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HTML5 Canvas 超炫酷烟花绽放动画教程
阅读量:4942 次
发布时间:2019-06-11

本文共 9862 字,大约阅读时间需要 32 分钟。

这是一个很酷的HTML5 Canvas动画,它将模拟的是我们现实生活中烟花绽放的动画特效,效果非常逼真,但是毕竟是电脑模拟,带女朋友看就算了,效果还是差了点,呵呵。这个HTML5 Canvas动画有一点比较出色,就是其性能,Chrome上基本没有卡的感觉,就算你放出很多烟花也一样。

你可以在这里看

下面我们来简单分析一下实现这款HTML5烟花特效的过程及代码,主要由HTML代码、CSS代码以及Javascript代码组成,当然javascript代码是最重要的。

HTML代码:

HTML的结构非常简单,即构造了一个canvas容器,我们会利用JS在这个容器中生成一个Canvas对象。看最后的JS代码你就会知道了。

CSS代码:

#canvas-container {
background: #000 url(bg.jpg); height: 400px; left: 50%; margin: -200px 0 0 -300px; position: absolute; top: 50%; width: 600px; z-index: 2;}canvas {
cursor: crosshair; display: block; position: relative; z-index: 3;}canvas:active {
cursor: crosshair;}#skyline {
background: url(skyline.png) repeat-x 50% 0; bottom: 0; height: 135px; left: 0; position: absolute; width: 100%; z-index: 1; }#mountains1 {
background: url(mountains1.png) repeat-x 40% 0; bottom: 0; height: 200px; left: 0; position: absolute; width: 100%; z-index: 1; }#mountains2 {
background: url(mountains2.png) repeat-x 30% 0; bottom: 0; height: 250px; left: 0; position: absolute; width: 100%; z-index: 1; }#gui {
right: 0; position: fixed; top: 0; z-index: 3;}

CSS代码没什么特别,主要也就定义一下背景色和边框之类的。

接下来是最重要的Javascript代码。

Javascript代码:

self.init = function(){        self.dt = 0;        self.oldTime = Date.now();        self.canvas = document.createElement('canvas');                        self.canvasContainer = $('#canvas-container');        var canvasContainerDisabled = document.getElementById('canvas-container');        self.canvas.onselectstart = function() {            return false;        };        self.canvas.width = self.cw = 600;        self.canvas.height = self.ch = 400;            self.particles = [];            self.partCount = 30;        self.fireworks = [];            self.mx = self.cw/2;        self.my = self.ch/2;        self.currentHue = 170;        self.partSpeed = 5;        self.partSpeedVariance = 10;        self.partWind = 50;        self.partFriction = 5;        self.partGravity = 1;        self.hueMin = 150;        self.hueMax = 200;        self.fworkSpeed = 2;        self.fworkAccel = 4;        self.hueVariance = 30;        self.flickerDensity = 20;        self.showShockwave = false;        self.showTarget = true;        self.clearAlpha = 25;        self.canvasContainer.append(self.canvas);        self.ctx = self.canvas.getContext('2d');        self.ctx.lineCap = 'round';        self.ctx.lineJoin = 'round';        self.lineWidth = 1;        self.bindEvents();                    self.canvasLoop();        self.canvas.onselectstart = function() {            return false;        };    };

这段JS代码主要是往canvas容器中构造一个Canvas对象,并且对这个canvas对象的外观以及动画属性作了初始化。

var Particle = function(x, y, hue){        this.x = x;        this.y = y;        this.coordLast = [            {x: x, y: y},            {x: x, y: y},            {x: x, y: y}        ];        this.angle = rand(0, 360);        this.speed = rand(((self.partSpeed - self.partSpeedVariance) <= 0) ? 1 : self.partSpeed - self.partSpeedVariance, (self.partSpeed + self.partSpeedVariance));        this.friction = 1 - self.partFriction/100;        this.gravity = self.partGravity/2;        this.hue = rand(hue-self.hueVariance, hue+self.hueVariance);        this.brightness = rand(50, 80);        this.alpha = rand(40,100)/100;        this.decay = rand(10, 50)/1000;        this.wind = (rand(0, self.partWind) - (self.partWind/2))/25;        this.lineWidth = self.lineWidth;    };    Particle.prototype.update = function(index){        var radians = this.angle * Math.PI / 180;        var vx = Math.cos(radians) * this.speed;        var vy = Math.sin(radians) * this.speed + this.gravity;        this.speed *= this.friction;        this.coordLast[2].x = this.coordLast[1].x;        this.coordLast[2].y = this.coordLast[1].y;        this.coordLast[1].x = this.coordLast[0].x;        this.coordLast[1].y = this.coordLast[0].y;        this.coordLast[0].x = this.x;        this.coordLast[0].y = this.y;        this.x += vx * self.dt;        this.y += vy * self.dt;        this.angle += this.wind;                        this.alpha -= this.decay;        if(!hitTest(0,0,self.cw,self.ch,this.x-this.radius, this.y-this.radius, this.radius*2, this.radius*2) || this.alpha < .05){                                self.particles.splice(index, 1);            }                };    Particle.prototype.draw = function(){        var coordRand = (rand(1,3)-1);        self.ctx.beginPath();                                        self.ctx.moveTo(Math.round(this.coordLast[coordRand].x), Math.round(this.coordLast[coordRand].y));        self.ctx.lineTo(Math.round(this.x), Math.round(this.y));        self.ctx.closePath();                        self.ctx.strokeStyle = 'hsla('+this.hue+', 100%, '+this.brightness+'%, '+this.alpha+')';        self.ctx.stroke();                        if(self.flickerDensity > 0){            var inverseDensity = 50 - self.flickerDensity;                                if(rand(0, inverseDensity) === inverseDensity){                self.ctx.beginPath();                self.ctx.arc(Math.round(this.x), Math.round(this.y), rand(this.lineWidth,this.lineWidth+3)/2, 0, Math.PI*2, false)                self.ctx.closePath();                var randAlpha = rand(50,100)/100;                self.ctx.fillStyle = 'hsla('+this.hue+', 100%, '+this.brightness+'%, '+randAlpha+')';                self.ctx.fill();            }            }    };

这段JS代码的功能是实现烟花爆炸后的小颗粒的绘制,从draw方法中可以看出,创建几个随机点,烟花颗粒即可在这个范围的随机点中散落。

var Firework = function(startX, startY, targetX, targetY){        this.x = startX;        this.y = startY;        this.startX = startX;        this.startY = startY;        this.hitX = false;        this.hitY = false;        this.coordLast = [            {x: startX, y: startY},            {x: startX, y: startY},            {x: startX, y: startY}        ];        this.targetX = targetX;        this.targetY = targetY;        this.speed = self.fworkSpeed;        this.angle = Math.atan2(targetY - startY, targetX - startX);        this.shockwaveAngle = Math.atan2(targetY - startY, targetX - startX)+(90*(Math.PI/180));        this.acceleration = self.fworkAccel/100;        this.hue = self.currentHue;        this.brightness = rand(50, 80);        this.alpha = rand(50,100)/100;        this.lineWidth = self.lineWidth;        this.targetRadius = 1;    };    Firework.prototype.update = function(index){        self.ctx.lineWidth = this.lineWidth;        vx = Math.cos(this.angle) * this.speed,        vy = Math.sin(this.angle) * this.speed;        this.speed *= 1 + this.acceleration;                        this.coordLast[2].x = this.coordLast[1].x;        this.coordLast[2].y = this.coordLast[1].y;        this.coordLast[1].x = this.coordLast[0].x;        this.coordLast[1].y = this.coordLast[0].y;        this.coordLast[0].x = this.x;        this.coordLast[0].y = this.y;        if(self.showTarget){            if(this.targetRadius < 8){                this.targetRadius += .25 * self.dt;            } else {                this.targetRadius = 1 * self.dt;                }        }        if(this.startX >= this.targetX){            if(this.x + vx <= this.targetX){                this.x = this.targetX;                this.hitX = true;            } else {                this.x += vx * self.dt;            }        } else {            if(this.x + vx >= this.targetX){                this.x = this.targetX;                this.hitX = true;            } else {                this.x += vx * self.dt;            }        }        if(this.startY >= this.targetY){            if(this.y + vy <= this.targetY){                this.y = this.targetY;                this.hitY = true;            } else {                this.y += vy * self.dt;            }        } else {            if(this.y + vy >= this.targetY){                this.y = this.targetY;                this.hitY = true;            } else {                this.y += vy * self.dt;            }        }                        if(this.hitX && this.hitY){            var randExplosion = rand(0, 9);            self.createParticles(this.targetX, this.targetY, this.hue);            self.fireworks.splice(index, 1);                            }    };    Firework.prototype.draw = function(){        self.ctx.lineWidth = this.lineWidth;        var coordRand = (rand(1,3)-1);                            self.ctx.beginPath();                                    self.ctx.moveTo(Math.round(this.coordLast[coordRand].x), Math.round(this.coordLast[coordRand].y));        self.ctx.lineTo(Math.round(this.x), Math.round(this.y));        self.ctx.closePath();        self.ctx.strokeStyle = 'hsla('+this.hue+', 100%, '+this.brightness+'%, '+this.alpha+')';        self.ctx.stroke();            if(self.showTarget){            self.ctx.save();            self.ctx.beginPath();            self.ctx.arc(Math.round(this.targetX), Math.round(this.targetY), this.targetRadius, 0, Math.PI*2, false)            self.ctx.closePath();            self.ctx.lineWidth = 1;            self.ctx.stroke();            self.ctx.restore();        }        if(self.showShockwave){            self.ctx.save();            self.ctx.translate(Math.round(this.x), Math.round(this.y));            self.ctx.rotate(this.shockwaveAngle);            self.ctx.beginPath();            self.ctx.arc(0, 0, 1*(this.speed/5), 0, Math.PI, true);            self.ctx.strokeStyle = 'hsla('+this.hue+', 100%, '+this.brightness+'%, '+rand(25, 60)/100+')';            self.ctx.lineWidth = this.lineWidth;            self.ctx.stroke();            self.ctx.restore();        }                                     };

这段JS代码是创建烟花实例的,我们也可以从draw方法中看出,当我们鼠标点击画布中的某点时,烟花发射的目的地就在那个点上。

这款HTML5 Canvas烟花效果的核心代码就是这样,全部的代码还请各位下载源代码研究。

转载于:https://www.cnblogs.com/html5tricks/p/3893275.html

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