粒子文字特效动画
代码语言:html
所属分类:粒子
下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <style> html, body { height: 100%; background: black; } </style> </head> <body translate="no"> <script type="text/javascript" src="http://repo.bfw.wiki/bfwrepo/js/dat.gui-min.js"></script> <script> "use strict"; const { abs, acos, asin, atan, atan2, ceil, cos, floor, max, min, PI, pow, random, round, sin, sqrt, tan } = Math; const HALF_PI = 0.5 * PI; const QUART_PI = 0.25 * PI; const TAU = 2 * PI; const TO_RAD = PI / 180; const G = 6.67 * pow(10, -11); const EPSILON = 2.220446049250313e-16; const rand = n => n * random(); const randIn = (_min, _max) => rand(_max - _min) + _min; const randRange = n => n - rand(2 * n); const fadeIn = (t, m) => t / m; const fadeOut = (t, m) => (m - t) / m; const fadeInOut = (t, m) => { let hm = 0.5 * m; return abs((t + hm) % m - hm) / hm; }; const dist = (x1, y1, x2, y2) => sqrt(pow(x2 - x1, 2) + pow(y2 - y1, 2)); const angle = (x1, y1, x2, y2) => atan2(y2 - y1, x2 - x1); const lerp = (a, b, t) => (1 - t) * a + t * b; const clamp = (n, _min, _max) => min(max(n, _min), _max); const norm = (n, _min, _max) => (n - _min) / (_max - _min); const fract = n => n - (n | 0); const vh = p => p * window.innerHeight * 0.01; const vw = p => p * window.innerWidth * 0.01; const vmin = p => min(vh(p), vw(p)); const vmax = p => max(vh(p), vw(p)); const intToRGBA = n => { let r, g, b, a; n >>>= 0; r = (n & 0xff000000) >>> 24; g = (n & 0xff0000) >>> 16; b = (n & 0xff00) >>> 8; a = (n & 0xff) / 255; return `rgba(${[r, g, b, a].join()})`; }; const drawTypes = { FILL: 'fill', STROKE: 'stroke' }; const textAlignTypes = { CENTER: 'center', END: 'end', LEFT: 'left', RIGHT: 'right', START: 'start' }; const textBaselineTypes = { ALPHABETIC: 'alphabetic', BOTTOM: 'bottom', HANGING: 'hanging', MIDDLE: 'middle', TOP: 'top' }; Array.prototype.lerp = function (t = [], a = 0) { this.forEach((n, i) => this[i] = lerp(n, t[i], a)); }; Float32Array.prototype.get = function (i = 0, n = 0) { const t = i + n; let r = []; for (; i < t; i++) { r.push(this[i]); } return r; }; class PropsArray { constructor(count = 0, props = [], type = 'float') { this.count = count; this.props = props; this.spread = props.length; // TODO: Need to implement indexing based on spread this.values = type === 'float' ? new Float32Array(count * props.length) : new Uint32Array(count * props.length); } get length() { return this.values.length; } set(a = [], i = 0) { this.values.set(a, i); } setMap(o = {}, i = 0) { this.set(Object.values(o), i); } get(i = 0) { return this.values.get(i, this.spread); } getMap(i = 0) { return this.get(i).reduce( (r, v, i) => ({ ...r, ...{ [this.props[i]]: v } }), {}); } forEach(cb) { let i = 0; for (; i < this.length; i += this.spread) { cb(this.get(i), i, this); } } map(cb) { let i = 0; for (; i < this.length; i += this.spread) { this.set(cb(this.get(i), i, this), i); } } async *read() { let i = 0; for (; i < this.length; i += this.spread) { yield { index: i, value: this.get(i) }; } }} function createOffscreenCanvas(width, height) { let _canvas; if (typeof OffscreenCanvas !== undefined) { _canvas = new OffscreenCanvas(parseFloat(width), parseFloat(height)); } else { _canvas = createCanvas(width, height); } return _canvas; } function createCanvas(width, height) { const canvas = document.createElement('canvas'); canvas.width = width; canvas.height = height; return canvas; } function createContext2D(width = innerWidth, height = innerHeight, contextAttributes) { return createCanvas(width, height).getContext('2d', contextAttributes); } function createOffscreenContext2D(width = innerWidth, height = innerHeight, contextAttributes) { return createOffscreenCanvas(width, height).getContext('2d', contextAttributes); } function createRenderingContext(width, height) { const contextAttributes = { desynchronized: true, willReadFrequently: true }; const ctx = createContext2D(width, height, contextAttributes); const buffer = createOffscreenContext2D(width, height, contextAttributes); ctx.canvas.style.position = 'absolute'; document.body.appendChild(ctx.canvas); return { buffer, ctx }; } const options = { mouse: { lerpAmt: 0.5, repelThreshold: 100 }, particles: { density: 3, get pixelDensity() { return (4 - this.density) * 4; }, pLerpAmt: 0.25, vLerpAmt: 0.1 }, text: { drawType: drawTypes.STROKE, fontColor: [60, 200, 255, 255], fontSize: 120, get fontStyle() { return `${this.fontSize}px Oswald`; }, message: 'BFW.WIKI' } }; const particleProps = [ 'x', 'y', 'vx', 'vy', 'bx', 'by']; const { buffer, ctx } = createRenderingContext(); // Utils: https://codepen.io/seanfree/pen/LvrJWz let hover = false; let userx = 0; let usery = 0; let repelx = 0; let repely = 0; let centerx = 0; let centery = 0; let particles; let width; let height; let imageBuffer; let gui; let st.........完整代码请登录后点击上方下载按钮下载查看
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