js实现canvas多种动画方式冒泡粒子动画效果代码

代码语言:html

所属分类:粒子

代码描述:js实现canvas多种动画方式冒泡粒子动画效果代码

代码标签: 多种 动画 方式 冒泡 粒子 动画 效果

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>
* {
  margin: 0;
  padding: 0;
}
html,
body {
  width: 100%;
  height: 100%;
}
body {
  font-family: sans-serif;
  position: relative;
  background: #000;
}
h1 {
  font-size: 3.2rem;
  color: #666;
  position: absolute;
  top: 10%;
  left: 50%;
  opacity: 0.3;
  transform: translate(-50%, -50%);
}
.outer {
  position: absolute;
  top: 50%;
  left: 50%;
  transform: translate(-50%, -50%);
}
.inner {
  position: relative;
}
.inner::before,
.inner::after {
  pointer-events: none;
  z-index: 1;
  position: absolute;
  content: '';
  display: block;
  height: 2px;
  width: 8px;
  top: 50%;
  background: #fff;
}
.inner::before {
  right: 15.26px;
  transform: translateY(-50%) rotate(-45deg);
}
.inner::after {
  right: 20px;
  transform: translateY(-50%) rotate(45deg);
}
input[type="range"] {
  width: 100%;
  margin-top: 16px;
}
select {
  font-size: 16px;
  color: #fff;
  background: rgba(0,0,0,0.5);
  box-shadow: 0 8px 8px 0 rgba(200,200,200,0.2);
  -webkit-backdrop-filter: blur(5px);
          backdrop-filter: blur(5px);
  border-radius: 8px;
  border: 1px solid rgba(255,255,255,0.18);
  -webkit-appearance: none;
     -moz-appearance: none;
          appearance: none;
  padding: 16px 32px;
}
@media (min-width: 500px) {
  h1 {
    font-size: 10rem;
  }
}
</style>



</head>

<body>
  <h1>Transition</h1>
<div class="outer">
  <div class="inner">
    <select>
      <option value="Random">Random</option>
      <option value="EaseIn">EaseIn</option>
      <option value="EaseInOut">EaseInOut</option>
      <option value="Elastic">Elastic</option>
      <option value="Bounce">Bounce</option>
      <option value="Linear">Linear</option>
    </select>
  </div>
  <input id="range" type="range" min="0" max="10" value="3"/>
</div>

      <script >
/**
 * Utilities static function
 */
class Utils {
  /**
   * Get random number
   * @param {number} min - min number
   * @param {number} max - max number
   */
  static getRandomNumber(min, max) {
    return Math.floor(Math.random() * (max - min + 1) + min);
  }
  /**
   * Get rgb color if not params return random
   * @param {number} r - red
   * @param {number} g - green
   * @param {number} b - blue
   */
  static getRGBColor(r, g, b) {
    const rr = r || this.getRandomNumber(0, 255);
    const rg = g || this.getRandomNumber(0, 255);
    const rb = b || this.getRandomNumber(0, 255);
    return 'rgb(' + rr + ', ' + rg + ', ' + rb + ')';
  }
  /**
   * Get hsl color if not params return random
   * @param {number} hue - from 0 to 360
   * @param {number} saturation - from 0 to 100
   * @param {number} lightness - from 0 to 100
   */
  static getHSLColor(hue, saturation, lightness) {
    const rHue = hue || this.getRandomNumber(0, 360);
    const rSaturation = saturation || this.getRandomNumber(0, 100);
    const rLightness = lightness || this.getRandomNumber(0, 100);
    return 'hsl(' + rHue + ', ' + rSaturation + '%, ' + rLightness + '%)';
  }
  /**
   * Get gradient color
   * @param {ctx} ctx - context for canvas
   * @param {string} type - linear or radial
   * @param {number} r - red from 0 to 255
   * @param {number} g - green from 0 to 255
   * @param {number} b - blue from 0 to 255
   * @param {number} a - alpha from 0 to 1
   * @param {number} x - coordinate x
   * @param {number} y - coordinate y
   * @param {number} r - radius
   * @param {number} x - end coordinate x
   * @param {number} y - end coordinate y
   */
  static getGradientColor(ctx, type, cr, cg, cb, ca, x, y, r, ex, ey) {
    let col, g;
    switch (type) {
      case 'linear':
        col = cr + "," + cg + "," + cb;
        g = ctx.createLinearGradient(x, y, ex, ey);
        g.addColorStop(0, "rgba(" + col + ", " + ca * 1 + ")");
        g.addColorStop(0.5, "rgba(" + col + ", " + ca * 0.5 + ")");
        g.addColorStop(1, "rgba(" + col + ", " + ca * 0 + ")");
        return g;
        break;
      case 'radial':
        col = cr + "," + cg + "," + cb;
        g = ctx.createRadialGradient(x, y, 0, x, y, r);
        g.addColorStop(0, "rgba(" + col + ", " + ca * 1 + ")");
        g.addColorStop(0.5, "rgba(" + col + ", " + ca * 0.5 + ")");
        g.addColorStop(1, "rgba(" + col + ", " + ca * 0 + ")");
        return g;
        break;
      default:
        console.log('mistaken params');
        break;}

  }
  /**
   * Get multiple array
   * @param {number} yLength - length
   * @param {number} xLength - length
   */
  static getMultipleArray(yLength, xLength) {
    const multArr = new Array(yLength);
    for (let y = 0; y < yLength; y++) {
      multArr[y] = new Array(xLength);
      for (let x = 0; x < xLength; x++) {
        multArr[y][x] = 0;
      }
    }
    return multArr;
  }}


/**
 * Vector
 * Referenced / O'Reilly Programming HTML5 Canvas
 */
class Vector2d {
  /*
  * @constructor
  * @param {number} x - vector x
  * @param {number} y - vector y
  */
  constructor(x, y) {
    this.x = x;
    this.y = y;
  }

  /*
  * Add vector or return new vector
  * @param {constructor} v - vector or null
  * @param {number} x - vector x
  * @param {number} y - vector y
  */
  add(v, x, y) {
    if (v instanceof Vector2d) {
      return new Vector2d(this.x + v.x, this.y + v.y);
    } else {
      this.x += x;
      this.y += y;
    }
  }

  /*
  * Subtract vector or return new vector
  * @param {constructor} v - vector or null
  * @param {number} x - vector x
  * @param {number} y - vector y
  */
  sub(v, x, y) {
    if (v instanceof Vector2d) {
      return new Vector2d(this.x - v.x, this.y - v.y);
    } else {
      this.x -= x;
      this.y -= y;
    }
  }

  /*
  * Multiple vector or return new vector
  * @param {constructor} v - vector or null
  * @param {number} num
  */
  mult(v, num) {
    if (v instanceof Vector2d) {
      return new Vector2d(this.x * v.x, this.y * v.x);
    } else {
      this.x *= num;
      this.y *= num;
    }
  }

  /*
  * Change vector from radian
  * @param {number} radian
  */
  fromAngle(radian) {
    this.x = Math.cos(radian);
    this.y = Math.sin(radian);
  }

  /*
  * Invert vector
  */
  negate() {
    this.x = -this.x;
    this.y = -this.y;
  }

  /*
  * Change vector from radian
  * @param {number} radian
  */
  rotate(radian) {
    const x = this.x;
    const y = this.y;
    const cosVal = Math.cos(radian);
    const sinVal = Math.sin(radian);
    this.x = x * cosVal - y * sinVal;
    this.y = x * sinVal + y * cosVal;
  }

  /*
  * Return vector length
  */
  length() {
    return Math.sqrt(this.x * this.x + this.y * this.y);
  }

  /*
  * Return vector length squared
  */
  lengthSquared() {
    return this.x * this.x + this.y * this.y;
  }

  /*
  * Return making vector same direction and noamlize
  */
  normalize() {
    const len = Math.sqrt(this.x * this.x + this.y * this.y);
    if (len) {
      this.x /= len;
      this.y /= len;
    }
    return len;
  }

  /*
  * Return dot product of vectors
  * @param {constructor} v - vector
  */
  dotProduct(v) {
    return this.x * v.x + this.y * v.y;
  }

  edge(v) {
    return this.sub(v);
  }

  /*
  * Return vertical vector 
  */
  perpendicular() {
    const v = new Vector2d();
    v.x = this.y;
    v.y = 0 - this.x;
    return v;
  }

  /*
  * Return normalized vertical vector 
  */
  normal() {
    const p = this.perpendicular();
    return p.normalize();
  }

  /*
  * Display vector by string 
  */
  toString() {
    return '(' + this.x.toFixed(3) + ',' + this.y.toFixed(3) + ')';
  }}


/**
 * Collide
 * Referenced / O'Reilly Programming HTML5 Canvas
 */
class CollideWithCircle {
  /*
  * @constructor
  * @param {array} array - target array
  */
  constructor(array) {
    this.array = array;
  }

  /*
  * Check for collide
  */
  collide() {
    const v = new Vector2d(0, 0);
    let dist, obj1, obj2;
    for (let c = 0; c < this.array.length; c++) {
      obj1 = this.array[c];
      for (let i = c + 1; i < this.array.length; i++) {
        obj2 = this.array[i];
        v.x = obj2.x - obj1.x;
        v.y = obj2.y - obj1.y;
        dist = v.length();
        if (dist < obj1.radius + obj2.radius) {
          v.normalize();
          v.mult(null, obj1.radius + obj2.radius - dist);
          v.negate();
          obj1.x += v.x;
          obj1.y += v.y;
          this.bounce(obj1, obj2);
        }
      }
    }
  }

  /*
  * Change vector
  * @param {obj} obj1 - target object
  * @param {obj} obj2 - target object
  */
  bounce(obj1, obj2) {
    const colnAngle = Math.atan2(obj1.y - obj2.y, obj1.x - obj2.x);
    const length1 = obj1.v.length();
    const length2 = obj2.v.length();
    const dirAngle1 = Math.atan2(obj1.v.y, obj1.v.x);
    const dirAngle2 = Math.atan2(obj2.v.y, obj2.v.x);
    const newVX1 = length1 * Math.cos(dirAngle1 - colnAngle);
    const newVX2 = length2 * Math.cos(dirAngle2 - colnAngle);
    obj1.v.y = length1 * Math.sin(dirAngle1 - colnAngle);
    obj2.v.y = length2 * Math.sin(dirAngle2 - colnAngle);
    obj1.v.x = ((obj1.radius - obj2.radius) * newVX1 + 2 * obj2.radius * newVX2) / (obj1.radius + obj2.radius);
    obj2.v.x = ((obj2.radius - obj1.radius) * newVX2 + 2 * obj1.radius * newVX1) / (obj1.radius + obj2.radius);
    obj1.v.rotate(colnAngle);
    obj2.v.rotate(colnAngle);
  }}


/**
 * Stop watch
 * Referenced / O'R.........完整代码请登录后点击上方下载按钮下载查看

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