount === 0) {
       face++;
       row = 0;
      }
     }
    },
    drawBackGroundColor: function () {
     for (var face in this.cubFaceInfo) {
      if (face == "inner") {
       this.setInnerBKColor(this.cubFaceInfo[face].backGround);
      }
      else {
       var cube = this.getCubesByFace(face);
       for (var i = 0, len = cube.length; i < len; i++) {
        cube[i][face].style.background = this.cubFaceInfo[face].backGround;
       }
      }
     }

    },
    setInnerBKColor: function (color) {
     for (var i = 0; i < this.count; i++) {
      for (var j = 0; j < 6; j++) {
       if (this.cubes[i].cubeFace[j].style.background == "") {
        this.cubes[i].cubeFace[j].style.background = color;
       }
      }
     }
    },
    getZFace: function (zIndex) {
     var zFace = [];
     if (zIndex < 1 || zIndex > this.dimension)
      return null;
     for (var i = (zIndex - 1) * this.faceCount; i < zIndex * this.faceCount; i++) {
      zFace.push(this.cubes[i]);
     }
     return zFace;
    },
    getXFace: function (xIndex) {
     var xFace = [];
     if (xIndex < 1 || xIndex > this.dimension)
      return null;
     for (var i = 0; i < this.count; i++) {
      if (i % this.dimension == 0)
       xFace.push(this.cubes[i + xIndex - 1]);
     }
     return xFace;
    },
    getYFace: function (yIndex) {
     var yFace = [];
     if (yIndex < 1 || yIndex > this.dimension)
      return null;
     for (var i = 0; i < this.count; i++) {
      if (i % this.faceCount == (yIndex - 1) * this.dimension) {
       for (var j = 0; j < this.dimension; j++)
        yFace.push(this.cubes[i + j]);
      }
     }
     return yFace;
    },
    getSideCubes: function (cubes, circleIndex) {
     var sides = [], top = [], left = [], bottom = [], right = [];
     if (circleIndex < 0 || circleIndex > this.dimension / 2 - 1)
      return null;
     for (var i = 0, count = this.dimension - circleIndex * 2; i < count; i++) {
      top.push(cubes[circleIndex * this.dimension + circleIndex + i]);
      left.push(cubes[circleIndex * this.dimension + circleIndex + i * this.dimension]);
      bottom.push(cubes[(this.dimension - 1 - circleIndex) * this.dimension + circleIndex + i]);
      right.push(cubes[circleIndex * this.dimension + circleIndex + i * this.dimension + (this.dimension - (circleIndex * 2) - 1)]);
     }
     sides.push(this.orderByDesc(top));
     sides.push(left);
     sides.push(bottom);
     sides.push(this.orderByDesc(right));
     return sides;
    },

    getCubesByFace: function (face) {
     switch (face) {
      case "front": return this.getZFace(this.dimension);
      case "back": return this.getZFace(1);
      case "left": return this.getXFace(1);
      case "right": return this.getXFace(this.dimension);
      case "top": return this.getYFace(1);
      case "bottom": return this.getYFace(this.dimension);
     }
    },
    moveMagicCube: function () {
     if (this.cubes.length < 1) return;
     //var cubes = this.getYFace(2);
     //for (var i = 0, len = cubes.length; i < len; i++) {
     // cubes[i].Box.className = "rotate";
     //}
     //随机产生3D转动方向
     this.isRunning = 0;
     var direct = this.random(1, 3), rotateDirect = "", getFaceFun;
     // direct=3;
     switch (direct) {
      case 1: rotateDirect = "rotateX"; getFaceFun = this.getXFace; break;
      case 2: rotateDirect = "rotateY"; getFaceFun = this.getYFace; break;
      case 3: rotateDirect = "rotateZ"; getFaceFun = this.getZFace; break;
     }
     this.rotateFace = rotateDirect;
     this.cubeRotateStatus = [];
     for (var i = 1; i <= this.dimension; i++) {
      var status = this.random(0, 2);
      this.cubeRotateStatus.push(status);
      switch (status) {
       case 0: break;//不转动
       case 1: this.rotateBox(this.angle, rotateDirect, i, getFaceFun.call(this, i)); break;//正向转动90
       case 2: this.rotateBox(-this.angle, rotateDirect, i, getFaceFun.call(this, i)); break;//反向转动90
      }

     }

     var flag = false;
     for (var i = 0, len = this.cubeRotateStatus.length; i < len; i++) {
      if (this.cubeRotateStatus[i]) {
       flag = true;
       break;
      }
     }
     if (!flag) {//一个都没转的情况 则强制补充一个
      var index = this.random(1, this.dimension);
      this.rotateBox(this.angle, rotateDirect, index, getFaceFun.call(this, index)); //正向转动90
      this.cubeRotateStatus[index - 1] = 1;//全都不转动 默认选出一个 使其正向转动指定度数
     }
     setTimeout(this.timerFun, 100);
     this.rollMoveStack.push({ rotateFace: this.rotateFace, cubeRotateStatus: this.cubeRotateStatus });//记录动作状态
     if (this.rollMoveStack.length == this.rollbackPoint)//判断当达到阀值时切换动作方向为回归
      this.moveDirect = false;

    },
    moveRollBackCube: function () {
     var record = this.rollMoveStack.pop(), getFaceFun;
     this.rotateFace = record.rotateFace;
     this.isRunning = 0;
     switch (record.rotateFace) {
      case "rotateX": getFaceFun = this.getXFace; break;
      case "rotateY": getFaceFun = this.getYFace; break;
      case "rotateZ": getFaceFun = this.getZFace; break;
     }
     this.cubeRotateStatus = [];
     for (var i = 0, len = record.cubeRotateStatus.length; i < len; i++) {
      var dimensionIndex = i+1, status = record.cubeRotateStatus[i];
      if (status == 1) {
       this.cubeRotateStatus.push(2);//1 变2,2变1
       this.rotateBox(-this.angle, record.rotateFace, dimensionIndex, getFaceFun.call(this, dimensionIndex)); //反向转动90
      }
      else if (status == 2) {
       this.cubeRotateStatus.push(1);//1 变2,2变1
       this.rotateBox(this.angle, record.rotateFace, dimensionIndex, getFaceFun.call(this, dimensionIndex)); //反向转动90
      }
      else {
       this.cubeRotateStatus.push(0);
      }
     }
     setTimeout(this.timerFun, 100);
     if (this.rollMoveStack.length == 0)//判断当达到0时切换动作为正向随机
      this.moveDirect = true;
    },
    intersect: function (source, target) {
     var data = [];
     for (var i = 0, len = source.length; i < len; i++) {
      var index = target.indexOf(source[i]);
      if (index >= 0)
       data.push(source[i])
     }
     return data;
    },
    orderByDesc: function (datas) {
     var temp;
     for (var i = 0; i < datas.length - 1; i++) {
      for (var j = i + 1; j < datas.length; j++) {
       if (parseFloat(datas[i].index) < parseFloat(datas[j].index)) {
        temp = datas[i];
        datas[i] = datas[j];
        datas[j] = temp;
       }
      }
     }
     return datas;
    },
    getSideBackGround: function (sideFaces, face) {
     var backGrounds = [];
     for (var i = 0, len = sideFaces.length; i < len; i++) {
      backGrounds.push(sideFaces[i][face].style.background);
     }
     return backGrounds;
    },
    setRotateDirectSideBackGround: function (faceCubes, sideFace, offset, status) {
     var oldSides = this.getSideCubes(faceCubes, 0), backColor = [];
     var offsetNIndex, offsetPIndex;
     for (var j = 0; j < 4; j++) {
      offsetPIndex = (j - offset + 4) % 4;
      offsetNIndex = (j + offset) % 4;
      if (this.rotateFace == "rotateY") {
       if (status == 1)//正向
       {
        backColor[j] = this.getSideBackGround(oldSides[offsetPIndex], sideFace[offsetPIndex]);
       }
       else//反向
       {
        backColor[j] = this.getSideBackGround(oldSides[offsetNIndex], sideFace[offsetNIndex]);
       }
      }
      else {
       if (status == 2)//正向
       {
        backColor[j] = this.getSideBackGround(oldSides[offsetPIndex], sideFace[offsetPIndex]);
       }
       else//反向
       {
        backColor[j] = this.getSideBackGround(oldSides[offsetNIndex], sideFace[offsetNIndex]);
       }
      }

     }
     for (var j = 0; j < 4; j++) {
      for (var k = 0; k < oldSides[j].length; k++) {
       oldSides[j][k][sideFace[j]].style.background = backColor[j][k];
      }
     }
    },
    setRotateOtherDirectSideBackGround: function (faceCubes, otherFace, offset, status) {
     var oldSides = [], backColor = [];
     var offsetNIndex, offsetPIndex;
     for (var i = 0; i <= parseInt(this.dimension / 2) - 1; i++) {
      oldSides = this.getSideCubes(faceCubes, i), backColor = [];
      for (var j = 0; j < 4; j++) {
       offsetPIndex = (j - offset + 4) % 4;
       offsetNIndex = (j + offset) % 4;
       if (this.rotateFace == "rotateY") {
        if (status == 1)//正向
        {
         backColor[j] = this.getSideBackGround(oldSides[offsetPIndex], otherFace);
        }
        else//反向
        {
         backColor[j] = this.getSideBackGround(oldSides[offsetNIndex], otherFace);
        }
       }
       else {
        if (status == 2)//正向
        {
         backColor[j] = this.getSideBackGround(oldSides[offsetPIndex], otherFace);
        }
        else//反向
        {
         backColor[j] = this.getSideBackGround(oldSides[offsetNIndex], otherFace);
        }
       }

      }
      for (var j = 0; j < 4; j++) {
       for (var k = 0; k < oldSides[j].length; k++) {
        oldSides[j][k][otherFace].style.background = backColor[j][k];
       }
      }
     }

    },
    animationEnd: function () {
     var offset = this.angle / 90, faceCubes = [], otherFace;
     var zSideFace = ["top", "left", "bottom", "right"], xSideFace = ["back", "top", "front", "bottom"], ySideFace = ["back", "left", "front", "right"], sideFace = [];
     for (var i = 0, len = this.cubeRotateStatus.length; i < len; i++) {
      var status = this.cubeRotateStatus[i];
      if (status) {
       var dimensionIndex = i + 1;
       switch (this.rotateFace) {
        case "rotateX": faceCubes = this.getXFace(dimensionIndex); sideFace = xSideFace; if (dimensionIndex == 1) otherFace = "left"; else if (dimensionIndex == this.dimension) otherFace = "right"; break;
        case "rotateY": faceCubes = this.getYFace(dimensionIndex); sideFace = ySideFace; if (dimensionIndex == 1) otherFace = "top"; else if (dimensionIndex == this.dimension) otherFace = "bottom"; break;
        case "rotateZ": faceCubes = this.getZFace(dimensionIndex); sideFace = zSideFace; if (dimensionIndex == 1) otherFace = "back"; else if (dimensionIndex == this.dimension) otherFace = "front"; break;
       }
       this.setRotateDirectSideBackGround(faceCubes, sideFace, offset, status);
       if (dimensionIndex == 1 || dimensionIndex == this.dimension)
        this.setRotateOtherDirectSideBackGround(faceCubes, otherFace, offset, status);
      }

     }
     // console.info(this.rollMoveStack.length + "," + this.moveDirect);
     if (this.moveDirect)
      this.moveMagicCube();
     else
      this.moveRollBackCube();
     // alert("运行结束");
    },
    bindAnimationEvent: function () {
     var loopMove = function () {
      cache.magicCube.isRunning--;//由于按组转动,顾要等组成员都完成再进行新的动画
      if (cache.magicCube.isRunning == 0)
       cache.magicCube.animationEnd();
     }
     for (var i = 0; i < this.count; i++) {

      this.prefixedEvent(this.cubes[i].Box, "AnimationEnd", loopMove, true);
     }
     cache.magicCube = this;//缓存,避免内存泄露
    },
    rotateBox: function (angle, rotateDirect, faceIndex, cubes) {
     if (cubes != null) {
      var startStatus = rotateDirect + "(0deg)", endStatus = rotateDirect + "(" + angle + "deg)";
      // this.changeAnimationStatus("mydhua", startStatus, endStatus)
      for (var i = 0, len = cubes.length; i < len; i++) {
       var ruleName = "roateRule" + faceIndex + i;
       this.isRunning++;//组成员转动统计
       //if (cubes[i].rotateTransfrom != "")
       // startStatus = cubes[i].rotateTransfrom;
       cubes[i].rotateTransfrom = endStatus;
       if (this.findKeyframesRule(ruleName) == null)
        this.createKeyframesRule(ruleName, cubes[i].intalTransform + " " + startStatus, cubes[i].intalTransform + " " + endStatus);
       else
        this.changeAnimationStatus(ruleName, cubes[i].intalTransform + " " + startStatus, cubes[i].intalTransform + " " + endStatus);
       cubes[i].Box.style[this.browserPrefix + "AnimationName"] = "none";
       this.cubeMoveQueue.push({ cube: cubes[i], rule: ruleName });
      }
     }
    },
    findKeyframesRule: function (rule) {
     var ruleName = this.browserPrefix == "" "KEYFRAMES_RULE" : this.browserPrefix.toUpperCase() + "_KEYFRAMES_RULE";
     var ss = document.styleSheets;
     for (var i = 0; i < ss.length; ++i) {
      for (var j = 0; j < ss[i].cssRules.length; ++j) {
       if (ss[i].cssRules[j].type == window.CSSRule[ruleName] && ss[i].cssRules[j].name == rule) { return ss[i].cssRules[j]; }
      }
     }
     return null;
    },
    createKeyframesRule: function (rule, startStatus, endStatus) {
     var prefix = this.browserPrefix == "" "" : "-" + this.browserPrefix + "-";
     var sheet;
     if (document.styleSheets.length < 1)
      sheet = this.createSheets();
     else
      sheet = document.styleSheets[0];
     var selectorText = "@" + prefix + "keyframes " + rule;
     var cssText = "0% { " + prefix + "transform: " + startStatus + "; } 100% { " + prefix + "transform: " + endStatus + "; }"
     if (sheet.insertRule) {
      sheet.insertRule(selectorText + "{" + cssText + "}", 0);
     } else if (sheet.addRule) {//兼容IE
      sheet.addRule(selectorText, cssText, 0);
     }
    },
    removeKeyframeRule: function (keyframes) {
     var length = keyframes.cssRules.length;
     var keyframeString = [];
     for (var i = 0; i < length; i++) {
      keyframeString.push(keyframes.cssRules[i].keyText);
     }
     //移除动画帧规则
     for (var i = 0, j = length; i < j; i++) {
      if (this.browserPrefix == "webkit" || this.browserPrefix == "Moz")
       keyframes.deleteRule(keyframeString[i]);
      else
       keyframes.deleteRule(i); //兼容IE
     }
    },
    changeAnimationStatus: function (animationName, startStatus, endStatus) {
     var keyframes = this.findKeyframesRule(animationName);
     this.removeKeyframeRule(keyframes);
     //重新设置帧规则
     var prefix = this.browserPrefix == "" "" : "-" + this.browserPrefix + "-";
     keyframes.appendRule("0% { " + prefix + "transform: " + startStatus + "; }");
     keyframes.appendRule("100% { " + prefix + "transform: " + endStatus + "; }");
    },
    createSheets: function () {
     // 创建 <style> 标签
     var style = document.createElement("style");
     // 可以添加一个媒体(/媒体查询,media query)属性
     // style.setAttribute("media", "screen")
     // style.setAttribute("media", "only screen and (max-width : 1024px)")
     // 对WebKit hack :(
     style.appendChild(document.createTextNode(""));
     // 将 <style> 元素加到页面中
     document.head.appendChild(style);
     return style.sheet;
    },
    prefixedEvent: function (element, type, callback, isAdd) {
     var pfx = ["webkit", "moz", "MS", "o", ""];
     for (var p = 0; p < pfx.length; p++) {
      if (!pfx[p]) type = type.toLowerCase();
      if (isAdd)
       element.addEventListener(pfx[p] + type, callback, false);
      else
       element.removeEventListener(pfx[p] + type, callback, false);
     }
    },
    start: function () {
     this.css();
     this.prefix();
     this.create3dScene();
     this.createMagicCube();
     this.drawBackGroundColor();
     this.bindAnimationEvent();//绑定动画播放完成事件
     this.moveMagicCube();  //立即开始动画
     // this.timer = setInterval(this.timerFun, 100);
    },
    timerFun: function () {
     var _this = cache.magicCube;
     if (_this.isRunning >= _this.dimension) {
      for (var i = 0, len = _this.cubeMoveQueue.length; i < len; i++) {
       var animation = _this.cubeMoveQueue.shift();
       animation.cube.Box.style[_this.browserPrefix + "Animation"] = animation.rule + " 2s linear 1"; // Chrome, Safari 和 Opera 代码
      }

     }

    },
    css: function () {
     var d = document,
      doc = d.documentElement,
      body = d.body;
     this.clientWidth = doc.clientWidth;
     this.clientHeight = doc.clientHeight;
     if (d.compatMode != "CSS1Compat") {
      this.clientWidth = body.clientWidth;
      this.clientHeight = body.clientHeight;
     }
     // console.log(this.width +'////'+ this.height)
    },
    random: function (min, max) {
     return (Math.random() * (max - min + 1) + min)  0;
    },
    prefix: function () {
     var N = navigator.appName, ua = navigator.userAgent, tem;
     var M = ua.match(/(opera|chrome|safari|firefox|msie)\/"Chrome") { this.browserPrefix = "webkit"; }
     if (M == "Firefox") { this.browserPrefix = "Moz"; }
     if (M == "Safari") { this.browserPrefix = "webkit"; }
     if (M == "MSIE") { this.browserPrefix = "ms"; }
    }

   };
  }(window));


 </script>

</head>
<body style="background-color:black">
 <script>
  var cube = new magicCube({ parent: null, dimension: 3, cubWidth: 100, cubHidth: 100, marginLeft: 10, marginTop: 10, marginZ: 10, cubZ: 100 });
 </script>

</body>
</html>

 注:在此基础上可以加上鼠标控制事件,可以直接通过鼠标控制器任意方向的旋扭,也可以稍加改进用于炫酷展示图片!后续有时间我将加上这些功能,与大家再次分享!

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《魔兽世界》大逃杀!60人新游玩模式《强袭风暴》3月21日上线

暴雪近日发布了《魔兽世界》10.2.6 更新内容,新游玩模式《强袭风暴》即将于3月21 日在亚服上线,届时玩家将前往阿拉希高地展开一场 60 人大逃杀对战。

艾泽拉斯的冒险者已经征服了艾泽拉斯的大地及遥远的彼岸。他们在对抗世界上最致命的敌人时展现出过人的手腕,并且成功阻止终结宇宙等级的威胁。当他们在为即将于《魔兽世界》资料片《地心之战》中来袭的萨拉塔斯势力做战斗准备时,他们还需要在熟悉的阿拉希高地面对一个全新的敌人──那就是彼此。在《巨龙崛起》10.2.6 更新的《强袭风暴》中,玩家将会进入一个全新的海盗主题大逃杀式限时活动,其中包含极高的风险和史诗级的奖励。

《强袭风暴》不是普通的战场,作为一个独立于主游戏之外的活动,玩家可以用大逃杀的风格来体验《魔兽世界》,不分职业、不分装备(除了你在赛局中捡到的),光是技巧和战略的强弱之分就能决定出谁才是能坚持到最后的赢家。本次活动将会开放单人和双人模式,玩家在加入海盗主题的预赛大厅区域前,可以从强袭风暴角色画面新增好友。游玩游戏将可以累计名望轨迹,《巨龙崛起》和《魔兽世界:巫妖王之怒 经典版》的玩家都可以获得奖励。