animate函数无法识别height:auto属性

博客讲述在进行展开/折叠动画效果时,animate函数不识别height:auto的问题。给出了原代码,最终解决方法是先获取当前高度和height:auto的高度,再用动画过渡高度,并给出解决后的代码,还展示了相关HTML结构代码。

今天遇到一个问题,在进行展开/折叠动画效果时,发现用animate函数不识别height:auto,具体代码如下:

$(document).ready(function () {

$(".flip").click(function () {

if($(this).hasClass("btn-close")){

$(this).removeClass("btn-close");

$("div.panel").animate({"height":"42px"},1000);

}else {

$(this).addClass("btn-close");

$("div.panel").animate({ "height": "auto" }, 1000);

}

});

});

最终想到的解决方法是,先把当前的高度获取到,然后再把height:auto的高度获取到,然后在使用动画进行高度的过渡。具体代码如下:

$(document).ready(function () {

$(".flip").click(function () {

if($(this).hasClass("btn-close")){

$(this).removeClass("btn-close");

$("div.panel").animate({"height":"42px"},1000);

}else {

$(this).addClass("btn-close");

 var currentHeight = $("div.panel").height();

var autoHeight = $("div.panel").css('height', 'auto').height();

$("div.panel").height(currentHeight).animate({ height: autoHeight }, 1000); 

}

});

});

html结构代码如下:

<div class="panel">

<p> 小蜗牛问妈妈:为什么我们从生下来,就要背负这个又硬又重的壳呢?</p>

<p> 妈妈:因为我们的身体没有骨23sc.cn骼的支撑,只能爬,又爬不快。所以要这个壳的保护!</p>

<p> 小蜗牛:毛虫姊姊没有骨头,也爬不快,为什么她却不用背这个又硬又重的壳呢? </p>

<p> 妈妈:因为毛虫姊姊能变成蝴蝶,23sc.cn天空会保护她啊。 </p>

<p> 小蜗牛:可是蚯蚓弟弟也没骨头爬不快,也不会变成蝴蝶他什么不背这个又硬又重的壳呢?</p>

<p> 妈妈:因为蚯蚓弟弟会钻土, 大地会保护他啊。</p>

<p> 小蜗牛哭了起来:我们好可怜,天空不保护,大地也不保护。 </p>

<p> 蜗牛妈妈安慰他:所以我们有壳啊!我们不靠天,也不靠地,我们靠自己。

</p>

 

</div>

 

<p class="flip">请点击这里</p>

 

 

<!DOCTYPE html> <html lang="zh-CN"> <head> <meta charset="UTF-8" /> <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no" /> <title>蚁群算法模拟 - 1080x1920 手机适配版</title> <style> * { margin: 0; padding: 0; box-sizing: border-box; } html, body { width: 100%; height: 100%; overflow: hidden; background-color: #000; position: fixed; top: 0; left: 0; font-family: Arial, sans-serif; } #app-container { position: absolute; top: 50%; left: 50%; transform: translate(-50%, -50%); width: 1080px; height: 1920px; } #gameCanvas { position: absolute; top: 0; left: 0; width: 1080px; height: 1920px; image-rendering: crisp-edges; border-radius: 12px; } .controls { position: absolute; top: 1700px; left: 0; width: 1080px; padding: 20px; display: flex; flex-direction: column; gap: 14px; font-size: 30px; color: #333; background-color: rgba(240, 240, 240, 0.9); pointer-events: auto; z-index: 10; border-radius: 12px 12px 0 0; } .slider-control { display: flex; align-items: center; gap: 10px; } label { display: inline-block; width: 38%; min-width: 200px; } input[type="range"] { flex: 1; height: 16px; -webkit-appearance: none; background: #ddd; border-radius: 8px; } input[type="range"]::-webkit-slider-thumb { -webkit-appearance: none; width: 40px; height: 40px; background: #007BFF; border-radius: 50%; cursor: pointer; } span.value { display: inline-block; width: 18%; min-width: 80px; text-align: right; font-weight: bold; color: #007BFF; } /* 按钮统一样式 */ button { padding: 16px 0; background-color: #28a745; color: white; border: none; border-radius: 10px; cursor: pointer; font-size: 34px; width: 48%; /* 两个按钮并排 */ margin: 0; transition: background-color 0.3s ease; } #homeButton { background-color: #007BFF; } #homeButton:hover, #resetButton:hover { background-color: #0056b3; } #resetButton:hover { background-color: #218838; } </style> </head> <body> <div id="app-container"> <!-- 主画布 --> <canvas id="gameCanvas"></canvas> <!-- 控制面板 --> <div class="controls"> <div class="slider-control"> <label for="totalAnts">蚂蚁总数:</label> <input type="range" id="totalAnts" min="400" max="1000" value="600" step="50" /> <span class="value" id="totalAntsValue">600</span> </div> <div class="slider-control"> <label for="persistence">信息素持久:</label> <input type="range" id="persistence" min="1" max="5" value="2" step="0.1" /> <span class="value" id="persistenceValue">x2</span> </div> <!-- 两个按钮并排 --> <div style="display: flex; justify-content: space-around; width: 100%;"> <button id="resetButton">重置系统</button> <button id="homeButton">返回首页</button> </div> </div> </div> <script> const canvas = document.getElementById('gameCanvas'); const ctx = canvas.getContext('2d'); // === 尺寸参数(1080x1920 手机竖屏)=== const TARGET_WIDTH = 1080; const TARGET_HEIGHT = 1920; // ✅ 标准手机比例 const TITLE_HEIGHT = 120; // 标题栏 const CANVAS_AREA_HEIGHT = 1500; // 主可视化区域 const INFO_PANEL_HEIGHT = 80; // 图例+统计区 // 设备像素比适配 const dpr = window.devicePixelRatio || 1; canvas.width = TARGET_WIDTH * dpr; canvas.height = TARGET_HEIGHT * dpr; ctx.scale(dpr, dpr); canvas.style.width = `${TARGET_WIDTH}px`; canvas.style.height = `${TARGET_HEIGHT}px`; // === 固定内部参数 === const PHEROMONE_BOOST = 80; const TRAIL_EVAP_BASE = 20; // === 全局变量 === let nest = {}, food = {}; let obstacleInstances = []; const NEST_RADIUS = 20; const FOOD_RADIUS = 20; const OBSTACLE_WIDTH = 200; const OBSTACLE_HEIGHT = 50; const OBSTACLE_RADIUS = 15; // === 信息素网格 === const PHEROMONE_RES = 15; const GRID_COLS = Math.ceil(TARGET_WIDTH / PHEROMONE_RES); const GRID_ROWS = Math.ceil(CANVAS_AREA_HEIGHT / PHEROMONE_RES); let trailGrid = Array(GRID_COLS).fill(null).map(() => Array(GRID_ROWS).fill(0)); // === 统计数据 === let solvedAnts = 0; let totalAntsCount = 0; let lastBirthTime = 0; let antIdCounter = 0; let ants = []; // === 工具函数 === function rand(min, max) { return Math.random() * (max - min) + min; } function randint(min, max) { return Math.floor(rand(min, max)); } // === 障碍物类 === class Obstacle { constructor(data) { Object.assign(this, data); this.width = this.width || OBSTACLE_WIDTH; this.height = this.height || OBSTACLE_HEIGHT; this.angle = this.angle || 0; } draw() { ctx.save(); ctx.translate(this.x, this.y); ctx.rotate(this.angle); ctx.fillStyle = '#555'; ctx.strokeStyle = '#333'; ctx.lineWidth = 3; this.roundRect(-this.width / 2, -this.height / 2, this.width, this.height, OBSTACLE_RADIUS); ctx.fill(); ctx.stroke(); ctx.restore(); } roundRect(x, y, w, h, r) { if (r > Math.min(w, h) / 2) r = Math.min(w, h) / 2; ctx.beginPath(); ctx.moveTo(x + r, y); ctx.arcTo(x + w, y, x + w, y + h, r); ctx.arcTo(x + w, y + h, x, y + h, r); ctx.arcTo(x, y + h, x, y, r); ctx.arcTo(x, y, x + w, y, r); ctx.closePath(); } containsPoint(px, py) { const dx = px - this.x; const dy = py - this.y; const cosA = Math.cos(-this.angle); const sinA = Math.sin(-this.angle); const rx = dx * cosA - dy * sinA; const ry = dx * sinA + dy * cosA; return Math.abs(rx) < this.width / 2 && Math.abs(ry) < this.height / 2; } } // === 初始化环境 === function resetEnvironment() { ants = []; trailGrid.forEach(row => row.fill(0)); solvedAnts = 0; totalAntsCount = 0; antIdCounter = 0; lastBirthTime = performance.now(); const minY = TITLE_HEIGHT + INFO_PANEL_HEIGHT + FOOD_RADIUS + 60; const maxY = TITLE_HEIGHT + CANVAS_AREA_HEIGHT - NEST_RADIUS - 60; nest = { x: rand(NEST_RADIUS + 100, TARGET_WIDTH - NEST_RADIUS - 100), y: rand(maxY - 160, maxY) }; food = { x: rand(FOOD_RADIUS + 100, TARGET_WIDTH - FOOD_RADIUS - 100), y: rand(minY, minY + 100) }; const midY = (nest.y + food.y) / 2; const centerX = (nest.x + food.x) / 2; const gapSize = rand(120, 240); const offsetFromCenter = rand(-100, 100); const leftX = centerX - gapSize / 2 - 100 + offsetFromCenter; const rightX = centerX + gapSize / 2 + 100 + offsetFromCenter; const heightVariation = rand(-80, 80); obstacleInstances = [ new Obstacle({ x: leftX, y: midY, angle: 0 }), new Obstacle({ x: leftX, y: midY - 100 + heightVariation, angle: rand(-0.2, 0.2) }), new Obstacle({ x: rightX, y: midY, angle: 0 }), new Obstacle({ x: centerX + offsetFromCenter, y: midY - 180, angle: rand(-Math.PI / 6, Math.PI / 6) }), new Obstacle({ x: rand(200, centerX - 100), y: TITLE_HEIGHT + 300, width: 150, height: 40, angle: rand(-Math.PI / 8, Math.PI / 8) }), new Obstacle({ x: rand(centerX + 100, TARGET_WIDTH - 200), y: TITLE_HEIGHT + CANVAS_AREA_HEIGHT - 300, width: 150, height: 40, angle: rand(-Math.PI / 8, Math.PI / 8) }), new Obstacle({ x: centerX + rand(-150, 150), y: midY + rand(-100, 100), width: 20, height: 120, angle: 0 }), new Obstacle({ x: rand(300, TARGET_WIDTH - 300), y: rand(TITLE_HEIGHT + 500, CANVAS_AREA_HEIGHT + TITLE_HEIGHT - 500), width: 80, height: 80, angle: rand(-Math.PI / 6, Math.PI / 6) }) ]; } // === 蚂蚁类 === class Ant { constructor() { this.id = antIdCounter++; this.x = nest.x; this.y = nest.y; this.angle = Math.random() * Math.PI * 2; this.hasFood = false; this.alreadyCounted = false; this.stuckTimer = 0; this.lastX = this.x; this.lastY = this.y; this.backtrackSteps = 0; this.maxStuckSteps = 60; this.ownPheromone = new Set(); } distanceTo(x, y) { return Math.hypot(this.x - x, this.y - y); } getTrailAt(x, y) { const gx = Math.floor(x / PHEROMONE_RES); const gy = Math.floor((y - TITLE_HEIGHT) / PHEROMONE_RES); if (gx >= 0 && gx < GRID_COLS && gy >= 0 && gy < GRID_ROWS) { const key = `${gx}-${gy}`; return this.ownPheromone.has(key) ? 0 : trailGrid[gx][gy]; } return 0; } leaveTrail(amount) { const gx = Math.floor(this.x / PHEROMONE_RES); const gy = Math.floor((this.y - TITLE_HEIGHT) / PHEROMONE_RES); if (gx >= 0 && gx < GRID_COLS && gy >= 0 && gy < GRID_ROWS) { trailGrid[gx][gy] += amount; this.ownPheromone.add(`${gx}-${gy}`); } } checkCollision() { return obstacleInstances.some(obs => obs.containsPoint(this.x, this.y)); } avoidObstacles() { const senseDist = 30; const offsets = [-Math.PI/6, -Math.PI/8, 0, Math.PI/8, Math.PI/6].sort(() => Math.random() - 0.5); for (let offset of offsets) { const tx = this.x + Math.cos(this.angle + offset) * senseDist; const ty = this.y + Math.sin(this.angle + offset) * senseDist; if (!obstacleInstances.some(obs => obs.containsPoint(tx, ty))) { this.angle += offset * 0.6; return; } } this.angle += (Math.random() - 0.5) * Math.PI / 6; } update() { const speed = 2.0; const senseDist = 40; if (this.distanceTo(this.lastX, this.lastY) < 1.5) this.stuckTimer++; else this.stuckTimer = 0; this.lastX = this.x; this.lastY = this.y; if (this.stuckTimer > this.maxStuckSteps) { if (this.backtrackSteps <= 0) { this.backtrackSteps = 20; this.angle += Math.PI + (Math.random() - 0.5) * 0.5; } else { this.x += Math.cos(this.angle) * speed * 1.5; this.y += Math.sin(this.angle) * speed * 1.5; this.backtrackSteps--; return; } } else { this.backtrackSteps = 0; } if (this.checkCollision()) this.avoidObstacles(); if (!this.hasFood && this.distanceTo(food.x, food.y) < FOOD_RADIUS + 5) { this.hasFood = true; if (!this.alreadyCounted) { solvedAnts++; this.alreadyCounted = true; } this.ownPheromone.clear(); } if (this.hasFood && this.distanceTo(nest.x, nest.y) < NEST_RADIUS + 5) { this.hasFood = false; this.alreadyCounted = false; this.angle = Math.random() * Math.PI * 2; this.ownPheromone.clear(); return; } if (this.hasFood) { const targetAngle = Math.atan2(nest.y - this.y, nest.x - this.x); const diff = ((targetAngle - this.angle + Math.PI * 3) % (Math.PI * 2)) - Math.PI; if (Math.abs(diff) > 0.1) this.angle += Math.sign(diff) * 0.08; else this.angle += (Math.random() - 0.5) * 0.1; const angles = []; for (let i = 0; i < 7; i++) { const t = (i - 3) / 6; const offset = t * Math.PI * 0.7; const px = this.x + Math.cos(this.angle + offset) * senseDist; const py = this.y + Math.sin(this.angle + offset) * senseDist; angles.push({ offset, strength: this.getTrailAt(px, py) }); } angles.sort((a, b) => b.strength - a.strength); if (angles[0].strength > angles[1].strength * 1.3 && Math.random() < 0.6) { this.angle += angles[0].offset * 0.4; } this.leaveTrail(PHEROMONE_BOOST / 40); } else { if (Math.random() < 0.4) this.angle += (Math.random() - 0.5) * 0.4; } const nx = this.x + Math.cos(this.angle) * speed; const ny = this.y + Math.sin(this.angle) * speed; if (!obstacleInstances.some(obs => obs.containsPoint(nx, ny))) { this.x = nx; this.y = ny; } else { this.avoidObstacles(); } if (this.x <= 0 || this.x >= TARGET_WIDTH) this.angle = Math.PI - this.angle; if (this.y <= TITLE_HEIGHT || this.y >= TITLE_HEIGHT + CANVAS_AREA_HEIGHT) this.angle = -this.angle; this.angle = ((this.angle + Math.PI * 2) % (Math.PI * 2)); } draw() { ctx.fillStyle = this.hasFood ? '#FF4500' : '#333'; ctx.beginPath(); ctx.arc(this.x, this.y, 4, 0, Math.PI * 2); ctx.fill(); } } // 初始化 resetEnvironment(); // === 更新UI显示 === function updateUI() { document.getElementById('totalAntsValue').textContent = document.getElementById('totalAnts').value; document.getElementById('persistenceValue').textContent = 'x' + document.getElementById('persistence').value; } ['totalAnts', 'persistence'].forEach(id => document.getElementById(id).addEventListener('input', updateUI) ); document.getElementById('resetButton').addEventListener('click', resetEnvironment); // 设置“返回首页”按钮跳转到指定本地文件 document.getElementById('homeButton').addEventListener('click', function () { window.location.href = 'file:///Users/wanghanyi/Desktop/自然算法/Algorithm%20Visualizer-2.html'; }); updateUI(); // === 响应式缩放适配 === function resizeToFit() { const container = document.getElementById('app-container'); const w = window.innerWidth; const h = window.innerHeight; const scale = Math.min(w / TARGET_WIDTH, h / TARGET_HEIGHT); container.style.transform = `translate(-50%, -50%) scale(${scale})`; } window.addEventListener('resize', resizeToFit); resizeToFit(); setTimeout(resizeToFit, 100); // === 主动画循环 === function animate() { const now = performance.now(); ctx.clearRect(0, 0, TARGET_WIDTH, TARGET_HEIGHT); // 背景 ctx.fillStyle = '#f9f9f9'; ctx.fillRect(0, 0, TARGET_WIDTH, TARGET_HEIGHT); // 标题栏 ctx.fillStyle = '#007BFF'; ctx.fillRect(0, 0, TARGET_WIDTH, TITLE_HEIGHT); ctx.fillStyle = 'white'; ctx.font = 'bold 52px Arial'; ctx.textAlign = 'center'; ctx.fillText('蚁群算法', TARGET_WIDTH / 2, TITLE_HEIGHT - 30); // 图例 const items = [ { color: '#007BFF', label: '巢穴' }, { color: '#FF8C00', label: '食物源' }, { shape: 'rect', color: '#555', stroke: '#333', label: '障碍物' }, { color: '#333', label: '探索中' }, { color: '#FF4500', label: '携带食物' } ]; const legendStartX = 30; const legendStartY = TITLE_HEIGHT + 20; for (let i = 0; i < items.length; i++) { const row = Math.floor(i / 3); const col = i % 3; const x = legendStartX + col * 200; const y = legendStartY + row * 50; const item = items[i]; if (item.shape === 'rect') { ctx.fillStyle = item.color; ctx.fillRect(x, y - 10, 20, 15); ctx.strokeStyle = item.stroke || '#000'; ctx.lineWidth = 1.5; ctx.strokeRect(x, y - 10, 20, 15); } else { ctx.fillStyle = item.color; ctx.beginPath(); ctx.arc(x + 10, y, 8, 0, Math.PI * 2); ctx.fill(); } ctx.fillStyle = 'black'; ctx.font = '26px Arial'; ctx.textAlign = 'left'; ctx.fillText(item.label, x + 30, y + 8); } // 统计信息 const rate = totalAntsCount ? ((solvedAnts / totalAntsCount) * 100).toFixed(1) : 0; ctx.textAlign = 'right'; ctx.font = 'bold 36px Arial'; ctx.fillStyle = 'black'; ctx.fillText(`数量: ${ants.length}`, TARGET_WIDTH - 30, TITLE_HEIGHT + 40); ctx.fillText(`成功率: ${rate}%`, TARGET_WIDTH - 30, TITLE_HEIGHT + 80); // 信息素绘制与衰减 const persistenceFactor = parseFloat(document.getElementById('persistence').value); const baseEvapRate = (TRAIL_EVAP_BASE / 1000) / persistenceFactor; for (let x = 0; x < GRID_COLS; x++) { for (let y = 0; y < GRID_ROWS; y++) { const val = trailGrid[x][y]; if (val > 0.01) { const alpha = Math.min(val * 0.06, 0.9); const r = Math.floor(150 + 105 * Math.min(val * 0.04, 1)); const g = Math.floor(80 + 75 * Math.min(val * 0.025, 1)); ctx.fillStyle = `rgba(${r}, ${g}, 0, ${alpha})`; ctx.fillRect(x * PHEROMONE_RES, TITLE_HEIGHT + y * PHEROMONE_RES, PHEROMONE_RES, PHEROMONE_RES); trailGrid[x][y] = val * (1 - baseEvapRate) * 0.995; if (trailGrid[x][y] < 0.01) trailGrid[x][y] = 0; } } } // 绘制障碍物、巢穴、食物 obstacleInstances.forEach(obs => obs.draw()); ctx.fillStyle = '#007BFF'; ctx.beginPath(); ctx.arc(nest.x, nest.y, NEST_RADIUS, 0, Math.PI * 2); ctx.fill(); ctx.fillStyle = '#FF8C00'; ctx.beginPath(); ctx.arc(food.x, food.y, FOOD_RADIUS, 0, Math.PI * 2); ctx.fill(); // 出生控制 const maxTotal = parseInt(document.getElementById('totalAnts').value); const birthInterval = 100; if (ants.length < maxTotal && now - lastBirthTime > birthInterval) { ants.push(new Ant()); totalAntsCount++; lastBirthTime = now; } // 更新所有蚂蚁 ants.forEach(ant => { ant.update(); ant.draw(); }); requestAnimationFrame(animate); } lastBirthTime = performance.now(); animate(); </script> </body> </html> 请将程序中的巢穴和食物的圆放大,然后在中间各自加上emoji
最新发布
11-11
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